Medic Archive
Thread: Mind Damage: A Serious Problem For Medics
This is a post that i have also posted on the rifleman forum aobut all this stuff. I am a rifleman and i would like to point out a few things. You take away mind pool damage and you take away the rifleman.
Im just about getting sick of all this
When will people understand that there are benefits and disadvantages to every single style of profession you can do.
If medics are to get there way it wouldnt matter. The reason Rifleman are so advantaged, well aslong as it is in ranged combat i wont even talk about melle damage, is for the pure fact that people neglect the Mind Pools. Simple as that. A good rifleman at range will be able to incapp most players for this reason. A rifleman with Mind Shot and Head SHot2 using a good laser riflewill incapp a player in 2 shots. Is this an advantage, in PvP yes, cuase players neglect their mind pools, at a guess i would say most are not around 700. If players where to stack there mind pools this wouldnt happen. But now, these uber characters want everything their own way and dont want to never die, they want to be the uber char that can kill everything but never be killed.
Now go the other way. What chance does a rifleman have against some on the creatues and NPC that are out there. While everyone has this abiliy to hit fast and furios, hell ive seen some pistols do as much as 400 dam per hit, and that is around every 2 seconds, we rifleman can generally only fire every 5 seconds or so.
Yesterday i took on something yesterday, cant recall what is was but It had 7K mind pool. Now, i was hitting it for mind pool damage for about 1k per hit, but that was from 60m, yet the minutethe creaturerealised where i was,it ran towards me, buy that time it had got towards me i think i had hit it for a total of 4k damage, thats right 4k damage yet within 3 blows i was incapped. Now, is that fair?
I have about 1k health, 700 action, 1.1k mind, these are reasonable stats, yet as a rifleman i constantly seem to die when i am taking on creatures. This isnt becuase of lack of skill or technique, it is simply becuase of the limiations of the rifleman, and i accept that. You see beofre you scream why dont you heal yourself, well as a rifleman, the best postion to be in is prone, and while prone. i cant heal myself, which is crazy, you can heal yourself in any other position, yet the rifleman which takes double melle damage cant heal while prone, on that we cant even fire if we are prone and the are to close, which is the way it should be.
Its all about limitations and people have to understand that they are there and understand their limitations. If medics where to get the ability to heal mind, it would flat out kill the rifleman, unless we were given the abiliy to heal while prone, our double melle scraped and the ability to fire while prone but then you would get all these players saying that rifleman can inflect to much damage.
Nerf this, Nerf that (i do think CH need a slight Nerf) its the problem, everyone wnats to win but no one wants to lose, but geez, leave things as they are, if we start nerfing everything then no one will want to play this game and everyon will be just the one type of character.
OK, Im quite sorry, but I got to about halfway down page 4 and stopped. Since I havnt started reading this until someone mentioned it on the rifleman forums. It pretty much became a bunch of people saying your right, and then repeating what the original poster said. So if anything was said, beyond there that I missed Im sorry.
First of all, Id like to focus on the commanent, "change HeadShot to health damage." There are 4 classes at wich can do mind damage, you would want to change all 4 if you did that. You must also notice, that this would make medics over powered. Mind damage is a neccessary, to disable medics from bieng able to heal. Otherwise, you can have maxed willpower and focus, and never run out of mind. Making you an unstoppable healer. Since docotors can do 1100 HP heals to themselves. This would not only overpower Medics, this would overpower every class thats special abilities dont drain mind stats. They can have 400 mind, and not have to worry about anyoneshooting it, EVER. This would mean, he can then boost his health/action and regen bars beyond beleif. This would nerf Docotors who are trying to change it themselves. While your forced to get 1000+ mind so you can heal, everyone else is running around with 1100 healt/action, and high regen pools.
I strongly beleive, head shots should stay mind damage.
Now, to the main part of this post, healing mind. While Im currently not sure on whether this should be done, since both sides have valid arguments, I am on the side of making it Healable. But not, by Medics, Doctors, Combat Medics, ect. Wich basically leaves no one to be able to heal it. Healing your own draining stat, in one spec is over powering. Forcing you to use 2 different specs is fine, I.E Pistols getting medic to heal action. Or TKAs getting Medic to heal there Health(draining stat).
Mind is "your mental strength." Id like to give you n example of how you heal mind in real life. When your out on the frontier, and you see your friend next to you, get his head blown off. Your going to be somewhat scared, possably lose the mental will to go on. This is were either the leader of army/team steps in gets in his face and tells him to suck it up. Or, he is remvoed sent back to a hospital were he works out his **edit**. When you kill someone for your first time, naturally your a bit shaky, You go to see a shrink. In this game Shrinks are entertainers am I correct? Now, I have never seen a shrink on the battlefield. Closest thing to a shrinkon the battlefield, iswhen they used to have military preists on the battlefield with them.Now, your shrink is your commander, except hedoesnt put you on a couch and talkto you.
Therefore, Ive come to the conclusion,if Mind becomes healable, you give the ability to squad leaders./boost moral in Leadership 4 is what I would suggest be used, at this point it makes it so your HAM bars become averaged out between the group. I would like to see it, be like a HoT, all HAM bars receive a temporary Heal over Time, uncluding mind. Its like going up to make aspeech in front of everyone, when you do that, you not only gain extramoral boost, or the will to go on, You get a physical boost do to your will to go on boost. Such as a soldier in combat thinking of his little daughter, to givehim the will to fight on, and not die.
That is my opinion on the thread, on how minddamage should be dealt with.A docotor doesnt heal your mental will togo on, aleader or a shrink does.
For the first time i actually have to agree to proposal about healing mind damage and IM A RIFLEMAN.![]()
I would like to see a squad leader been given the right to heal mind, firstly not becuase i am squad leader(SL) myself, but for the simple fact is that as a SL, there isnt really much benefit in being one with the expection of the terrain bonus you get for the group. I am only just starting out as a squad leader and with the exception of the terrain bonus and the ability to send group messages (i,e, target this with out having to tell everyone seperatley) im not sure what the real benefits of beign aSL is. If the SL was given the oppurtuntiy to heal mind then i could see a realpositive for someone to pursue that skill tree. Would this mean everyone would become a SL, no, i dont think so, would it make the SL uber, i dont think, liek any elite skill tree its tough work and you would only do if you really want ti. It also give us that are SL more of a difentive role in the eyes of our group. As a rifleman i am constantly left by myself to heal myself generally becuase i cant heal while in the best firing postion. So i would also become a focus point for my group to heal me, i.e. a combat medic and squad leader working together, as they should be, it tends to lean more to real life which it should.
Myonly concerns is making a rifleman - too self suffecent if this was possible. I am a rifleman / squad leader with a splash of entertaining healing (i need it as a rifleman) and about the only real problem i can see with that is you are givin a rifleman the ability to heal their minds while in battle.
You might say that it can only be used when in a group situtatuon, which is what a squad leader is all about, but that can be exploited, get a Drioid and bam you have yourself a group. Lets say you have to have a minimum amout of people to use the SL skill, well that can leave people open to not being able to form enough of a group to be able to do it. Myself i play bloodfind with some Australian friends of mine, and due to time zone i think the most we have ever had in a group is 6, generally around 4.
On that I think entertainers should be able to Battle Fatigue as well if they are in a camp, as well as mind damage which they currently can. It seems crazy to me that you have to heal battle fatigue in a cantina and not be able to heal it in a camp. Again, maybe this can only be possible if it is a specific camp, suddenly you give the ranger skill tree more of a reason to pursue their camping xp, maybe we say entertainers can heal battle fatigue but only in the field camps. Make sense to me.
Somyproposal is this.
Leave Comabat Medics, Medics, Rifleman, Pistols, Carbineers, TKA, Swords etc.. as they are
Give Entertainers the ability to heal MindWounds and "Battle Fatugue" in Field Camps only. Making entertainers more useful and also giving them the ability to head out and see the world abit more.
Give Rangers the ability to build Field Camps and leave them to join in the battle (Maybe they dont get xp if they leave the camp site, and do get xp if they dont leave the site)
Give SL the ability to heal Mind Damage in the field. Making them more usueful.
The more i look it at it the more i like, what do you guys think.
Does it spread damage across all of the pools, or does damage done to health just spread to your group members heal pools?
To clarify: A group with 2 people all have 1000 max in all stats one takes 600 health damage.
The Rally(if that's what it is called) is used. do both combatatnts end up with 900/900/900 HAM's or 700/1000/1000?
The reason for my question, and why it is actually on topic, is that if the first is true then there is a way of healing mind already in the game albeit one that is not exactly trivial to sort out. 600 mind wounds could quite easily be spread out in the same way.
Of course this pre-supposes that it works this way, or even affects the mind pool in the first place....
Alarain Sherril
Tyrena, Corellia - Eclipse
Allowing the SL to 'heal' a groupmembers low mind pool is fine...as long as the cost for doing so is high enough to make it a 'last resort'.
I was wondering if anyone else was having this issue:
I purchased a Probot Deed from a player vendor but when I go to retrieve it, the "Retrieving item, please wait..." window - the one that darkens the rest of the screen - will not advance.
Been reading this thread over and over.. lol
(Dredging and combining some of the ideas from this thread, these are not mine)
Instead of mind heals, how about lowering mind damage from non-special attacks?
Many of the complaints seem to be "everyday hunting" complaints (along with PVP headshot complaints).
As it is now, a generic attack has a 1 in 3 chance of hitting mind (same chance as action/health).
If the ratio was changed, and/or the amount were lowered by 1/3 or 1/2, would that be ok?
For example:
Big bad Endor Monster A, hits for 700.
change 1 in 3 to 1 in 10, he does 700 to mind a lot less often.
While he still does 700 action or health, when he does hit mind he does 500 or 350.
This would be effective across the game for everyon PC's NPC's and mobs.
It would not effect special attacks. PC ranged headshots, PC brawler headshots, NPC's with rifles or brawler head hits, dark jedi etc. would all still special as they do now.
This would raise "everyday" mind surviveability, while not nerfing head attacking PC's, or making head attacking NPC's/mobs non-trivial. (they would stil lbe the hardest of all mobs/NPC's).
Honestly, I think mind healing has about 0 chance of ever getting in (I could be wrong). I think taking mind damage out entirely and removing mind incap, are just as unlikely as mind healing.
Balancing mind damage down in general, seems to be the most rational proposal in this thread so far.
-T
Opinions?
people this is easily dealt with.
give us the ability to /tendwound others mind damage. have it increase the effectiveness as we increase in firstaid. to further balance it add a crafted pack that you have to use to do this.
the fact that the skill gives you minor wounds to focus and will is a good trade off because eventually the medic will need to stop or he wont regen any mind, and the cost of using the skill will shoot through the roof.
simple testing will allow for a good balance, and problem solved.
cartolis
Cartolis wrote:people this is easily dealt with.
give us the ability to /tendwound others mind damage. have it increase the effectiveness as we increase in firstaid. to further balance it add a crafted pack that you have to use to do this.
the fact that the skill gives you minor wounds to focus and will is a good trade off because eventually the medic will need to stop or he wont regen any mind, and the cost of using the skill will shoot through the roof.
simple testing will allow for a good balance, and problem solved.
cartolis
We're talking about mind damage and not mind wounds.
Entertainers can already heal mind wounds and medic should not get any ability in that area
I know that we are talking about damage...
I'll be more verbose for the picky in the room.
alter tendwound so that It only works on mind DAMAGE or include a similar skill that will do the same thing. keep the willpower and focus wounds as a balancing factor and require a kit/tool/stim for the higher levels of it.
this would allow medics/cm/docs to heal mind wounds in the field and still not allow for the non stop healing that people are saying will happen.
we should probally push for the extra skill instead of the tend revamp, but that wholly depends on how many people use tend after getting the higher meds.
that better?