Medic Archive
Thread: Mind damage incapacitation has got to go.
Just want to keep this topic on the boards on the off chance a dev might actually see it.
Tonight, I realized just how worthless my profession (Novice doctor) really is...
Everything in this game targets Mind to some degree,mobs,NPCs, other players in PVP. Mind damage cannot be healed andit cannot be reliably buffed. Because of this, Mind damage is everybody's weakest stat. Especially in PVP.
I've seen enough groupmates mind-capped to know that healing at it's best is just increasing the time till mind incapacitation (and not by much at that). Maybe that's how the designers envision the healing profession, but it's very unappealing to me. And I imagine most other folks who like to play the "healer" will feel the same way after a while.
I hope this doesn't sound too whiney. I know there was a huge thread on the mind-damage problem, but it's gone now, and this needs to stay on the radar screen.
I'm sure most people who play the medic have seen the problem too, and can back me up on this. I don't really havean answer to the mind-damage problem, I'm hoping somebody has the answer, and can make the right people understand the problem we have.
Yeah, don't forget about the mind-damaging classes, Maybe let them do damage to both action/health pools instead of just one. Or make mind-damage a non-incapacitating pool... \
keep the ideas coming, and keep this bumped...
My answer is to make the mind pool less like an actual damage bar and more like a "mana" or "special move" pool that just determines how long you can use special skills. Attacks that give mind damage right now would just give mind wounds - Headshot for instance would damage health and wound mind, but become harder to hit with since it now effectively hits two pools rather than one. This way, since no one is actually doing mind damage, no one can be incapped by losing their mind pool... however, having hefty mind wounds would mean that you wouldn't be able to do specials as often. Entertainers would still be useful because they would remain the only profession that could heal mind wounds. I don't think all that many people go sit in the cantina just to heal mind damage anyway.
The other, less broad solution would be to let medics heal mind damage of others - but to do so would cost more mind than it would heal, to prevent two medics from healing each other's mind and being able to heal indefinitely.
I'm glad I found this thread because I was just about to complain about mind damage incaps. I frequently team up with a Trandoshan TKA with about a teaspoon-full of mind (that's why they don't wear shoes, don't know how to tie them). I can keep him physically healthy and active, beating away at that nasty /con red NPC, until it gets one kick to his head and blows his brains out.
Healer support, to be really effective, needs to have all the tools to prevent incapacitation, and revive an incapped player before the mob gets a chance to death-blow him. Including mind damage.
It didn't take me long to notice this either. I always duo with my husband who is a Zabrak Pikeman. We have used stat migration to adjust his mind pool and being a zabrak he has great regen on it. It is very distressing to watch him get incap'd and be able to do absolutely nothing about it.
Now, as I recall, way back in beta 2 stims did actually used to heal all 3 bars. I'm sure you guys can see how this might be a bad thing. I really wish they'd just give someone something. It doesn't have to be medics but someone please! I know mind is the entertainers area but it's not like they can get someone up from an incap when they are laying there on the ground. At this point no one has anything to help that at all. Maybe entertainers should get something for it. Then maybe we could get more of them to come out and do a little bit of hunting.
Either way I wish there was some way that it could be fixed!
Plus, it's difficult enough to find 1 healer for a group, needing a healer and an entertainer seems unnecessarily burdensome.
The idea of low mind-pool making special moves impossible sounds good. Of course, that would put the mind-targeting professions into a sort of support class role (like a debuffer). I'm not sure they'd like that, but If it has to change, they can always pick up Carbine in a few weeks.
Glad to know other people find this as big an issue as I do...
Check with smugglers and chefs (though a lot of chef stuff is functionally uncraftable atm).
I think the origional poster actually mentioned how it is supposed to be "medics make the fights last longer until there is a mind incap" (paraphrase actually).
Mind healing or no mind incap, would make combat last effectively forever if you had a medic (at least until 1/2- 3/4 of your HAM bars went black anyway if you had a good medic). 2+ medics + any mind healing would make a group pretty much unkillable. 2+ medics plus no mind incap would actually be worse (combatants would enver go down.. and more than 1 medic would allow mind regen. between heals...
My stand on this is... if you are always getting mind incapped:
1.) You are fighting mobs that are too high for your group and trying to brute force your way through the encounter.
2.) You are of a good level, but not actually prepared for the mob... specials, traps, grenades, buffs etc.
I have never had a mind incap problem since the start of Beta 3. It has happened, but never on a regular basis in the groups I'm in... and that included Endor and Lok groups as well (less than 10 people as well). I know stuff has gotten bumped up in difficulty, and I haven't been to the outworlds since live... but still.. sounds more like a player problem than a design one to me.
I agree. We had a very good group hitting the back door of the Tuscan fort last night which includedone Novice Combat Medic and two Novice Doctors. Mind wounds were the sole cause of death.
My suggestion - mind damage should not incapacitate. Instead it should either cause dizziness (which can beeliminated with a Dizziness stimp) or increase the amount of Battle Fatigue you accumulate.
Leonard McCoy, Medical Intern, Mos Espa, Tatooine
"I have never had a mind incap problem since the start of Beta 3. It has happened, but never on a regular basis in the groups I'm in... and that included Endor and Lok groups as well (less than 10 people as well). I know stuff has gotten bumped up in difficulty, and I haven't been to the outworlds since live... but still.. sounds more like a player problem than a design one to me."
It's totally different now. You are correct that it was not a problem in beta, but it is not a player problem after release - it is a design one indeed.
I've fought pretty much everything on corellia in groups (not all the dungeons). has not been a problem...
That includes a dark jedi BTW. We got incapped and killed all over the place. But it wasn't the fault of the mind pool.
Again. I haven't been to lok or endor yet in live.
I also haven't done PVP, been waiting for exploits to be cleaned up first.
It may be a serious issue at higher levels (i'm currently working on novice doctor, so I've even been plying without other buffs) and on harder worlds but I'm not seeing it on Corellia.
Even if it is a high level problem, It'd be my opinion, we need more mind pool buffs/armor than heals.
I don't think the quality equipment is there (special costs on all guns but pistols are out of whack etc. etc.) to judge this. People are getting killed fighting hard mobs, often with iffy gear and little or no buffs. They are often also just spamming attacks rather than evaluating a situation and working together.
if you are fighting somthing that hits for 650, and you have 500 mind, then a random mind hit will kill you.. that is the players fault. not the system.
if you camp tusken raiders (which seems to be popular)... they use 2 weapons gaffi sticks and ... guess what....[drum roll] rifles... a lot of their ranged specials are gonna do mind damage. Again, player isn't prepared.
Maybe the mind damage should be scaled back to 2/3 of the other damage types across the board to balance out combat feel (since the buffs are lower, and it is unhealable)... but healing mind is a very bad solution.