Medic Archive
Thread: If medics could heal mind wounds
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PsionicHawk
Mon Sep 15, 2003 6:42 pm
#1
Here is what I feel should happen if mind heal was given to medics:
- First I think that all heals should be reduced between 2/7 to 1/3. This would make the E stims (short and ranged) more viable and more powerful. (this could take place even if no mind heal was implemented). Currently these are only good for healing pets but since pets no longer give xp many feel they are not worth the extra resources to make them.
- Make the mind heals of each stim approx 2/9 to 1/4 of the H/A heal with a mind heal cap at the initial investment.
- Next thing that must be considered are CM area stims. Remove the mind heal from these completely. There is no way to remove the abuse CMs could do when they work in groups to heal thier own minds. Four CMs with area stims could heal each others mind very easilly. Of course planning ahead to get 4 CMs together to dothiswould be an amazing thing on some servers (masters anyways)
This would also require CMs to make Ranged stims rather then just Area Stims which many CMs are doing.
Just some numbers. B stims that would currently heal a base of 400 would look something like:
400*5/7 ~= 286 H/A heals
268*2/9 ~= 60 Mind Heal
Not usless by any means and there are still +modifiers to considerwould still work or it could be that the mind heal area will not be affected by + modifiers. Also whether or not the mind pool would grant xp is still up in the air. Medical xp is very easy to get anyways. It might be worth noting that stims could have a slight increase in the cost it takes to use a stim ~ +20 or so.
Zarlor
Tue Sep 16, 2003 9:15 am
#2
Make sure to watch your terminology. You'llturn a lot of folks off using the phrase "mind wounds" instead of "mind damage".
PsionicHawk
Tue Sep 16, 2003 11:40 am
#3
DOH, I apologize. that should read mind DAMAGE not mind wounds.
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