Musician Archive
Thread: Importance of Mind reduced in the CURB
Warryyr wrote:
Another solution would be to incur Mind wounds for healing Mind with a stim, similar to Combat Medics.
I'd be willing to try that. I've often wished I could heal mind damage with Tralmek. If this were put in, I'd be extra happy, because I could heal my friends minds, use fewer rezzes, and then have some mind wounds for my Entertainer friends to heal afterward.
What do you think?
Rowlyyk wrote:
With the importance of the Mind pool being reduced in the CURB as announced by TH (whatever it really means) I smell a dicline of buffbot-usage. If mind is not that all-important in the field anymore, buffbots might become less needed, resulting in their decline and the state of the Entertainer's profession greatly improved...
What do you think?
Mind won't be the all-important stat in Combat anymore, but it'll still play a part in combat.Don't overlookthe header "New Death and Incapacitation Rules."
Mind will still be a factor in Combat, and Mind buffs will still be needed. When a player is going to PvP, they're going to want all the bonus to their stats that they can get - that's a given.
I don't think the CU will have any impact on people needing buffbots. So long as they provide a level of service no live player can provide, they will flourish and remain a preferred method for healing/buffing the Mind stats among the cheap, lazy, and insanely impatient players. I'm always amazed that a quick shout of "BUFF PLZ!!!!" and a hasty exit from a cantina 6 seconds later is classified as "looking for an Entertainer" to so many folks. It's sad, but it's what the Devs have allowed to perpetuate for waaay too long.
Only eliminating the ability to buffbot will make buffbots a non-factor and THAT will not only lead to their decline, it'll eliminate them completely. The key is not to get rid of the importance of Mind buffs/healing. The key is to get rid of a method of "gameplay" that destroys the very fabric that holds this game together.
HOWEVER(and folks, this is a BIG however) -
Buffbots will NOT go away, even when AFK play goes away. We may see a slight increase in customers, but we'll still be sort of stuck in a hard place.
Why, you say?
Those Entertainer alt characters will still exist.
And, their owners aren't going to seek out a Live Entertainer.
They'll use the account they're paying for, for all of their Entertainer needs, and never visit one of us. We have lost those players. Players thought for way too long "I can never find an Entertainer" when really the deal was "I don't want to bother finding an Entertainer, I want one on-demand at the moment I demand it." They then used this myth of "never" finding an Entertainer to justify their AFK bot. And other players agreed, they could "never" find an Entertainer, so they use a buffbot. How convenient. Oh, and the buffs are free. Delightful. Why pay when you don't have to? And the Devs said nothing.
We might win the war, folks. But we've lost territory. A lot of it.
I don't think the CURB will hurt the demand for Mind buffs or healing. If it makes buffbots useless to go to, then WE'RE useless, too. People will still want their buffs to give em that "edge."
I just continue to /boggle that people complain ENDLESSLY about Coronet and stupid AFK'ers and spam, spam, spam, spam. Yet, they happily go into a nightmarish cantina chock FULL of:
"Listen now!"
"Dance buff's done, hon! target me and /stopwatch and I'll music buff soon!"
"5"
"4"
"No tips necessary for my buffs, but they're appreciated!"
"3"
"2"
"AFK buffing, just /invite me if I'm not in a group!"
"1"
"Starting music now, so /listen to me"
"Musiic buff is done, I'll startt dancing shortly!"
SUUUURE.....they're happy as clams inside that box of AFK macrohell.....
Tiaga wrote:
The issue with mind is that since it isn't healable, targetting mind is a powerful strategy. I think all TH is saying is referring to that mind damage will be healable by stims. This has been known for awhile.
Yup. Mind healing from stims was removed because it was found Medics/Docs could constantly heal to gain XP as you'd never run out of mind. Add timers that control the rate at which docs heal, and then you should be able to add mind healing back in.
Nifty wrote:
Tiaga wrote:
The issue with mind is that since it isn't healable, targetting mind is a powerful strategy. I think all TH is saying is referring to that mind damage will be healable by stims. This has been known for awhile.
Yup. Mind healing from stims was removed because it was found Medics/Docs could constantly heal to gain XP as you'd never run out of mind. Add timers that control the rate at which docs heal, and then you should be able to add mind healing back in.
Holy cow, that never occurred to me ![]()
Another solution would be to incur Mind wounds for healing Mind with a stim, similar to Combat Medics. I'll be interested to see how they approach this, with a Mind damage stim getting into the game.
Warryyr wrote:
Another solution would be to incur Mind wounds for healing Mind with a stim, similar to Combat Medics.
I'd be willing to try that. I've often wished I could heal mind damage with Tralmek. If this were put in, I'd be extra happy, because I could heal my friends minds, use fewer rezzes, and then have some mind wounds for my Entertainer friends to heal afterward.
Healing is a special action, so it will cost time, not health (err, mind hitpoints). Therefore Medic A healing Medic B doesn't incur damage to Medic A meaning Medic B will not gain any XP for using a stim on Medic A. Not to mention the fact that Medic B's stim won't allow Medic A's new action cost thingee to regenerate faster.
(ok, they need to come up with better terminology for separate special action costs, since we already have an action pool!)
Message Edited by Nifty on 01-19-2005 06:44 PM