Rifleman Archive
Thread: TC change removed reason for NO mind healing in stims?
I saw Zarlar on the doctors forum talking about the new changes. One thing he mentioned is the proposed changes removedthemainreason for NOT having mind. (do something that uses ham, heal, repeat for infinity)
It would still have some combat problems, but there are ways to fix that.
What do you riflemen think about stims healing Health, action AND mind?
--Rorrimot
Doctors would be gods.
How do you kill someone that has 2.5k HAM wears good composite (hell why not throw in a stun layer for laughs)and can heal for over 1k a pop?
I've said it before and I'll say it again, there needs to be a limiting factor on heals / buffs or the healing professions will become FOTY.
Yeah, just adding mind stims back in combat would make doctor very hard to kill, BUT the MAIN reason it was removed was to prevent infinte cycles using stims to heal the damage performing an action caused, thus allowing continuing the first action.
This adds a limiting factor for ANY action, combat or healing. How about increasing dramaticly the HAM costs of healing? OR tie a % of the heal as being a HAM cost. Since doctors can't heal the effects of using specials OR actions, they can only heal for a finite amount of time..
This would allow the doctors to heal for alot, but it would lower their HAM which would make them easier to kill. There would be a point where the damage to the HAM max would get lower than the amount of healing they needed.
--Rorrimot
It would be a welcome change, Mind is the hardest thing to regenerate, and usually the easiest thing to take down (due to not being able to heal),
Stims should heal all 3 of the HAM, and not just be HA stim,
The HAM drain complicates the way we see combat now anyway. You reduce your stat maximum which then regenerates back to its original state over time when you use combat specials. This drain cannot be healed. So if you are using a lot of special moves you could get yourself down to a dangerously low state while your stats are regenning. At that point killing people with mind health or action becomes feasible again. They could avoid the drain by using default attacks...but that won't amount to much over time. So you have to drain yourself...
But I'm sure you can imagine the possibilities of things (yes even positive things) that can come out of this. I encourage as many people as possible to go over to TC and give it a try. Even if you are just using a novice marksman char. If the new system sucks we need to figure it out as soon as possible sowe can try to talk to the Devs about tweaking or changing it.
I think a bit more people have started to get TC toons, but mostly to grab the latest giveaway item that they have (mounts, then speeders). But i dont think many of them are leveling to higher characters. I really think the character copy will be the big draw to TC. Until then it's nice, but it takes too long to grind a new character.
--Rorrimot
Yeah, healing is still based on the old system of creating damage, not the new HAM system. But remember that the devs have said that this new HAM system is very rough, and a prototype idea that might not survive TC. If this HAM system shows promise, then it will probably be extended to all actions which cause "damage" to use.
--Rorrimot
If this new HAM system flies, I'm still against healing of the mind pool.
Why? AS the Devs have said to us to pacify us many time, Our advantage is to damage an unhealable pool. Leave it as it is. It's our biggest advantage.
Is it unbalancing, no. It's what it always has been. If they want us to be able to hit a now healable pool, then give us a KD or Posture down move that works, you know unlike suppression fire.