Squad Leader Archive
Thread: Squad Leaders should make groups more mentaly tough
The mind pool is the limiting factor in the game right now. It's what prevents melee's like me from tanking. I have max'd mind stats for a Zadrak TKA, I wear a helmut, have a great healer, yet many mobs in Endor that can attack my mind pool own me. Pets are just better tanks then I can ever be if I can not effectively protect or heal my mind. Its the very large mind pool that makes pets uber tanks.
The developers do not want togive medics the ability to heal mind pools, and they are reluctant to allow entertainers to do this either. I don't blame them. A mediccan be an entertainer as well, and therefore one toon can do both. However, its near impossible for a doctor to become a SL without a lot of work because of how our experience is generated. They would have to become a SL first and then release their combat skills and become a medic.
What I would suggest is to not allow SL to heal mind wounds. Instead SL should be able to regen mind faster while grouped, reduce the amount ofmind pool costs for specials,reduce the amount of dammage taken to the mind from attacks, and make it more difficult to target the mind in the first place.
This would certainly make us avalued member of the team,morein line with that of a good healer.
Excellent idea if fully implemented.
- Regen should be quicker in an SL group at all times, not just in camp.
- Costs should be reduced by some percentage while in an SL group.
- Defense of Mind should be higher while in SL group.
The main problem from the Devs point of view would be that if they feel that Mind Damage is unbalanced on the whole, then that would need to be addressed globally, not just in groups. And if they do address it, then they may feel that giving significant abilities to SL will just introduce another undesirable imbalance.
I 'think' I'm in favor of leaving Mind Damage/usage mostly like it is now (excessive Mind usage of SL abilities being a major exception), and then implementing these changes to make SLs desirable group members.
(I hate this board software SOE uses. I lose posts sometimes when submitting. I've lost some long ones and been to dejected to attempt to re-submit.)
Good idea.
All of your points should be implemented (regen full time, extra defense to mind, and reduced mind costs while in SL group).
Problem: Devs might see a need to 'fix' mind cost/regen/healing on a global scale, not just in SL groups. This might make new SL abilities too strong if they are added on top of Mind cost/regen/healing fix.
Personally, I'm in favor of keeping mind cost/regen/healing like it is, mostly, and adding these abilities to SL. It would make PvP group vs. non-group 'unbalanced', BUT it should be unbalanced to a degree. Knowing you are part of a group and being led by an eliteprofessional should make you better than someone who knows he is alone against a group or MOB.
(This time I'm copying this text before submitting.)
(I hate this board software SOE uses. I lose posts sometimes when submitting. I've lost some long ones and been to dejected to attempt to re-submit.)
Good idea.
All of your points should be implemented (regen full time, extra defense to mind, and reduced mind costs while in SL group).
Problem: Devs might see a need to 'fix' mind cost/regen/healing on a global scale, not just in SL groups. This might make new SL abilities too strong if they are added on top of Mind cost/regen/healing fix.
Personally, I'm in favor of keeping mind cost/regen/healing like it is, mostly, and adding these abilities to SL. It would make PvP group vs. non-group 'unbalanced', BUT it should be unbalanced to a degree. Knowing you are part of a group and being led by an eliteprofessional should make you better than someone who knows he is alone against a group or MOB.
(This time I'm copying this text before submitting.)
(Good thing I did: it messed up again.)
(I hate this board software SOE uses. I lose posts sometimes when submitting. I've lost some long ones and been to dejected to attempt to re-submit.)
Good idea.
All of your points should be implemented (regen full time, extra defense to mind, and reduced mind costs while in SL group).
Problem: Devs might see a need to 'fix' mind cost/regen/healing on a global scale, not just in SL groups. This might make new SL abilities too strong if they are added on top of Mind cost/regen/healing fix.
Personally, I'm in favor of keeping mind cost/regen/healing like it is, mostly, and adding these abilities to SL. It would make PvP group vs. non-group 'unbalanced', BUT it should be unbalanced to a degree. Knowing you are part of a group and being led by an eliteprofessional should make you better than someone who knows he is alone against a group or MOB.
(This time I'm copying this text before submitting.)
(Good thing I did: it messed up again, twice.)
OH, GREAT! ![]()
I did in fact check after getting the error screen the first time, and the post was not there. I got the 'same' problem several more times, but apparently the post was getting through each time!
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Yeah I know SWRO,
I already posted my support for it. I am just expanding it to include more then regen, but mental defense, reduced specials, etc... This weekend in Endor really showed me how much of a wimp I am as a tank now thatKD has a timer. At the moment, pets are much better tanks then melee's can ever be.
I keep wracking my brain with this whold mind healing thing.
The problem with a straight mind heal is that a medic/mind healer will essentially have unlimited healing mana. The high endfights down the road could last for days...
I am starting to favorprotective bonuses to mind attacks more and more. Abilities that make hitting the mind pool much more difficultand for less dammage when they do hit. I would keep in mind regen of course, and i think some mind pool buffs. This will prevent the unlimited healing pool, yet be significant enough to allow melee's to tank in PvP. They would just have to make it so CHpets don't get these bonuses as well, or we are back to pets as the uber tanks.
Another thing to consider is that a larger group might have 3 medic-types with serious healing capabilities, but it will only have one SL. Is the SL going to have the ability to do significant healing of the Mind of a group of 20?
Seems thatgroup Mind defense bonus plus group Mind regen bonus would definitely be necessary to reduce the need to heal Mind damage. Of course, this could be more imbalancing than just giving the SL super Mind healing capability. Riflemen would simply be ineffective against player groups unless their attack is boosted as well.
I understand the whole mind healing unbalencing the game thing...kinda. It's not really unlimited healing when riflemen can hit it IMHO.
I do think SL's lowering HAM costs for ALL abilities is a good idea. Since I doubt that will happen, I think SL's causing faster regen on Mind (or for that matter the whole HAM) would not be unbalancing.
Looking toward the future, they could even make it a skill that comes from a advanced profesion that has SL as a prerequisite. Just an idea since they are going to have to add another tier of professions down the line to handle the advanced players.