Swordsman Archive
Thread: so mind won't be targetable after next patch?
Think it through in combat revamp they want to eliminate specials causing damage, and instead reduce total HAM for a period of time. To make this work effectively this loss shouldn't regen in combat.
In this scenario healing mind damage with a stim is an acceptable thing because the act of healing it reduces the healers mind(it's a special)total and it won't regen immediately therefore limiting the amount they can do this in combat drastically when you lose 25-89 mind until end of fight.
This would also make no one pool any more desirable just all advantageous and still allow mind targeting attacks for rifles and swords
You can also heal the mind with a low level Artisan drink called Aitha. You can only drink a maximum of 10 of them (and that, only if your drink bar is empty) and the amount they heal is limited but with the first batchI whipped upusing no experimentation I could heal about 500 mind.
"Democracy is the worst form of government... until you consider the alternatives."
Winston Churchill.
Ekhvram wrote:
It's doc buffs making attacking Health or Action silly, and negating Composite's encumberances. Make them % based like Ent buffs and add pistoleer and carbineer versions of Vasarian brandy to aid in doing specials since HAM costs suck for them, pikes and swords.
If CM's couldn't stack area mind poison + area mind disease, then single disease+ poisons all on the Mind pool, things would be more balanced and that pool would be less abattle-group'sachillies' heel. Usually an area mind disease will take out an entire side except the Doc and maybe 1-2 people standing by him/her, with area mind poison hastening matters.
If carbineers got a stun carbine and us a stun mace next pub. at least we'd see something other than glowy vials, geno pistols, jawa rifles and riot batons in battle until the DEVs balance armor so people wear stuff other than heavy composite/encumberances matter again.
Health: Garrmorl
Action: Accarragm
Noone makes 'em 'cause noone really wants 'em. More profit in Brandy. But they do exist.
3. Or they could stop treating mind asa different and, therefore, special damage type by making it healable. In my opinion, the reason mind is unhealable is that it prevents unlimited healing.If I can heal myself in an unlimited fashion, nothing stops me from being able to spam specials all day, even unbuffed. Use a bunch of specials using my own HAM, heal my Health and Action using Mind, then heal my own Mind, and rinse and repeat. But we also know that in the upcoming combat revamp, they are making it so that specials do not use HAM as damage but, rather, temporarily remove points from the max values of the secondaries (at last report). Since stims do not affect the secondaries (and even if they did, stims do not affect the pool max), this makes HAM usage from specials unhealable. But regardless of the mechanisms, we know that this is their ultimate goal, to make it so that specials cannot be spammed in an unlimited manner by making HAM usage from specialsunhealable. Since healsare a type of special,heals will be affected the same way, so HAM costs from heals and from specials will only be recoverable from a natural regen process, not from instant heals. Thus, therewill no longer bea reason to keep mind unhealable. And they have achieved their goal of putting "place equal emphasis on Health, Action and Mind pools for both abilities and damage."
They would have to make a change to the combat calculations for how often the Mind Pool is hit then using random pool attacks/normal attacks. If I was using some sort of Mind damaging attack, got whatever it is that I was shooting at down to 1/5th of its Mind Pool whenI ran out of secondary pools, then I would need to resort to my default attack for low damage and a lower chance of hitting the Mind Pool enough to kill my target.
Action and Health attacks would be more useful, getting the target down to 1/5th of its Health or Action leaves a MUCH better chance of killing the target with the default attack due to striking Health/Action more often that Mind Pool after the secondary stats leave you hurting with every Special Move.
StGabriel wrote:
Sorry I didn't get to chime in sooner.
I think that there is some hope that the new HAM system may equalize the HAM bars a bit. Mind is unhealable in large part due to the fact that it is the stat you use to heal your other bars. If the new HAM system entails that medical use can be dependent on something else (i.e. something akin to a "special" bar, although we don't really know how it will be) then mind can be healable again -- thus making mind attacks less important (as all stats are healable).
Make what you will of it. I have no knowledge of any plans to do away with mind damage or anything like that. I just know that there was some talk that maybe mind would be more healable in the future.
Message Edited by Sotaudi on 04-13-2004 03:52 PM