Teras Kasi Archive

Thread: HAM bar modification needed

pyclone
Sat Sep 13, 2003 11:06 am
#1

Mind pool dmg is really not what its meant to be right now. One of the devs posted saying that mind pool dmg shouldn't be the determining factor in combat. Well atm it defenantaly is in a good percentatge of fights.


In the first part of this i will adress mind pool specificalty then the basic ham pool problems and fixes.


The problems:


1. Can't be healed


2. Specials draw from it


3. Doctors can't buff it


4. Relly no good way to get the pool up high enough to matter with out crippling yoru action/health or relilying on stim b's


Solutions: in order of my favorites


1. Have all specials draw from mind pool ONLY, and make mind pool not lead to incipaciated stat. Like most game now we have a "magin power" or special move fueling pool that doesn't kill us. THis is important because it is just a huge downer when you die because you special your self to death with specials you've worked hard to get. Further more all HAM cost, now mind costs could be proberly adjusted so as to un nerf knockdown and posture chage. This is becasue you can have them suck the mind pool dry fast and it will limit there battle effectiveness, but not kill them, same with posture change. Mind pool in this scenerio should remain un healable.


2. Make mind pool healable, i see this as an easy fix but i'm not hugely in love with it.


Problem two: HAM bar size, too small


HAM bar size is too small, it is clear and the devs basicaly admited this with the 75% reduction in pvp dmg. The proper solution should be to raise the ham bars by four, so they would be 3.5 k to 4k. This would give us enough points for secondary stats to acually matter, and reduce down time in pve, which atm is like this. Fight two yellow/white mobs sit for ten minutes, repeat. Too much down time detracts from the game, its not unbarable atm but it is bad.


Now keep in mind with raised ham bars there still would be a draw back to being beaten up you would have 4x the ham bar to regen, this i see as a good thing now medics might be able to heal more witch is needed with the creature healing nerf.



I really feel strongly about these changes, i don't like feeling gimped in pvp even though its not i'd just like to see the -1000 come up form someones head again lol, and mind dmg suck when you see it start to fall and you know its a bh who is spaming eyeshot and there is absolutly nothing you can do becasue it does 200 dmg in pvp still so6 sec and and 250 ham dmg to his healable action bar and he drops a pc playe.


Concider that this means he only needs stim b's to kill infinantaly unless he get mind attacked, oh please let him get mind attacked lol.


anyway please post your thoughts


ilcoz




Zocli a ilcoZ
Killer Doctor t Jedi Crafter
LarsFamilyLandspeeder
Sat Sep 13, 2003 11:56 am
#2

I agree with your points here, and I think lots of people (except for the ones profiting from Mind pool exploitation) share our views on this subject. In Morrowind, they had the Health, Stamina, and a Mind type bar. Health was where you got hit, stamina was what you used for attacking with weapons, mind was used for spells. I think they should implement a similar system here, with elements that you suggested. Guns would primarily use mind points to do specials, while melee weapons would use stamina/action. Mind and action would be healable - but only throughthings different from health healing(like stimulating drinks, energy snacks, etc.). All dmg you take would go into health, but as your stamina and mind got lower, you would be more "tired" and your defense/speed would fall, like in Morrowind. As for specials attacking mind or action/stamina pools, they could still work, but wouldn't incapacitate - just lower their combat effectiveness and prevent them from doing specials. Since each weapon class had it's own pool to target, they could just utilize a further interesting balance where melee weapons have stamina targetting specials, while guns have mind targetting specials - because that would encourage folks with guns to fight enemies that also have guns, and melee characters to fight melee-using enemies. Just my 2 credits - Thanks.
pyclone
Mon Sep 15, 2003 12:33 am
#3

Good points, i agree with your more detatiled thoughts.


Seriously, haveing three stat pool is fairly random in battle if you ask me and a couple of consecutive mind hits makes me go combat ineffecive because i can't heal any more with out puting that pool dangerously low




Zocli a ilcoZ
Killer Doctor t Jedi Crafter
Page 1 of 1
Previous Next