Captain Jack
Elite
- Joined
- Dec 28, 2010
- Posts
- 3,733
- Society
- Endgame
MindForce recently hit the spotlight as "a good skill to boost your HP" due to the MindForce unlocks being given an HP boost. While this was a very welcome change, it has not solved the problem of MindForce lagging behind literally every other combat profession in the advancement of health points. Any avid MindForce user will tell you that by the time you hit about 5K points of Force Merge, you will hit a wall on your HP gains from MindForce and it's actually faster to go back to ranged weaponry even if you're significantly higher level in ranged weaponry than you are in mindforce. And melee even moreso, since melee not only integrates the traditional HP skills but also includes Melee Combat and Martial Arts on top.
Three possible solutions I propose to remedy this problem.
Solution #1: Reduce the burden on the primary skills (electrokinesis, pyrokinesis, cryogenics) and increase the gains on the side skills.
The MindForce (Hit) professions lean 50% of their profession exclusively to their primary skills. This results in massive primary skill gains that don't give HP, while the secondary skills come up very slowly due to the reduced emphasis on their professional advancement.
Solution #2: Add an HP gain to the primary skills of Electrokinesis, Pyrokinesis, and Cryogenics. This would give the MindForce users the added HP they are lacking from the gains of primary skills in other professions such as Laser Sniper (from Rifle) or BLP Pistoleer (from Pistol).
Solution #3: Integrate Coolness, Combat Sense, and Commando into the MindForce skill tree. The (damage) side of the MindForce professions already have two Combat category skill unlocks (Ranged Damage Assessment and Wounding), while the (Hit) side has no Combat category skill unlocks at all.
Solution 3 is honestly the most logical and most beneficial of all 3 solutions. Not only does it offer to give the HP that the MindForce user is lacking, but it also helps balance out the (hit) with the (damage) side of the profession, since the majority of players with high MindForce skills are substantially higher in (damage) profession than they are in (hit), this would help close the gap.
Even just reading the descriptions of the skills themselves, they seem highly appropriate to be integrated into the MindForce professional skill tree.
Coolness: "Coolness is a measure of how well you perform while under duress."
Combat Sense: "Combat Sense is a familiarity with combat that allows you to successfully deal with combat situations."
Commando: "Commando is the ability to use extreme combat skills reserved for true combat veterans."
Thanks for the read.
Very respectfully,
Captain Jack
Three possible solutions I propose to remedy this problem.
Solution #1: Reduce the burden on the primary skills (electrokinesis, pyrokinesis, cryogenics) and increase the gains on the side skills.
The MindForce (Hit) professions lean 50% of their profession exclusively to their primary skills. This results in massive primary skill gains that don't give HP, while the secondary skills come up very slowly due to the reduced emphasis on their professional advancement.
Solution #2: Add an HP gain to the primary skills of Electrokinesis, Pyrokinesis, and Cryogenics. This would give the MindForce users the added HP they are lacking from the gains of primary skills in other professions such as Laser Sniper (from Rifle) or BLP Pistoleer (from Pistol).
Solution #3: Integrate Coolness, Combat Sense, and Commando into the MindForce skill tree. The (damage) side of the MindForce professions already have two Combat category skill unlocks (Ranged Damage Assessment and Wounding), while the (Hit) side has no Combat category skill unlocks at all.
Solution 3 is honestly the most logical and most beneficial of all 3 solutions. Not only does it offer to give the HP that the MindForce user is lacking, but it also helps balance out the (hit) with the (damage) side of the profession, since the majority of players with high MindForce skills are substantially higher in (damage) profession than they are in (hit), this would help close the gap.
Even just reading the descriptions of the skills themselves, they seem highly appropriate to be integrated into the MindForce professional skill tree.
Coolness: "Coolness is a measure of how well you perform while under duress."
Combat Sense: "Combat Sense is a familiarity with combat that allows you to successfully deal with combat situations."
Commando: "Commando is the ability to use extreme combat skills reserved for true combat veterans."
Thanks for the read.
Very respectfully,
Captain Jack