All my feedback of the game going into 1.0 (Part 1- Medics)


(SparkyShock) #1

This is one part of my master feedback post going into 1.0. I will try to be as detailed as possible and as clear as possible. These will be a series of feedback posts, going by section (Medics, Fire Support, etc.). Note - I’m not trying to be absolute, but giving my personal thoughts. I absolutely love the game, what I saw isn’t meant to dev bash or say the developers are bad, just my critique and some things I’d want to see implemented and/or tested.

  • Medics

  • Aura

Her health station is too ever-present. She doesn’t need to worry about exactly where she places it or if it is attacked or not. She can also have another one ready if her station does get destroyed. Aura’s station also gives health too fast. I don’t mean as in rate; but in how it is given. The station has a flat rate of healing with no ramp-up or slow down depending on if the target is being shot. This makes normally light health mercs far more durable than they should be. Aura is also too fragile for her own good, she gets one-shot way too easily.

My solution – Have her station have a higher base rate (going from 23/19 to maybe somewhere around 26/24) but have a healing ramp-up. This can be a reduced healing of 50% if just recently injured, and ramp-up to the full healing after a certain amount of time. This allows it to be a viable healing method, but doesn’t make someone a one-man army. This could also be accompanied by a small radius decrease. To make her less fragile, I’d increase her overall health to 90 accompanied by a speed reduction. It makes her less of a glass cannon.

  • Phoenix

His healing pulse is a good ability; however, he can use it very selfishly with no real downside (as a full charge basically gives him full health instantly). He has no reason to help his team with his pulse. Overall, he is a decent merc, but is a little too slow to catch-up to his team to heal them.

My Solution – His heal pulse could have the property of “the more players in the area, the more it heals”. The base healing would be reduced (Going from its max being 100 down to around 60), however it would increase to a max of 120 depending on how many people are within the area (perhaps a max of 3 people). His movement speed should also be increased to 435 to help him keep up with his team

  • Sparks

It’s no secret that Sparks is one of the best medics. Her long-range reviving along with her instant health packs make her a very quick support, not to mention her speed. However, there are still issues concerning her that I feel make her too objectively good. For starters, her revive rifle does a lot of damage. With a one second charge, she gains a 120-damage headshot laser that is extremely accurate. This accuracy is fine when it comes to reviving players at a distance, however it becomes a nightmare to anyone fighting her at range or up close. Now she does also have the issue of using her packs selfishly and her high speed makes her ever the deadlier.

My Solution – Reduce her max revive gun headshot from 120 to 100. She is still able to drop the squishy characters and Phoenix; however, it prevents her from being able to insta-down every character in the game besides three assaults at close range. Her packs, to prevent less selfish use, would have a “speed up” effect. The first pack would be thrown slow, but then the throw rate ramps up to an overall faster rate. Think of it like how shotgun reloads have a slower first shell, but the other shells reload faster afterwards. Sparks would also have a health increase to 90 and a speed reduction, to make her a little more durable.

  • Guardian

Probably the most problematic of the Medics. People give her shit because her ability is annoying, how she isn’t a medic, how she can’t heal, etc. The devs have repeatedly said that they do not plan on giving her a heal and that she was designed for FF ON (as she could quickly kill revive). So, the best thing is to change what she currently has. Her main issue stems from her bubble, it is very large, very present, and is very spammable. It also is very preemptive, meaning you can’t actually “use” the ability. She is completely reliant upon the enemy team and their team composition to gain max effectiveness.

My Solution – The major change would be to her drone. The area of effect of the drone would be reduced. It shouldn’t be smaller than an Aura station radius, but maybe a 300-unit radius (down from the current 400-unit radius). Her drone needs to be less of a large “No Ability Zone”. She also can’t throw it very far, so perhaps she could gain the ability to slide the drone along the ground. Guardian would hold it in her hand (like how Fragger cooks his nades) and it could slide a certain distance away from her. This could give her more flexibility and make her less open if she still wants to protect her teammates. The drone would also start its activation as it slid across the ground. I also propose a change to how her cooldown functions. Right now, she has a set 20 second cooldown that goes down as the drone is active or inactive. If the drone stays alive for its full 12 second duration, it leaves Guardian with 7 seconds before she can use it again. I propose to keep the 12 second duration, however the cooldown for it increases as it destroys projectiles. For example, the cool down is at 10 seconds with 2 seconds left of the drone, the drone then blocks a nade, the cooldown increases by about 2 seconds. Not the drone goes away, but the cooldown is now 10 instead of the regular 8. Having the cooldown increase as she blocks compensates for its fast replace rate. If it is actively blocking projectiles, it has an overall increased cooldown, but if it isn’t blocking many projectiles, it can be easily brought back in case it is needed.

  • Sawbones

I have no issues with Sawbones. He is by far the most balanced medic of the bunch. His packs aren’t too selfish, aren’t too powerful, and aren’t too plentiful. He has this balance of being a good offense medic and a good defense medic. I would not touch anything on Sawbones.

That is all my feedback and suggestions for all the Medics. I will work on a few follow-up posts talking about the other classes, along with augments and weapons. Leave a comment whether you agree or have different ideas.


(K1X455) #2

Phoenix’s healing pulse should flash if he’s in range of a team mate in need of a healing pulse; and FFS, proportionally increase the pulse strength with the hold time + skill cooldown. Pulse healing that gives only 100XP on one player deprives the rest of the team the healing they need if they’re scattered across the map. Otherwise, give Phoenix teleporting abilities.

Guardian’s Sky Shield deployment time should be removed or be as close to 0 because netcode is bad.


(woodchip) #3

There’s also kind of an issue with medics in general being a bit too powerful. 2 Medics/5 players has been meta forever. And having higher numbers of medics is a pretty heavy advantage in casuals, too. To me, it’s less an issue of Aura vs Sawbonez vs Sparks and more about all 3 of them providing enormous value to their team in different ways.

Sparks is already pretty toned down tho. I would not nerf her laser damage as you suggest because that would make her fragile and offensively weak kit feel very lackluster at anything except reviving. If anything (and I’m not sure Sparks needs a nerf) removing or changing her 383 god loadout might be a way to go. I don’t think she needs any other changes and I like the way her medpacks work right now.

Sawbonez I actually think is overpowered. His incredible self sustain and high HP + crotzni make him a strong duelist which is a huge deal at least in competitive. Having a medic that can take heads up gunfights against non-medics is hard to overrate. And he does the actual medicing job just fine.

Phoenix is fine and I think your proposed change would make him very awkward to play. Part of the idea of phoenix is that he can play a bit more lone wolf for a medic. There’s nothing wrong with that. And I think his power level overall is where the other medics should probably be, rather than buffing him to be on par with Aura and Sawbonez. K1X’s idea of somehow reducing the frequency that Phoenix tap heals would maybe be something to look at.

Aura is still very strong. She absolutely does not need more HP. It might be worth tuning her a little bit further to slightly nerf her defensive ability which is still unparalleled.


(Xerny) #4

Sparks’ Reviver dosen’t shoot lazers, it shoots electricity! It’s hard to use also, trust me.

Lowering it’s damage would partialy destroy her offensive capabilities, headshoting with the Reviver isn’t easy, unless you have god like reflexes or find an enemy merc standing still, most of the time you will either miss or get body shots.

And if they nerf the Reviver’s damage from 120 to 100, the body shot damage will automatically be nerfed also, from 60 to 50.

Meaning that instead of two shoting a merc with a fully charged reviver shot on the body that takes about 0.4 seconds to charge, you will need to land two fully charged shots and a half charged shot to kill a Skyhammer.

And if you’re using Sparks as a healer then… I don’t know what to say, you do realize that you will need to waste three of your medpacks to fully heal a Skyhammer, right? Unless you have potent packs ofcourse.

It’s best that you keep them for critical situations, if you’re about to die or if an ally is in desperate need of health, not when they have 20 HP missing, it’s best that you prepare a fully charged Reviver shot and wait for them to get downed and instantly zap them.

Now unto Guardian,

There are two types of players in Dirty Bomb,

  1. Those who say explosives are crap.
  2. Those who say Guardian’s sky shield is crap.

If you don’t have the patience to wait for Guardian to use her Sky Shield, wait 12 seconds for it to expire and THEN use that 7 second interval to throw all of your explosives,artys,etc. on her face and the face of her teammates, then you are quite reckless.

Guardian’s sky shield is basically made to stop the abuse of abilities, punishing anyone who ignores it.

Also the placing of the Sky Shield is quite important, if you don’t place it in a good spot or behind something, it will BARELLY block any explosives. Unless the Devs implement some sort of marker or displayer on how and where the drone will be placed i can probably see most of the Sky Shield’s being placed in terribile spots, forcing Guardian to be exposed to gun fire just to recover her drone and wait for it to rechage or watch it blocking barelly anything.

Plus even if the Sky Shield blocks an Airstrike, the explosion damage can still go through the shield and harm anyone inside it, most of the time i blocked multiple Skyhammer Airstrike’s and the blast damage still got me, reducing the radius from 400 units to 300 units is a bad idea, because some of the explosives will STILL go through the shield and harm anyone near or inside it.


(mrdisco) #5

Think that Sparks’ “revifle” should come with an alternate firing mode that heals. It would actually make the healing aspect at least… kind of fun. Throwing medpaks all over the place is kind of obnoxious.

To make things fair, just throw an cooldown after the 5th shot and call it a day.


(Xerny) #6

@mrdisco said:
Think that Sparks’ “revifle” should come with an alternate firing mode that heals. It would actually make the healing aspect at least… kind of fun. Throwing medpaks all over the place is kind of obnoxious.

If the devs implemented a healing alternate fire to her Revifle, then both the healing and the reviving will possibly be affected, almost completly ruining her reviving capabilities, she’s a medic specially made for reviving, not healing.

I don’t even know how a single electric discharge could heal an ally, a defibrillator’s electric discharge can kill anyone due to cardiac arrest, Sparks’ Reviver is basically a long range defibrillator.

I would like to see you try hitting a Proxy or Aura jumping all over the place with that thing.

And about the medpack part, Sawbonez basically does the exact same thing, although his medpacks fully regenerate someone’s HP rather then giving it instantly; Phoenix,Sparks and Sawbonez are offensive medics, meanwhile Aura and Guardian are defensive medics.

@mrdisco said:

To make things fair, just throw an cooldown after the 5th shot and call it a day.

Why add a cooldown at the 5th shot when it already has an overheat system? It just makes no sense at all.


(mrdisco) #7

@Xerny said:

@mrdisco said:
Think that Sparks’ “revifle” should come with an alternate firing mode that heals. It would actually make the healing aspect at least… kind of fun. Throwing medpaks all over the place is kind of obnoxious.

If the devs implemented a healing alternate fire to her Revifle, then both the healing and the reviving will possibly be affected, almost completly ruining her reviving capabilities, she’s a medic specially made for reviving, not healing.

I don’t even know how a single electric discharge could heal an ally, a defibrillator’s electric discharge can kill anyone due to cardiac arrest, Sparks’ Reviver is basically a long range defibrillator.

I would like to see you try hitting a Proxy or Aura jumping all over the place with that thing.

And about the medpack part, Sawbonez basically does the exact same thing, although his medpacks fully regenerate someone’s HP rather then giving it instantly; Phoenix,Sparks and Sawbonez are offensive medics, meanwhile Aura and Guardian are defensive medics.

@mrdisco said:

To make things fair, just throw an cooldown after the 5th shot and call it a day.

Why add a cooldown at the 5th shot when it already has an overheat system? It just makes no sense at all.

You must be really fun at parties.


(Szakalot) #8

i apprciate the write-up, but the game is far too advanced to make such sweeping changes in balance.

Personally, i don’t see any problems with either medic, and i wouldnt introduce such drastic changes that will cause another year of balance misery


(Xerny) #9

@mrdisco said:

@Xerny said:

@mrdisco said:
Think that Sparks’ “revifle” should come with an alternate firing mode that heals. It would actually make the healing aspect at least… kind of fun. Throwing medpaks all over the place is kind of obnoxious.

If the devs implemented a healing alternate fire to her Revifle, then both the healing and the reviving will possibly be affected, almost completly ruining her reviving capabilities, she’s a medic specially made for reviving, not healing.

I don’t even know how a single electric discharge could heal an ally, a defibrillator’s electric discharge can kill anyone due to cardiac arrest, Sparks’ Reviver is basically a long range defibrillator.

I would like to see you try hitting a Proxy or Aura jumping all over the place with that thing.

And about the medpack part, Sawbonez basically does the exact same thing, although his medpacks fully regenerate someone’s HP rather then giving it instantly; Phoenix,Sparks and Sawbonez are offensive medics, meanwhile Aura and Guardian are defensive medics.

@mrdisco said:

To make things fair, just throw an cooldown after the 5th shot and call it a day.

Why add a cooldown at the 5th shot when it already has an overheat system? It just makes no sense at all.

You must be really fun at parties.

Thanks for the compliment.

@Szakalot said:
i apprciate the write-up, but the game is far too advanced to make such sweeping changes in balance.

Personally, i don’t see any problems with either medic, and i wouldnt introduce such drastic changes that will cause another year of balance misery

Kudos.

All of the medics are in a perfect spot, Guardian may not be in the same spot but she is still welcome in any team comp.