Aura is...


(JJMAJR) #1

Actually really f-ing bonkers.

I think that she is a legitimately overpowered character. Sure, pocket Rhino seems like a probable cause for this, but something that is supposed to be simple like Dome becomes an extreme pain due to Auras being a very key component to the map’s failure as a whole.

I think that in FF servers the thing should friendly fire, and heal enemy players if they get into the station’s influence, just like how the ammo dispensers give out ammo regardless of team affiliation.

Something small like this would be extremely helpful in combating the extreme power she holds over games.


(frostyvampire) #2

If they healed enemy players. It would hurt her so much.

But a penalty would be nice (players that have taken damage in the past second receive no heals or only 25% heals)


(BlackboltLW) #3

If the healing station will behave like ammo stations (heals the enemy too) I think the station should heal the enemy 25% slower to make it balanced.

or basically what @FrostyVampire said


(LifeupOmega) #4

Bounce some nades into her station, solved. She’s not even close to an issue when your team communicates.


(Your worst knifemare.) #5

Airstrike,Arty Strike, 'Phantom emp and Fire work well to.


(JJMAJR) #6

I do know that grenades exist and are the answer to health stations.

I still think that Aura is an extremely powerful character nonetheless.

Normally though an enemy wouldn’t be able to get very close to a health station unless they are in an area where a grenade would solve its presence anyways.

So, having the thing friendly fire shouldn’t be that large of a nerf. It’s just good enough to make Dome somewhat easier for organized teams to attack.

I am against nerfs that would reduce the healing power of the health station. That’s a lot heavier of a nerf compared to enabling friendly fire on it, because that recently hurt enemies being unable to heal properly would completely destroy Aura.

Aura is strong in spite of her worse primaries and HP because that her healing ability is the most reliable, consistent, and powerful in the game, making her a much better pick over Sawbones in many situations where healing is more powerful than combat. And if it doesn’t work on recently hurt players, guess what? Aura’s worse than Sawbones, and even Phoenix!

Once that nerf comes into place people would be playing Sparks again, because even Sparks would have a better healing ability than that.

Oh shit I’m rambling again…
[spoiler]I guess that having the health station friendly fire to the fullest would be overkill though. I think that kind of change would make perks like Healing Reach and Potent Packs debuffs instead of buffs. Since they are supposed to be the latter, I think that Aura’s health station friendly fire gimmick should only be as effective as a normal health station’s effectiveness would be.

To indicate proper healing range I would say the unaffected field (from healing reach) should be colored blue/pink (Jackal side) or green/yellow (CDA side) with cyan/red (ally/enemy; normal colors) to indicate where friendly fire (in FF servers) would be active for the health station.[/spoiler]


(GatoCommodore) #7

i think the best nerf we can give aura is the cooldown in her station get shot.
aura need to play smarter rather just putting down station in the middle of battlefield just to get shot before it even heals.

why dont we give it 45 sec?

“thats long m8.”

okay hear me out.
if were talking about constant healing for a medic, at least make it harder than just idiotic drop and get killed.

sparks also nerfed because people think its too easy for her to revive on long range but people wont nerf aura health station for being too easy to use.


(JJMAJR) #8

…Dude, are you okay? You seem like you need sleep.

Anyways, the reason why Sparks was nerfed wasn’t because she was too easy. It’s because that she, if played properly, could be ten times better than Vassili could, even if Vas has spotting, because she was a self-healing sniper that revived people from infinite distance.

Of course, that was before the nerf. Now she’s trash because that her revives are too easy to interrupt, and she’s unable to participate well in healing or combat.


(SaulWolfden) #9

I’ve actually mowed down Auras sitting on their health stations as Rhino before destroying the station itself.


(GatoCommodore) #10

…Dude, are you okay? You seem like you need sleep.

Anyways, the reason why Sparks was nerfed wasn’t because she was too easy. It’s because that she, if played properly, could be ten times better than Vassili could, even if Vas has spotting, because she was a self-healing sniper that revived people from infinite distance.[/quote]

wasnt that too easy? i dont know what to call that if not too easy.

aura can also do better than thunder if played properly. you run around with her shotgun, headshot at point blank and you can kill just anyone, hell, she is the litteral merc of blitzkrieg with an actual ability to tank by herself. she also a fast self healing merc if you have the correct augment (extra supplies makes her deploy and retrieve cooldown better).


(watsyurdeal) #11

I think the best solution would be to make the healing station generate a pulse, this pulse when it hits basically works EXACTLY like the health packs from Sawbonez.

This allows the healing station to do it’s job, without it basically being a tanking station. And would give them a reason to buff Aura’s health and maybe give her more weapon variety.


(Eox) #12

Why nerfing a character countered by most of explosives in the game and limited to Blishlok/Shotguns ? Sure the health station is the strongest healing item in the game, but it’s far from being as efficient in offense (3 seconds wind up or so) and each station is like a gigantic “kick me in the butt” sign for every Fraggers, Naders, Fletchers or Stokers around.


(aminuseternal) #13

I feel like a CD nerf would be fair, I mean it has a lower CD than ammo stations…

Also, unless I am mistaken, every other healing or supply item heals/gives the same amount of hp/ammo for the enemy so why should the health station be different?


(bontsa) #14

[quote=“aminuseternal;205852”]
Also, unless I am mistaken, every other healing or supply item heals/gives the same amount of hp/ammo for the enemy so why should the health station be different? [/quote]

Ahem. Phoenix pulse.

I don’t see any reason to nerf Aura stations, theres enough AoE and explosive abilities already to deal with them.


(aminuseternal) #15

@bontsa
oh yeah I totes forgot about phoenix lol


(Dawnlazy) #16

I think they’re fine given all the ways to counter them with abilities. Plus that annoying glitch where fire support abilities kill the station just by barely grazing the healing area.


(JJMAJR) #17

Overpowered is the word for it, because even though Sparks is more powerful than Vassili at the time, she’s also harder to play.


(GatoCommodore) #18

Overpowered is the word for it, because even though Sparks is more powerful than Vassili at the time, she’s also harder to play.[/quote]

which rewards the skill of the player.
i think the damage falloff nerf was too big.


(watsyurdeal) #19

Sparks is another discussion so I won’t go into it here about her.

But Aura isn’t overpowered per say, broken would be a better term. She’s not that great in a higher skilled environment where teams are coordinated, but in a lower skilled, like a pub, she’s annoying and frustrating to deal with. Buffing her would make more difficult than she already is, and it wouldn’t do anything to help her in comp.

She needs a slight rework, like I proposed above.


(aminuseternal) #20

As much as I would love to have that pre damage fall of rev gun back, there is a reason why the balance is… weird for it. I mean I have no objections to having a high skill character that can beat a worse sniper, but I think @Herr_Hanz might have mentioned in a much older thread that you could cover the same range as a sniper rifle, but not have to ADS, which is a massive advantage in this game.

Anyways, I think the whole thing with aura comes down to comp/high skill players vs everyone else in balancing terms. Higher skilled players/a coordinated team will just be able to counter an aura who sits too long much easier than people in a public match or in lower level games maybe idk maybe I am just rambling at his point.