[quote=“sunsetRivet;14120”]
Maybe simply give it a max amount of revives w/o CD (like 8) could work out as well.
This change of the revive should just prevent that two medics keep throwing their zombies (as you called them) at eachother. I don’t want to play “Necromancer SIM”.[/quote]
Exactly this idea makes me cringe HARD. The medic is supposed to be a reliable reviver in combat. It might sound a bit futile to some but in competitive (and that’s what the game is aiming for) gameplay you have to make sure that your enemy is DEAD, not incap but DEAD. Considering this AND the fact that a medic in the open is an easy target and the amount of skill / prediction / battlesense you need to actually pull of the “necromancer” i can safely say that this mechanic is definitly balanced.
If we should’ve learned anything from class based FPS (or even MMORPGs) is that you need to take the medic down first. Just because you might not like the idea that the medic is making your attempts to kill the enemy completly futile doesn’t mean it’s the mechanics fault. Once you have taken the medic down the rest is simple damageoutput.
Classes suitable for taking down medics are : Vassili (range+pecision+nonrevivability), Proxy / Aura (speed+burstdamage) , skyhammer (airstrike) , fragger (grenades… it’s not hard)
There is virtually NO reason whatsoever to nerf the Defib as:
- You both have the Defib, come on
- It IS balanced, you can take them out if you do it with a little coordination
- This isn’t anything new, take the medic down first. It’s been in every class based FPS
Edit: The only thing i might be okay with being nerfed is the amount of health that is needed to take somone out completly. Make it half, i don’t care but the Defib itself doesn’t need to be nerfed.