Cooldown for defibrillators ?


(Eox) #1

That’s something that bother me since I came back into DB for the second closed steam beta : don’t you think that reviving people as a medic is just too easy ?

Well, it have to be easy, I conceed, but it’s really frustrating when you managed to kill three guys but at the end you did nothing because an Aura or a Sawbonez came this way and revived the whole crew in just a few seconds. Reviving seems for me way too powerful the way it is right now, because it can totally negate a good work done due to a successful ambush and it really encline players to make almost full medic games. Due to this, you can’t really try risky manoeuvers to try to flank the opposite team. It actually doesn’t reward sucessfully taken risks. And that’s something that should be definitely worked on in my opinion.

The way it actually is, you can revive a player more or less when you want why using the defibrillator. It’s just that the more you charge, the more hp is given. I want to suggest the following tweaks :

  • You can now only revive someone when the defibrillator is fully loaded. Tweak the time it takes for the defibrillator to charge fully if needed.
  • Revived allies will always be revived with 50% of their health.
  • If it’s not enough, put a small coooldown between every defibrillator uses.

(convincingTube) #2

Well, the 50% rez is because of the default loadout giving alot extra, but you are right - there should be some sort of cooldown, and warmup period for defibs.


(einstyle) #3

What does charging the defib do right now?


(triteCherry) #4

There are too many things that can one shot you as well as most people generally knife you anyway if your corpse hasn’t exploded yet. I would rather have maybe 5-10 second cooldown on instant revives.

I would seriously test how cooldowns would effect both the attacking and defending teams.


(LuLNope) #5

You can instantly revive people but it gives them only 40HP. If you charge you can revive people with up to 100HP. But it takes time, an when you charge you’re running with the same speed as when you’re shooting, so you’re easy to pick off then.

Nerfing defibrillator is a bad idea. Efficient reviving people is a skill as well. Charging defibs already takes a while and if you don’t charge revived player is dead again in 2 headshots max. Adding difficulty using support class simply won’t work. How often do you see ammo supply guys hogging all the ammo for themselves? And all it takes for them is to press a button and instantly drop ammo pack. Now imagine how often you will see successful revives if there’s a mandatory charging period. Also revive ‘hitbox’ would need to be huge to make sure that missing with charged defib won’t happen. It’s decently big now, but misses happen and they already are costly in time. Additionally this would make the gap in healing efficiency between Aura and other medics even larger. It’s easy to use up all your medpacks with Sawbonez. For a short period you’re left with nothing but defib as your medic ability. Aura’s healing station can work indefinitely if hidden from enemy fire. Taking away defib from other medics by introducing cooldown would result in them being relatively useless.

If you experience situations where medic picks up entire downed team it just means you prioritize targets poorly or you’re not using AoE attacks to their fullest. I’m certain this is just another problem that can be easily resolved by simply playing more and learning how to properly use mercs’ abilities, so a skill gap essentially, not a game balance problem.


(Eox) #6

You can instantly revive people but it gives them only 40HP. If you charge you can revive people with up to 100HP. But it takes time, an when you charge you’re running with the same speed as when you’re shooting, so you’re easy to pick off then.

Nerfing defibrillator is a bad idea. Efficient reviving people is a skill as well. Charging defibs already takes a while and if you don’t charge revived player is dead again in 2 headshots max. Adding difficulty using support class simply won’t work. How often do you see ammo supply guys hogging all the ammo for themselves? And all it takes for them is to press a button and instantly drop ammo pack. Now imagine how often you will see successful revives if there’s a mandatory charging period. Also revive ‘hitbox’ would need to be huge to make sure that missing with charged defib won’t happen. It’s decently big now, but misses happen and they already are costly in time. Additionally this would make the gap in healing efficiency between Aura and other medics even larger. It’s easy to use up all your medpacks with Sawbonez. For a short period you’re left with nothing but defib as your medic ability. Aura’s healing station can work indefinitely if hidden from enemy fire. Taking away defib from other medics by introducing cooldown would result in them being relatively useless.

If you experience situations where medic picks up entire downed team it just means you prioritize targets poorly or you’re not using AoE attacks to their fullest. I’m certain this is just another problem that can be easily resolved by simply playing more and learning how to properly use mercs’ abilities, so a skill gap essentially, not a game balance problem.[/quote]

Well, have you tried prioritizing when the whole crew in front of you plays Aura/Sawbonez ?

Aside from that, as Sawbonez if my second merc, I had the opportunity to play him a lot during that second beta weekend. And the hitbox to get downed targets from the defibrillators seemed really huge to me. I managed to revive an ally from a very unsuspected range (I was sure I was missing the targed, but I revived him anyway). Furthermore, while using Sawbonez, I could just revive the downed guy with a not even mid-charged defibrillator shock and then throw a medpack at him. In a fingersnap that guy was able to fight back without even fully charging my revive tool. I guess Aura can do the same with the health station. I can just negate someone’s hard work too efficiently, using Sawbonez or Aura.

Giving Defibrillators charges really does not seems unreasonable to me. If you are really afraid that Aura becomes much stronger after that, then we could still create an upgraded Defibrillators with a faster recharge rate of more charges for other medics if Aura is really above them. Two charges with a reload rate of 15-ish seconds for each charges seems fine to me. We can go for a 10 second reload for other mercs. With maybe a reduced time before being able to revive someone.


(TndY) #7

A cooldown is nonsense.
Medic trains are famous.

Gib.


(Rhyno) #8

The only issue I have currently with revives is for about a second after someone is revived they are entirely invincible and do not take damage. That needs to be removed to avoid rambo revives. That is 100% the biggest issue with revives at the moment.


(midnightInlet) #9

I think that if there was to be a cooldown for the revives it would have to be at least as fair as the needle cooldown was on the medics of enemy territory imo


(The99thProblem) #10

That is honestly barely an issue because if I recall correctly, once you shoot a bullet, you immunity/invincibility period is terminated. And even if the revived player doesn’t shoot the invincibility-frame is quite short.

As for the annexing cooldown to defibrillator idea, I do not think it is wise.


(TheNinth) #11

Here’s what I posted in another discussion:

I think reducing the tap-defib health to 2% (and xp gain to 2XP) will solve the issue as you can simply shoot one bullet at a foe you know will be rising (which will be the case anyway if you’re finishing them off), but keep the held down-defib heal to 100%. On that note, making FINISH health replenish instantly only after 5 seconds of being alive sounds like a great idea.