Feedback on medic classes


(k0k0nat) #1

Medic classes:

They desperately need a purpose in the game again (talking about pubplay). Sawbonez and Phoenix really had some benefit from the latest changes on gunplay (sawbones and phoenix hipfire is nice) but are still down in a very short time. That WOULD be O.K., if they could fulfill their role as supporters. Players still rather respawn than wait for a medic.
PS: Plants vs. Zombies has a great mechanic, where points from the enemy get back to the other team when a player got revived. I saw more team play around reviving team-mates and get them back into battle in PVZ: Garden Warfare than in DB ever since the Alpha started.
More general: The medics really suffer too much from the dmg-boost on bodyshots and are down in seconds

Phoenix:

Low heal-output (compared to the damage you get by certain classes) and high CD – Self-revive is to obvious right now. It doesn’t make sense most of the time because of the low spawn times or short routes. Self-reviving should be something that feels like a “checkpoint”. You usual need just some seconds to be at the same place again, when starting from the spawn.

Sawbonez:

He feels pretty balanced at the moment, but suffers from the spawn issue. I often feel lost on the map with him, because I can spam his med packs in the beginning and then see all my team mates doing the selfkill rather than waiting for me. Same for all medics.

Aura:

Feels too much like an squishy assassin in general. Her shotgun is way too strong right now and she is an incredible backup for heavy classes. While Phoenix and Sawbonez lost their roles as “killers”, Aura runs around with her flag-canon and kicks asses.


(Anti) #2

Only just got to this but good feedback, thanks :slight_smile:


(Kendle) #3

Missed this as well, but following on from the discussion re: gibbing and how it affects the Medic, in general I think the Medics have received one nerf too many and something needs to be done to redress that.

In ET the Medic was the go to class for combat as well as support. Same gun as everyone else, but could also heal, it was a no-brainer, if you wanted to frag and keep yourself alive / go into each fight on full health to give yourself an advantage over your (non-Medic) opponent, you played Medic. In DB the situation was almost the same, especially as it originally featured players dropping ammo when they died (good gun, self-heal, self-sufficient for ammo, why would you not play Medic?).

To address the “rambo Medic” syndrome SD nerfed the Medic’s self-heal capability, and, later, for other reasons, nerfed the guns as well. So now we have a Medic who’s not very good at fighting, and not very good at Medic’ing either. Coupled with the short spawns, broken spawn system, small maps and short travel times we see very few Medics in the game these days, or least we see very few revives happening.

I would take the view that, if you want to keep the Medic at a certain level combat wise, continue to tweak the guns, but restore the Medic capabilities, as currently we’re nerfing the combat role by nerfing the non-combat abilities.

There are several variables that now apply, I’d try tweaking them all and looking at the data to see what affect they have, for example increase the speed at which Med packs heal, instead of cancelling the heal when taking damage just reduce the healing affect, reduce the time it takes to select and use De-fibs, reduce the time it takes for De-fibs to charge for a full-health revive, maybe even give the Medic an “adrenaline needle” ala ET whereby he can give him/herself a time limited health boost (with long cool-down) to allow for reviving several team-mates under fire. If you don’t want that abused make it so they can’t use their gun while they’re under the influence of the health boost etc.


(Glottis-3D) #4

[QUOTE=Kendle;506296]
To address the “rambo Medic” syndrome SD nerfed the Medic’s self-heal capability, and, later, for other reasons, nerfed the guns as well. So now we have a Medic who’s not very good at fighting, and not very good at Medic’ing either. Coupled with the short spawns, broken spawn system, small maps and short travel times we see very few Medics in the game these days, or least we see very few revives happening.

I would take the view that, if you want to keep the Medic at a certain level combat wise, continue to tweak the guns, but restore the Medic capabilities, as currently we’re nerfing the combat role by nerfing the non-combat abilities.

There are several variables that now apply, I’d try tweaking them all and looking at the data to see what affect they have, for example increase the speed at which Med packs heal, instead of cancelling the heal when taking damage just reduce the healing affect, reduce the time it takes to select and use De-fibs, reduce the time it takes for De-fibs to charge for a full-health revive, maybe even give the Medic an “adrenaline needle” ala ET whereby he can give him/herself a time limited health boost (with long cool-down) to allow for reviving several team-mates under fire. If you don’t want that abused make it so they can’t use their gun while they’re under the influence of the health boost etc.[/QUOTE]

very good points here.

[ul]
[li]medpacks heal is not denied my damage, only reduced.
[/li][li]add some kind of micro-play to enforce Medic’ing. like adrenaline for combat-revives, or full charged teammate can be double charged/adrenalined during 1 second after revive, so that he has more chances to survive.
[/li][/ul]

though i am not a fan of 100% full charger.
75% of max HP is much better imo.


(chippy) #5
  • Self medic’ing

(Sun_Sheng) #6

Ditto on everything Kendle says as usual, but if you’re looking into medic ‘improvements’, if someone could fix the defib accuracy that would be greatly appreciated. I’ve lost count of the times i’ve launched myself in spectacular style into the midst of a battle shouting “Don’t panic!! Your saviour is here!!” only to die somewhat pathetically as I make 3 or 4 attempts to revive the same body. cheers


(PixelTwitch) #7

I would like to add that since the last patch the medic has become even more valid due to the lack of kill XP.
When it was 100xp for a kill people could play well get kills and earn XP. However, since removing that feature and going for a damage based reward system for the person who gets the kill, xp seems to be down in general. Granted, it does give the Objective players and awful lot more XP and it is more obvious to who is playing the objective (thats a good thing). Problem is, for people that are not playing the objective but want XP medic is the way forward as its the only class to really be able to farm XP still via revives and healthpacks…

Obviously reducing the XP given for heals and revives would make people not prioritise revives and heals… Only thing I think you can do is slightly up the XP for kills in the hope for making more people play the strong fragging Mercs. Also I would like to point out that lowering the XP for kills means that reducing the effect of heals is going to be a frustration but not a deterrent from using a medic in public play for that healing xp.