Rant ahead from someone passionate about medic mains, the main points are:
- Remove the cooldown on the bionic pulse, it’s counterintuitive
- Return her base HP to 30 on revive
- Reduce her bionic pulse charge time to fit with her charge time audio queue
- Give her Spark’s revivr overheat mechanic on her revivr if she uses it too much or holds the charge too long
- Reduce deploy time on the drone by at least half
- Give the drone increased resistance to explosions
- Revert the drone’s HP back to what it was
- Potentially shrink the drone’s AoE slightly
- Give most of her loadouts the “tough” augment
Reasoning behind these ideas:
I’ve been a medic main since I joined DB, and believe me, a lot of guardian’s issues stem from having a cooldown on her bionic pulse.
Multiple revives are a cool gimmick, but because of how merc HPs vary, you’re far more likely to have teammates die in quick succession rather than at the same time. Because of that, having a cooldown means you can either use it on the first teammate who drops and potentially lose the second, or wait until both drop and potentially lose the first. And that’s if they’re even in a close enough range, which they usually aren’t. The marginal usefulness of having the bionic pulse does not make it worth a cooldown. And at its current 2 seconds or whatever, what’s even the point?
If it absolutely needs some sort of spam restriction, give it something similar to spark’s overheat.
Her bionic pulse also seems to take longer to charge than it should, and it’s audio queue actually suggests it’s finished charging even though it’s only around 90%, which I don’t get
Also worth noting that giving 60 HP on a ranged revive at base is stupid. You should be encouraging players to watch their teammates health, so they can pick them up with a full charge the moment they go down. Encouraging players to instead tap revive with the bonus HP and cooldown only lowers the potential skill ceiling on her.
As for her drone, it’s a great addition to the game to counter the meta of projectile spam mercs, but the latest rework for it is crap in every way. Reducing the amount of time it stays up, sure, but only if it deploys in under half the current time. As it is it’s impossible to counter a lot of projectile mercs, notably the ones who most need countering like Stoker, simply because it takes too long to deploy. Hell, it’s even very difficult to stop an arty blast if you spot the laser thing.
Giving it tanky HP is also pretty bad, it just makes shooting it unfun and tedious, similarly to the turret. You should be rewarding players with clever drone placement, not just guardians who throw their drone in the middle of the open. The one thing I will say though, it should have higher explosive resistance. Having a nader throw a grenade at it and one-shot it before it can deploy is terrible.
I’d also like to see guardian have access to several cards with the 'tough" perk in the future. As a medic you have to stay alive if you want to help your team, but if you want to play assault you’ll need a reliable way to heal. Since guardian can’t, doing any assault role is very risky, as it could leave your team without someone to revive them.
She’s by no means a bad merc, but she feels like she wasn’t playtested by any actual medic mains for sure.
EDIT: Also might be interesting to give her some sort of small “preventative XP”, like when her shield is up near an enemy projectile merc who’s ability is ready to use, or over the EV or whatever. As it is she only gets rewarded for blowing up a projectile, but not from preventing one from being thrown in the first place