How bad was the Sparks change?


(Jesus) #21

[quote=“Apofenas;148605”]Reviving from distance is only thing she can now.

They nerfed REVIVR in so many areas - combat and support range, charge rate. Machine pistols were nerfed a lot and these are her damn primary. She never had good med packs, which are only good for self heal and nothing else. Damn I’m surprised SD stopped and kept her HP/speed, didn’t nerf M9/Stelstabt, nor add self-heal penalty.

80 hp merc with 3 secondary weapons, shit med packs and ability to somewhat revive from range is what she is now.

If they didn’t add damage falloff to REVIVR and instead nerf it’s close range damage, she would be perfectly balanced combined with other nerfs. May be could use a little self-heal penalty, but get better med packs.

If we had a trading system, i’d find some lucky newbies who is exited by free rotation and trade my only cobalt card - 383 Sparks for anything of same rarity.[/quote]

This. This is what should have been done. Considering the Reviving at range the range is pretty low until the health allies get becomes useless. You are just helping them up for them to be killed again


(Runeforce) #22

Actually she is still totally OP and is in dire need of huge nerfs.

Remove all headshot multiplier for the Reviver.
Can only revive at a full Reviver charge
Fix the double medpack throw bug.

  • for starters.

(Jesus) #23

[quote=“Runeforce;148623”]Actually she is still totally OP and is in dire need of huge nerfs.

Remove all headshot multiplier for the Reviver.
Can only revive at a full Reviver charge
Fix the double medpack throw bug.

  • for starters.[/quote]

fuck*ng lol, remove her from the game too ?


(Runeforce) #24

Personally I would prefer that, until she gets proper nerfed/fixed.


(Jostabeere) #25

[quote=“Apofenas;148605”]Reviving from distance is only thing she can now.

They nerfed REVIVR in so many areas - combat and support range, charge rate. Machine pistols were nerfed a lot and these are her damn primary. She never had good med packs, which are only good for self heal and nothing else. Damn I’m surprised SD stopped and kept her HP/speed, didn’t nerf M9/Stelstabt, nor add self-heal penalty.

80 hp merc with 3 secondary weapons, shit med packs and ability to somewhat revive from range is what she is now.

If they didn’t add damage falloff to REVIVR and instead nerf it’s close range damage, she would be perfectly balanced combined with other nerfs. May be could use a little self-heal penalty, but get better med packs.

If we had a trading system, i’d find some lucky newbies who is exited by free rotation and trade my only cobalt card - 383 Sparks for anything of same rarity.[/quote]

That’s the only thing I disagre with, too. I don’t understand why they added a falloff to revives. I mean it’s somewhat logical in comparsion to other mercs, but still. She should be an excellent ranged reviver with little-to-none combat abilities.


(Black) #26

[quote=“Jesus;148583”][quote=“APRenpsy;148580”]Sparks isn’t as dead as most people think…

  • If you can land shots, she is still very powerful at close-medium range.
    [/quote]

She was meant to be a long range merc they could have nerfed her close range but destroyed her unique gameplay instead merc is therefor dead.[/quote]

Im actually for making sparks a long range merc giving her weapons like the Stark, Br, or maybe even the graunder. However you have to agree with me here. Sparks reviving someone to FULL health from across the map is kind of bullshit.


(Jesus) #27

[quote=“Black;148637”][quote=“Jesus;148583”][quote=“APRenpsy;148580”]Sparks isn’t as dead as most people think…

  • If you can land shots, she is still very powerful at close-medium range.
    [/quote]

She was meant to be a long range merc they could have nerfed her close range but destroyed her unique gameplay instead merc is therefor dead.[/quote]

Im actually for making sparks a long range merc giving her weapons like the Stark, Br, or maybe even the graunder. However you have to agree with me here. Sparks reviving someone to FULL health from across the map is kind of bullshit.[/quote]

Maybe but the range it has now is ridiculous, and given the time it takes to charge it i think it should give full life whatever the range but only at full charge. SO you either have to prepare before the death of your teammate or he will be gibbed by the time you charge it


(retief) #28

I used to use her primarily because she had a longer effective range than the other medics. That went away last patch – smgs have the same effective range as the revivr. These nerfs are just insult to injury. On the plus side, blishlok aura is a surprisingly good replacement.


(Apofenas) #29

[quote=“Jostabeere;148633”]
That’s the only thing I disagre with, too. I don’t understand why they added a falloff to revives. I mean it’s somewhat logical in comparsion to other mercs, but still. She should be an excellent ranged reviver with little-to-none combat abilities.[/quote]

No she should be a merc with long range combat usage and close range medic usage.

From long range (combat zone) her real primary weapon (REVIVR) should kill enemies with it’s full power, but her supporting powers - cut in about a half.

In supporting zone she should be reviving with maximal efficiency reviving team mates from behind a corner, giving med packs, but her weapon be invalible option, so she is a low hp merc with machine pistol.

Doesn’t remind about Vassili concept?

All in all her combat input should be proportional to range, but team supporting input - counter proportional to range.

That’s why i think if it wasn’t about REVIVR damage falloff, all other nerfs would be perfect for her.


(CCP115) #30

Imagine if they added drop to the darts you shot.

You better be used to using a Crusader’s Crossbow.


(NexDroid) #31

Ok so, Sparks is now defense less. You will say, that shes meant as support not combat, but in pubs when your team doesnt work as team you are often the last man standing and need to protect yourself. Nerfing machine pistol - her main gun - is really bad idea. Why the hell should I pick sparks over Phoenix when she cant protect herself? Shes merc with the least HP and yet cant even protect herself. Her revives were heavily nerfed (door - door at chapel 77HP on full charge), revivr deals no dmg at all now, quick charge got nerfed (RIP 383), her med packs are incredibly fast gone with kind of long respawn. So what are her advantages? Well only range, which has been hugely shortened. Guys dont be silly and pick Phoenix to your squad instead of Sparks, she has been killed. We need Aimee so vaselines have some counter mercs. With adding recoil to stark its impossible to kill vaselines at mid to long ranges.


(WaffleMonster) #32

She’s fast and she’s got got medpacks and close to medium range her revive gun is still lethal. I barely noticed the increase to recoil on the stark.


(retief) #33

Honestly, this is true. If you can reliably land your first full charge headshots at close to medium range, she is still pretty damn strong. Unfortunately, she is terrible when played by the vast majority of the playerbase – most people can’t reliably land their first full charge headshot. She was always weak in that scenario, and her nerfs make her even worse there. At this point, if you aren’t an fps god, you are shooting yourself in the foot by picking her. Just pick aura and enjoy having a usable weapon.

Honestly, I think the damage drop off hurt her the hardest. Before, she was harder to use than most medics, but you got pretty decent effective range in return. That was a tradeoff I was willing to make. Now, killing people is even harder for normal people, and you don’t even outrange other medics’ smgs. Ranged revives are nice, but sawbones/aura’s healing balance that out reasonable well. She just doesn’t feel worthwhile anymore for me.


(triteCherry) #34

I’m really curious what the difference would be between how people view her now after her changes and if she was released with all these changes already made.


(Jesus) #35

[quote=“CCP115;148707”]Imagine if they added drop to the darts you shot.

You better be used to using a Crusader’s Crossbow.[/quote]

Im fine if they do that but remove all the nerfs, it would actually makes her even more difficult to play and no sane mind would argue that long distance headshot with this mechanic shouldnt deal such damage as it would be extremely hard to pull off


(Jesus) #36

She’s fast and she’s got got medpacks and close to medium range her revive gun is still lethal. I barely noticed the increase to recoil on the stark.[/quote]
@WaffleMonster
And she shouldnt be lethal at this range, she is a long range merc, supposed to be lethal at long range and less at close one my solution would be to “revert” the falloff mecanic so damage are less important at close range and becomes more lethal with range.


(Only_Use_Me_Lazer) #37

I used Sparks before the nerf, I use her the same after. Sure, I was never great with her, but nothing seems to bad. For everyone stating decrease her close range abilities but keep/improve long range, how do you plan on doing that? For CQC her weapons already aren’t that good and her low health makes her bad for short range.
Since I cant get ranked matches I’m judging just off casual, so it may be a little different in opinion to those who play ranked, but she works just fine. Personally, I don’t pay much attention to how much health people have after I revive them, so if it’s not enough I wouldn’t notice. However, her place in the team isn’t much changed to how it was. Personally I would say keep falloff for damage, but use a higher falloff range for reviving.
She’s still a good character, but I suspect that everyone will go for Phoenix now, since he was detestably better before, yet if you can use her for Hit and Run attacks she is still a great player, which is how she was designed, was she not.


(King_Gibbon) #38

Why it doesn’t make sence, she can revive from safe distance while sawbonez and aura have to get their padels out and run to each body… the fact dat she could have revived 3 bodies in matter of sec on long range with full health is GAME BREAKING…

This being said, an Aura is given a freaking shotgun. She can kill a lot of mercs with 1 shot to the body and a pretty good healing station. I have taken out a few Rhinos in CQC with these shotguns. Sawbonez gets a proper gun with medpacks that can heal to full health. Even Phoenix can heal better than Sparks! Sparks is given a secondary SMG for her primary and the Revivr is going to take too long to charge now to be a viable primary. Her best way of surviving is staying back out of the fight and hoping she is ignored. If she gets too close she is going to be an obvious target for an easy kill. Her medpacks are too weak to be useful to a team unless you are topping the mercs up quickly just to keep them up and to add insult to injury, can be used by the enemy team! However I have clutched an execution 4 vs me round by chucking medpacks to myself every now and then and killing with the revivr. It was glorious and I was in the zone, heavy breathing and hands shaking.

Don’t get me wrong, I am fine with nerfing her damage output. But damaging her only talent is going to be like a medic reviving with defibs but not charging them in the middle of a fire fight. More of a nuisance to your own team than a help. Sure keep the recharge as it is if you want, just don’t keep revive drop off.

TL;DR Don’t nerf revive dropoff, rest is fine.


(WaffleMonster) #39

She’s fast and she’s got got medpacks and close to medium range her revive gun is still lethal. I barely noticed the increase to recoil on the stark.[/quote]
@WaffleMonster
And she shouldnt be lethal at this range, she is a long range merc, supposed to be lethal at long range and less at close one my solution would be to “revert” the falloff mecanic so damage are less important at close range and becomes more lethal with range.
[/quote]

Why should she be a long range merc? It’s the main issue with her, the low risk high reward nature of her revivr due to its long range. Sparks being able to out snipe vassili was just ridiculous.


(Dawnlazy) #40

She’s fast and she’s got got medpacks and close to medium range her revive gun is still lethal. I barely noticed the increase to recoil on the stark.[/quote]
@WaffleMonster
And she shouldnt be lethal at this range, she is a long range merc, supposed to be lethal at long range and less at close one my solution would be to “revert” the falloff mecanic so damage are less important at close range and becomes more lethal with range.
[/quote]

Why should she be a long range merc?[/quote]

Why should her NOT be good at long range, considering she sucks at close range? You can’t just have a merc suck at any type of combat, it’s a first person shooter.