It amazes me how spoiled so many Sparks mains are.


(SzGamer227) #1

Of all the balance changes made in the recent updates, the nerfs surrounding Sparks have by far made the biggest splash, and Sparks mains just love to tell you how much their valued merc has been damaged. Half of the Sparks player base complain about how her ability sucks at range now and how she is no longer viable as a combat medic. Y’all need to slow tf down and look at the facts.

Sparks is by far the most capable reviver of any medic. She can resurrect teammates faster than other medics and can revive from half a map away with no trouble. This is still true, even with the nerfs. So riddle me this: How can you justify having a medic that supremely better than anyone else at reviving teammates and still equally capable in combat?

You can’t. There have to be drawbacks. Old Sparks didn’t have any drawbacks: She matched snipers like Vassili in combat power with her Revive Gun, an ability which even still makes paddles look like pathetic plastic knives by comparison.

Now that Sparks has had her combat abilities weakened, she finally has an actual drawback to justify her absurd revive power, but half of the Sparks users here still want to be a combat medic. Do you realize how spoiled that makes you sound to people who play other medics? You can’t have it both ways.

If you want to play as a medic that is viable in combat, you’ll have to get your hands dirty when you revive like everyone else does. Otherwise, stop taking that Revive Gun for granted. If you play Sparks, play Sparks for the right reasons, and stop complaining about things that Sparks was never entitled to have.

EDIT: My opinions on certain issues discussed in the comments, which I’m putting here to give you Sparks diehards a better idea of where I stand on this whole issue and the kind of progress I’d like to see made.

[quote=“SzGamer227;151474”]I will definitely say that making the heal-on-revive drop off identical to the damage drop off was a lazy and ill-advised decision on the part of Splash Damage. I do think there should be some drop off, but it would be reasonable to have the heal drop off to kick in at a further distance or decline more gradually. Even so, she is still able to revive teammates without jumping into the thing that got her patient killed in the first place, which is still a definite boon that Sparks has over paddles.

As for her Health Packs, I can definitely agree that they need some overhauling. With the amount of health that a medic needs to give to their team all the time, healing a small chunk of health every 10 seconds is far from adequate, and you never see all four health packs ready beyond the very beginning of a match unless you just aren’t using them.

Giving them the same treatment as Fragger’s grenades way back when would be a big help: Cutting the cooldown to 5 or 6 seconds and reducing the max capacity to 3 would be a good start to making up for her diminished healing ability, without turning Sparks into a constant healing-carpet generator. This would also give Sparks’ healing a level of versatility that other medics don’t have, making it easy to regularly distribute small amounts of health in various doses instead of discharging a large amount of healing into just a few people.[/quote]


(RyePanda) #2

[quote=“SzGamer227;24301”] How can you justify having a medic that supremely better than anyone else at reviving teammates and still equally capable in combat?

You can’t. There have to be drawbacks. Old Sparks didn’t have any drawbacks: She matched snipers like Vassili in combat power with her Revive Gun, an ability which even still makes paddles look like pathetic plastic knives by comparison.

Now that Sparks has had her combat abilities weakened, she finally has an actual drawback to justify her absurd revive power, but half of the Sparks users here still want to be a combat medic. Do you realize how spoiled that makes you sound to people who play other medics? You can’t have it both ways.
[/quote]

I consider 80 health and machine pistol primaries a drawback. Sawbonez was, and is, the best combat medic (a argument could be made for Phoenix, but that’s not on topic) The nerf to her damage at range was warranted, but I think her revive power at range shouldn’t have been touched.


(solace_) #3

Sparks is by no mean useless. but she is getting there. the ‘sitting in the back and reviving’ playstyle has very little appeal. I agree with what you say about needing drawbacks, however, I think they went a little too far. Or at least they should’ve buffed her medpacks a bit.


(triteCherry) #4

[quote=“RyePanda;151410”]
I consider 80 health and machine pistol primaries a drawback. Sawbonez was, and is, the best combat medic (a argument could be made for Phoenix, but that’s not on topic) The nerf to her damage at range was warranted, but I think her revive power at range shouldn’t have been touched.[/quote]

I would consider her 80 health to be a detriment except she generally is never in the same range as Aura, same for her machine pistol primaries.

I do agree that her revive power shouldn’t have been touched though, even when reviving the corpse can take a **** ton of damage and still walk away.


(retief) #5

I’d call lack of healing a significant drawback as well. Other medics get powerful healing abilities and a defib, she gets shitty healing abilities and a revivr. If everything is tuned properly, that has the potential to be balanced.

Also, the revivr has similar damage dropoff to the blishlok now. If sparks doesn’t get within aura’s effective range, she nerfs her revives and loses a bunch of offensive power. That 80 hp really is relevant.


(Jesus) #6

[quote=“SzGamer227;24301”] Im right you are wrong because i said so.
I dont even play the merc but ill pretend i know everything about it. [/quote]

And the point of that post is ? Oh none its useless okay you must feel so strong now.

The only truth behind people like you is, oh cool this merc has been nerfed and wont bother me playing shotgun proxy anymore because i was too dumb to flank her or to not stay in her line of sight.

Plus you know very little about what Sparks or medic in general are entitled to have, because every medic is a combat medic in this game, there is no such thing as a pure medic. And you cant even consider Sparks a really good medic because she has close to zero healing ability she have to wait for her teammate to die. And even that has been impaired now. The HP and the weapon she got were her drawback because anyone not dumb as fuck could get close enough which is about mid range to kill her in a burst.

How can you justify having a medic that supremely better than anyone else at reviving teammates and still equally capable in combat? Now im gonna riddle your shit question EVERY other medic can heal exponentially their allie BEFORE they die, while Sparks have close to zero healing capabilities, thats what justified the Reviving power. Thats why Sawbones cant revive like that cause with a single pack he full life you, i dont even speak about Aura healthstation and phoenix pulse this has nothing to do with combat capabilities.

Now you maked this post just to make sparks players look bad.
But you are the one with no life who actually had the time to write an enormous pile of nonsensical shit just to bash others and make them look spoiled. The Sparks thread were made by people to voice their opinion this one created by you is just to criticize some people because they are asking justice for a merc you dont like to play agaisnt maybe you should look in a mirror and rethink your choices because you are the only one looking bad here Id even say rather pathetic


(PleasantWheat) #7

And so the flame wars begin…


(SzGamer227) #8

@RyePanda @succinctDeer @triteCherry @Retief - I will definitely say that making the heal-on-revive drop off identical to the damage drop off was a lazy and ill-advised decision on the part of Splash Damage. I do think there should be some drop off, but it would be reasonable to have the heal drop off to kick in at a further distance or decline more gradually. Even so, she is still able to revive teammates without jumping into the thing that got her patient killed in the first place, which is still a definite boon that Sparks has over paddles.

As for her Health Packs, I can definitely agree that they need some overhauling. With the amount of health that a medic needs to give to their team all the time, healing a small chunk of health every 10 seconds is far from adequate, and you never see all four health packs ready beyond the very beginning of a match unless you just aren’t using them.

Giving them the same treatment as Fragger’s grenades way back when would be a big help: Cutting the cooldown to 5 or 6 seconds and reducing the max capacity to 3 would be a good start to making up for her diminished healing ability, without turning Sparks into a constant healing-carpet generator. This would also give Sparks’ healing a level of versatility that other medics don’t have, making it easy to regularly distribute small amounts of health in various doses instead of discharging a large amount of healing into just a few people.

Given Splash Damages choice to rework Sparks out of nowhere and make major changes to her one at a time, there is a lot of room for improvement and tweaking, and they could definitely have thought this through more to make a more fair rework faster. I don’t like the attitude I’ve seen among certain Sparks users though… it seems like they either completely take their ranged healing ability for granted (like they’ve never used paddles) or think that Sparks was made to be a combat-intensive sniper instead of primarily being a medic. :stuck_out_tongue:

@Jesus - It is immediately obvious to me that responding to your post would lead to a downward-spiraling @$!#storm, and I do not appreciate your hostility. I would be much more keen to discuss these issues with you if you were not so blatantly aggressive or pulling assumptions out of thin air.

I will say that the purpose of my post was NOT to make Sparks players look bad. It’s to bring to attention the reasoning behind Sparks harsh nerfs to the many people who are blindly outraged by it, and try bring them down to earth about how powerful medics are supposed to be. SD aren’t just going to pull a 180 with their Sparks changes, but there are areas where Sparks needs to be worked on some more, and there won’t be any constructive discussion if everyone talks about nothing but "YES’ and “NO”.

@PleasantWheat - Well hopefully not. I’ve got my flame shield and my white flag ready, and I’ll be damned if I don’t know how to use them.


(retief) #9

So you accept that sparks’ healing sucks, and yet you still say that she has no tradeoffs or drawbacks? I think that her health packs are the last thing that should be buffed. They are the big thing that balanced out her reviving capability, and giving her the ability to efficiently heal her team on top of her reviving ability would be broken. You’d have to completely take away her offensive ability if you wanted that to be balanced, and that isn’t how db mercs are designed.

Honestly, I don’t mind the reviving nerf. I do mind that a formerly long range merc was given smg level damage dropoff. Being able to one shot people at a significant range is too strong, but giving her smg level damage dropoff takes away one of the primary reasons to take her instead of a different merc. She used to be the medic that you pick if you were going to fight at long range. Now she is just as cumbersome to use as a sniper, but with smg level range. That isn’t a combination that feels good.


(WaffleMonster) #10

Sparks revive was quite simply too strong for her very few drawbacks. People in the comp scene have been screaming at SD to nerf her broken revive and sniping ability for months and it’s a shame it has taken so long. It severely damaged the already dwindling competitive player base.


(BananaSlug) #11

some people are sitting there trying to justify that she wasnt op

lol


(ZeSpecter) #12

Unpopular opinion for sure, but I do agree with you. I’ve said it numerous times before, I can’t believe it took them that long to nerf her, should have happened way sooner. People may hate it, but it was the right decision if SD wants the competitive scene to grow.


(Apofenas) #13

For every advantage she had, she also had a sufficient drawback.

She is most usefull reviver in game, nobody tells anything against that. But she is absolutely useless at healing. Those “insta heal medpacks” are so trash, that she is not even a medic basicly, but a reviver only. Those insta heal medpacks are only “usefull” to heal yourself. 3 medpacks with 10 sec reload each to heal 80 hp merc to full hp. At the same time Aura and Sawbones can keep their team at full hp no problem, while Phoenix can provide same insta-heal to himself and 1-2 team mates near him with 5 second reload, or charge pulse and heal 100 hp to himself and 1-2 team mates with 15 sec reload.

Real medics don’t need to revive as much as Sparks in a first place, because they can keep their team alive. Sparks’ advantage over them is to revive people…at the small period of time after they fell untill they get finished, which is about 1-3 seconds if we speak about experienced players.

She had good sniping ability and could outsnipe Vassili. It’s not because she is so epic merc, but because Vassili is trash that can’t oneshot her with Moa(75/80) or Fel-Ix(79/80). Because he even more skill-based merc which requires head shots all day, but also has better damn weapons for that.

Other medics have good primary weapons: KEK, Crotzni, Shotguns ect. Sparks with her post-nerf REVIVR and post-nerf MP is uncomparable.

I agree she was too strong in hands of pro… like any other merc. She was over powered because she is skill-based merc. Difference between how pro player and average player use Sparks is huge; Replace Sparks with Sawbones and you won’t notice big difference between such players.

I don’t tell she didn’t need all these nerfs. I tell she didn’t need all of them and all of them at once. Machine pistol nerf was needed, not for Sparks only, but generally. Revive range nerf was needed. Quick charge nerf was also needed. I totally agree with these nerfes, i would even add a couple.

But she didn’t need REVIVR damage falloff. At least the way it was implemented. It’s the only thing is disagree with. REVIVR needs to be only long range weapon - do 66% damage in close range and from 18m increace to 100% at 36m. She needs a primary weapon and right now neither REVIVR, nor machine pistols fit that role.

Make REVIVR really work as primary or replace MP with real weapon. It is the core problem and most of those Spark posts started from it one way or another.


(Jesus) #14

[quote=“Apofenas;151741”]
But she didn’t need REVIVR damage falloff. At least the way it was implemented. It’s the only thing is disagree with. REVIVR needs to be only long range weapon - do 66% damage in close range and from 18m increace to 100% at 36m. [/quote]

This is what im killing myself to say on every single thread since the beginning.
People says she shouldnt be able to kill people at such distance, its the contrary she just have to because anything closer will kill her cause neither her hp or her MP are good enough to survive a close encounter with anyother merc 90% of the time.

She just have to keep her ennemies that might want to go after her away and if she fails to that then she should die. This one shot in the head at close range thing with the actual reviver is just superwrong she isnt a merc supposed to come close to you. Thats why she has low hp.


(WaffleMonster) #15

[quote=“Jesus;151753”][quote=“Apofenas;151741”]
But she didn’t need REVIVR damage falloff. At least the way it was implemented. It’s the only thing is disagree with. REVIVR needs to be only long range weapon - do 66% damage in close range and from 18m increace to 100% at 36m. [/quote]

This is what im killing myself to say on every single thread since the beginning.
People says she shouldnt be able to kill people at such distance, its the contrary she just have to because anything closer will kill her cause neither her hp or her MP are good enough to survive a close encounter with anyother merc 90% of the time.

She just have to keep her ennemies that might want to go after her away and if she fails to that then she should die. This one shot in the head at close range thing with the actual reviver is just superwrong she isnt a merc supposed to come close to you. Thats why she has low hp.[/quote]

The issue is that there was no point in taking vassili before the nerf. Even after the damage drop-off nerf, sparks still has solid long range firepower just not as ridiculous as before.


(Apofenas) #16

[quote=“WaffleMonster;151809”]
The issue is that there was no point in taking vassili before the nerf. Even after the damage drop-off nerf, sparks still has solid long range firepower just not as ridiculous as before. [/quote]
Again, it’s more the problem of Vassili than Sparks. If you took Sparks as long range merc, it doesn’t mean she is strong in that area, but means Vassili is weak there. I doubt she could outsnipe Red eye with PDP through smoke.

Did Vassili get vastly used now when Sparks is nerfed?

If you can use REVIVR to lay head shots from such long range, you will do that better with real sniper rifle and do fairly well with Burst rifles.

If it was such a big problem, i would buff Moa and Fel-Ix hardly - adjust their damage to 80-85. One body shot and she is dead. Go try outsnipe Vassili now.

With damage falloff, REVIVR isn’t a match for burst rifles on that range, not even sniper rifles. Long range is not her spot anymore. Neither is mid-close range because she has no other primary weapon. Give her a primary: REVIVR, SMG or a Dubstep gun - i don’t care, anything that is better than machine pistol.


(Mrarauzz) #17

I will be the first to admit that the only merc I thought was borderline broken, and that she was the only merc I hated playing against…but even I feel they want waaaayyyy too far with these nerfs. It seems to me they want to remove the identity of mercs that function in a unique way and strip them down to basic generic copies…I just hope fletcher doesn’t receive a wall of text nerfing :confused:


(KattiValk) #18

Killing people she revives is far easier than every other medic as the get up time is noticeably larger. Reverting this nerf back to be equal with defibs might actually but her back into a viable place considering anyone she revives from across the map will be much easier to kill than before.


(Sorotia) #19

Her damage potential was OP, yes. But I never heard anyone complain about her rez potential…unless one was salty about their opponent being revived before they could gib.

Her healing flat out sucks…bigger the group, the harder it is to keep everyone on their feet…and before people go on about how she can revive at range, well guess what…that is a risk…that their charge could be gibbed before they fire a bolt.

The Revivr damage nerf was justified, don’t forget the machine pistol nerf, so her damage potential was double nerfed. She had the weakest healing but the strongest damage…even then the strongest part of her damage took precision…if sniping was easy then the servers wouldn’t be polluted with lots of lousy Vassili.

If you want to insist her revive nerf stay, with all the various direct and indirect nerfs she suffered, I think her healing packs should be buffed…with more healing or more pack(s).


(triteCherry) #20

That’s the biggest problem with mercs sharing weapons, can’t nerf one without the other being affected.