Little buff for Phoenix's Healing pulse


(Tanker_Ray) #1

This can be my own opinion about Phoenix, but I think he needs a bit of buff with his default healing pulse.

Well, since there is no augments like ‘20% faster charging speed’, I will skip about his charging speed and healing radius(you can sprint while charging) because they have no problems.

But, as all who mains Phoenix knows, his main problem with his default healing pulse is rather Cooldown, and Healing amount.

His pulse heals 80 when fully charged, with 12sec cooldown, but the reason I think this skill is quite low effective is because sometimes, you have to use the heal for self healing without healing team mates.

What I mean is, Phoenix has one of the best self healing abilities unlike Sawbonez’s self heal penalty, but due to his very low amount of 100 Max HP, Phoenix is way too busy fighting, self healing, and also healing team mates.

Best situation for Phoenix is healing yourself and team mates simultaneously, but come on. This never happens all the time.

If you use your fully charged healing pulse for yourself, you can’t heal your team mates for 12 sec.

If you heal your team mates with fully charged healing pulse and then barely survives the battle right after team mate’s healing, you can’t heal your self for 12 sec.

Even if you heal both at the same time, waiting 12 sec cool down for another bit of 80 heal seems quite too long, or less effective

I tried to use other loadouts with Crotzni(Only has Potent Pack =96 healing amount), and Kek(Only has Extra Supplies = 9.6sec cooldown)

But I found my self stick in to KE81 all the time. Sadly, even KE81 has problem with constant healing too.

I won’t expect buffing healing pulse’s both cons, but I think he at least deserves one buff about CD or healing amount buff a bit. I mean, unless he can ‘store’ his pulse like med packs.

I think 12 -> 10 sec cooldown, or 80HP -> 100HP buff would be nice for him. Really, just a bit of love for him.

What do you guys think?

I think he have too many disadvantage just for his self-revive. Whether his healing pulse is buffed or not, 100HP is already unstable enough compared to Sawbonez since Fletcha can always send him back to barracks with just one single stick.


(Szakalot) #2

just give us cooldown (% of) back for canceled pulses.

Imo cooldown itself is okay, considering how potent pulse is compared to all other healing types mid-fight, esp. on pubs.


(Tanker_Ray) #3

[quote=“Szakalot;140190”]just give us cooldown back for canceled pulses.

Imo cooldown itself is okay, considering how potent pulse is compared to all other healing types mid-fight, esp. on pubs.[/quote]

It really sucks when pulse is blocked by some thingys like facking ammo station…(or even same team mates.)

Well pulse does activate healing when you swap your weapons or dying while charging, but whenever it is blocked or pulse couldn’t reach team mates so you just waste it off mid-air seems way too much penalty for Phoenix, even it is instant heal.

About the pulse itself… um, I tested both Crotzni with only Potent Pack and Kek with only Extra Supplies, and I was slightly more on to Cooldown.

80 heal isn’t still really good enough to heal Assaults, but it was a bit ok with many other mercs with 110,120HP, and under it.

But the 12 sec cooldown seems way~~~~~~ too long. This is exactly why Extra Supplies augment takes the biggest part of him.

There is no such thing like ‘fail to use’ with med packs, because even if you fail to direct hit somebody, it drops on the ground. Second chance for team mates you know.

Can’t be stored, can’t spammed on the ground, very little heal, very long cooldown, huge blank if fails, and all you get is instant heal.

Healing pulse just seems to have too much penalty for me.

Well, if properly used while combat, it is surely amazing for a sudden moment unlike Aura’s healing station’s combat-while healing.


(JJMAJR) #4

I think that Pheonix should be more like a stone wall medic, with higher health, worse weapons, and less speed and healing ability than Sawbones. He also plays in a sort of tactical manner, if you can land in a safe spot when hit you would be able to get back in the game with full health afterwards under the cover of friendlies.

You can also force your enemies to try to finish you off instead of killing your teammates, making pushes a little bit easier.

Likewise, you need to know when your self-revive would be wasted.


(Dawnlazy) #5

An increase from 20-80 to 30-100 would be interesting I think. Would make it possible to heal up a 120 HP merc, and with potent packs you could even support a Fragger or a Thunder.


(Tanker_Ray) #6

amount of healing increased = cooldown saving is very nice too.

This might help him a bit more, but like I mentioned before, I am more to the Cooldown buff side.

There was way too many situations that I had to heal myself and team mates both separately, and healing amount didn’t really mattered(well, matters if you are going to heal Assaults but 80 heal is better than no heal, right?).

If you fail to heal both with single healing pulse, there goes the 24 sec cooldown… this is the biggest hole that Phoenix has. Phoenix’s combat medic style just requires short CD of healing pulse so that you can use your pulse more often for yourself only, or team mates only.

12 to 10 sec, and 8sec when using Extra Supplies might be a bit handy I guess.


(Xan) #7

also fix the bloody bug that doesn’t heal teammate even if you stand right infront of them and release it, and doesnt allow you to release the healing pulse unless you change weapon, i think the 2nd is due to high ping

rip my english


(Tanker_Ray) #8

Evaporation of healing pulse and 12 second cooldown trolls you much.

You don’t know what to do if low HP team mates call V 2 1 Medic! right in front of you lol

and yeah,

this SUCKS ASS.


(MarsRover) #9

It’s infuriating. It seems that the pulse spread is calculated at floor level. It needs to be raised to chest level so a fucking teeny-weeny step or an ammo box do not block it.


(n-x) #10

I am fine with the amount of healing the pulse does. It is meant for group healing. I guess it would be just too OP, if one Phoenix could fill up a group of 4 almost dead fraggers with one pulse. But what really has to be changed:

-Length of cool down.
-Healing pulse gets blocked by objects and team mates (ffs, its meant for group heals and it is just annoying finding two team mates in a corner waiting for a heal and then one blocks the other)
-Healing Pulse get stuck while charging
-Full penalty when canceling Healing Pulse (a penalty is ok, but make it just 3 seconds or whatever). It sucks so bad seeing a team mate low on health, running to him with pre charged pulse, just so he dies directly in front of you.


(bizarreRectangle) #11

80 health is a lot for group healing. Enough for mercs besides rhino anyway. Just fix the bugs and canceling healing pulse.


(ProfPlump) #12

Phoenix doesn’t really need a buff to his healing pulse - it heals INSTANTLY and cannot be prevented by shooting the healed target (unlike Sawbonez’s packs). It also can be used on the user at the same speed (unlike Sawbonez). Phoenix has access to the KEK-10, which, in my opinion, is much better than the Crotzni (unlike Sawbonez). Phoenix is also a little faster and smaller than Sawbonez. Unlike Sawbonez and Sparks, Phoenix’s healing abilities cannot be stolen by enemies. And, of course, Phoenix can self-revive.

On the other hand, Sawbonez has the advantage in being able to being able to heal people after dying (if he drops his medbags down) and he is much more effective at healing larger teammates (especially Fragger/Rhino).

In regards to the advantages of both mercs, it really doesn’t look like Phoenix needs anything more in terms of a buff. In fact, the main reason that Sawbonez is still viable is because he can heal the larger mercs more effectively - if they changed it so that Phoenix could heal MORE than 80HP (without Potent Packs) then it would probably take away from Sawbonez’ viability.

Keep it as it is (although it would be nice to be able to ‘cancel’ Phoenix’s healing pulse and avoid a cooldown punishment).


(Szakalot) #13

the problem here is as many other things about 5v5 comp versus 7v7/8v8 pub teams.

On pubs Phoenix is great, cause there is always a huge teamfight around, where group healing can be very useful.

In 5v5 Phoenix cannot keep up though, game pace is slower and more poke-reliant, where healing inbetween fights becomes preferable to the pulse.


(brennanfreak) #14

Only problem I have with pulsing is that sometimes it doesn’t heal my teammates because of some tiny obstruction.


(XavienX) #15

Agreed, in many situations, the penalty of like 15 seconds cooldown when you only healed one person vs a Sawbonez healing like 3 people with no cooldown in between is quite big. Let alone you’re vunerable during the time you are charging up the healing pulse with only 80hp heal while Aura and Sawbonez can fully heal a person.


(darlingClaymore) #16

[quote=“JJMAJR;140224”]I think that Pheonix should be more like a stone wall medic, with higher health, worse weapons, and less speed and healing ability than Sawbones. He also plays in a sort of tactical manner, if you can land in a safe spot when hit you would be able to get back in the game with full health afterwards under the cover of friendlies.

You can also force your enemies to try to finish you off instead of killing your teammates, making pushes a little bit easier.

Likewise, you need to know when your self-revive would be wasted.[/quote]

Sawbonez is that, phoenix is supposed to be the jack of all trades, with middle of line healing, health, speed. He shouldn’t have worse weapons, he needs a fixing, for all the bugs he has regarding his pulse


(Tanker_Ray) #17

I do agree with the 80 healing amount part, which is quite enough considering instant + AoE like @bizarreRectangle and @ProfPlump(oh, the part you said about Phoenix is smaller is wrong. Phoenix is not smaller than any other normal size male mercs) posted,

Well, the small reason I wrote about healing amount was because if you heal more with less charging, that might save some cooldown like Get Up Augment means 30% faster charge for Sparks’ REVIVR, if you are going to heal the same amount.

but like I said, I’m more on to Cooldown buff. Like @Xavien said, Sawbonez has no problem healing many team mates in a row(Because he can store his med packs), and there is way too much situation for you to heal yourself up without healing team mates.

So for example, situation usually goes like :

  • After combat, you heal yourself without healing team mates because you are low. it is too dangerous to heal your team mates with yourself same time, because while charging the pulse with low HP can be a easy target for enemies -> You can join the fight with full HP, but can not heal your team mates for 12secs.

  • Team mates are all low, so you heal them up with your pulse. -> You can’t heal yourself for 12 sec, so the combat after the heal is vulnerable since you have only 100HP. Also, if you heal them up in safe situation, why not play Sawbonez?

  • You successfully heal yourself and team mates at the same. -> Best Situation. BUT, there is no way to heal your team mates and yourself for 12sec right after the another combat.

Phoenix’s biggest advantage is his zombie-like self heals, instant & AoE heals, but he already has one biggest penalty=100 Max HP, besides the 2 second long charge and can’t be stored problem. This is same as Vassili which is the most unstable part when 1vs1 dualing, and 12 sec cooldown is way too damn long for consistent combat, self heal, AND team healing.

12 sec cooldown is enough for sustaining myself with using the pulse only for myself, but I can’t heal enough unless low HP team mates always stay beside me when I heal my self.

I don’t think 12 to 10 sec buff would make him OP, because his biggest limit is his lowest Max HP among male mercs. Instant huge damage like explosives, and headshots are already a great counter to maintenance power that Phoenix has.


(Tanker_Ray) #18

Holy shxt, They really DID applied my post???

Oh My World.


(n-x) #19

If I didnt completely miscalculated, healing 80 hp will give you now 10.2 seconds cooldown instead of 12 seconds

I would have prefered just a straight cooldown reduction to 5 seconds min and 10 seconds max, but thats cool too. Now, you just have to get used to the new usage of the pulse. If they now fix the line of sight problem, give us a smaller or no penalty for canceling healing pulse and fix the defib bug. They wont have to touch Phoenix in a long long time


(Tanker_Ray) #20

[quote=“Kelben;148535”]If I didnt completely miscalculated, healing 80 hp will give you now 10.2 seconds cooldown instead of 12 seconds

I would have prefered just a straight cooldown reduction to 5 seconds min and 10 seconds max, but thats cool too. Now, you just have to get used to the new usage of the pulse. If they now fix the line of sight problem, give us a smaller or no penalty for canceling healing pulse and fix the defib bug. They wont have to touch Phoenix in a long long time[/quote]

Check out this post’s date. This post was applied to Phoenix buff by Feb Fine Tuning!

Looks like SD had chosen the healing amount buff, instead of CD.