[QUOTE=INF3RN0;455054]So then you would be cool with a medic with a weak weapon and self packing? I’ve already heard you complain that it shouldn’t have a weaker gun in game… Maybe you never heard of tossing down a huge pile of med packs and then turning the corner. That is one huge reason why medics were so extremely powerful because you could absorb tons of damage in a fight without consequence. Also there’s situations where your fighting multiple people and losing deserved multikills from self packing is entirely possible. The fact that it was so good in the past is what led to medics focusing less on supporting the team and instead bringing their worth as the best fraggers simply because self heal allowed them to gain base advantage. I think all the games did it poorly, where in RTCW probably did it better but via the TF2 method of class pairing.
What you and Kendle are missing here is that self heal is not a good solution to making revives and team heals happen, even if it can sometimes be used to achieve that. More often than not it won’t. It needs to be done in another way that won’t directly effect the potential for combat proficiency of the medic. I hope that makes enough sense because it should be seen as hugely problematic to anyone with a competitive mindset.[/QUOTE]
I wrote out a 4 paragraph response and then read Kendle’s post and I’m on board with him. This argument is moot because you have it locked in your brain that medics should be played a specific way. This isn’t RtCW or WET. It’s DB. The major nerf to the health packs was more than enough to even out medics. The more recent nerf was over kill and now the class is broken. Echo is a great tool but in this case it failed. Just because less people are playing medic now doesn’t mean it balanced the game or class.
Picking medic should not lock you into a peon role where you just sit back and deliver pizza boxes to your team the whole game.
Anyway, as Kendle was saying this has been hashed out before and medics not being able to self heal is not the fix.
The real problems are:
[ul]
[li]TTK vs Gib ammo ratio (I.E. If it takes a long time to kill someone the gib time should be short or vice versa.)[/li][li]Medics need to be able to survive the revive or they won’t do it. Swapping lives (in most cases both players die) with the player is not how the medic should played. Basically, medics are punished for reviving.[/li][*]Health Packs - Need to be worked on. In their current form they are too weak because of the amount of spam in DB and all the gimmick loadouts arent even completed yet. It will get worse.[/ul]