My take on fixing Aura


(LuLNope) #1

#1:
As long as a player remains in the healing station range the damage taken by the player is transmitted to healing station. (Why? I have no idea, maybe it overload because of sudden bursts of healing needed to be done or something.) Drop healing station’s HP to around 50-60 (i think it’s at 75 right now) and effectively people camping in the HS can take only so much damage before HS self destructs.

This invalidates tactics based of placing HS behind a corner and peaking for a moment to shoot since HS would get destroyed fast. Obviously HS HP would be ‘shared’ among all the people in the HS range (example: you have 3 players in the HS range, HS has 50HP, one player takes 10 dmg, other two 20dmg each - HS self destructs).

#2:
Healing rate is shared among all the players within range. Simple and effective. Makes team camping around HS impossible. Healing would be too slow.


(avidOverture) #2

[left]#3: Make Aura’s face more good looking, so it will follow nowadays beauty ideals.

And Aura’s healing station is pretty useless, because people will group near it and it’s easy job for Fragger to clean that.[/left]


(LuLNope) #3

Fragger is broken as well, but it’s a topic for another thread.

Anyway, possibility of countering broken class with another broken class isn’t a good argument against fixing at least one of those two.


(humaneBerry) #4

[quote=“LuLNope;9995”]Fragger is broken as well, but it’s a topic for another thread.

Anyway, possibility of countering broken class with another broken class isn’t a good argument against fixing at least one of those two.[/quote]

In what way is fragger broken? And while Aura might need a few touches, her healing station is quite easily handled by all explosives. This includes Fraggers nades, Skyhammers nade/airstrike, Artys artillery and proxys mines. Just break the station and she wont have superhealing.
She will still run like a madman(woman iguess) and fill your face full of shotgun pellets but atleast she wont heal herself.


(LuLNope) #5

It’s not a matter of whether Aura and Fragger need fixing, it’s ‘how’ to fix them. Problems with Aura and Fragger have been discussed in countless threads already, and I wrote more lengthy posts on the subject than I’d like to, go read those for more information. From me in this thread you can expect only discussion on how to fix those problems.


(netherRecord) #6

I think that the healing station needs a big nerf to the healing rate. It should be the same as Sawbones medic packs because at this point Aura completely outclasses Sawbones in terms of healing capability. She can potentially heal the whole team back to full in 2 seconds while Sawbones can only heal 3 people over 5 seconds


(humaneBerry) #7

I was merely inquiring about Fragger as a class because I have very limited experience with him.
What i tried to get across is that i think that the notion that Aura needs a major overhaul to her skills is overblown.
Her turret is squishy, this is a team game and there is no reason why you should not be able to handle her healingtower.

There are other things that can be looked at. netherRecord mentions healing rate and that is something that can be considered although i wouldnt want it to be nerfed to bits. Another thing is her mobility.

Remember that Sawbonez aswell heals his teammates quite fast, has a nearly infinite pool of medpacks because they recharge so fast and does not require anyone to be a sitting duck while healing.


(avidOverture) #8

[left]My opinion is that Aura doesn’t need nerf. Aura excel in her job, but she is easily countered. I have feeling that Sawbonez will be picked over Aura in competitive matches, because you get more mobility as a team and you won’t be as much explosive magnet.

But there is ONE fix Aura needs: you can place the healing station on air next to wall (etc.), so enemy can’t see the ground effects. But if they fix that then they should make it so it won’t show ground effect through walls.

Well my main is Aura so that might affect on my opinion about nerfs.:)[/left]


(KangaJoo) #9

The only problems I have with the healing stations are that they look the same for enemies and friendlies which is very annoying if you have hitmarkers disabled and that the healing stations heal while you are still shooting the enemy.

If they made the ground effect or color of the HS red instead of blue for enemy HS and if they made it so a healing station cannot heal you until after you stop receiving damage for about a half second, then I think it would be much more balanced.


(avidOverture) #10

[left][quote=“ChinaRep;10270”]If they made the ground effect or color of the HS red instead of blue for enemy HS and if they made it so a healing station cannot heal you until after you stop receiving damage for about a half second, then I think it would be much more balanced. [/quote]
+1
Very good improvement propositions.[/left]


(Gruntel) #11

+1
Great proposition. I think Battlefield implemented a simmilar change to the med packs. Works there, should fix the problem.


(appreciativeBuster) #12

I don’t see the problem either but the heals do happen very fast.

Maybe a few seconds of immunity (for heals) rather then constant stream of health.

I still die whilst standing near it lol so idk what the problem is… If you camp you get fragged

or they throw strikes on you

Or get ganked.


(solt.) #13

Admittedly, in this build the only on-demand explosives are Fragger’s nades and arguably Skyhammer’s too while indoors.


(humaneBerry) #14

Admittedly, in this build the only on-demand explosives are Fragger’s nades and arguably Skyhammer’s too while indoors.

[/quote]

Yes you are right but i sort of expect this issue to outgrow itself once the pool of mercs increase. In any game where you have characters with unique abilities there is usually a natural counter. For Aura this is explosives, imo, and if you don’t pick the one hero with reliable explosives to deal with her then you are going to have a bad time.

It is not about everyone playing the same hero but rather people need to understand what their priority should be, when and where to use their ability and so forth. If you had a fragger that actually used his grenades to clear auras stations then you wouldnt have a problem facing it either.

In the tutorial it clearly states that you should stick together with your team. If you cant win a 1v1 against an aura it is not because she is imbalanced but rather because your merc was never intended to 1v1 her.

Once again im not saying she is perfect as she is and she might need some tweaks but, in my opinion, it is not as big a problem as it is made out to be on these forums.


(Reddeadcap) #15

I’ve always mention making it glow red for the enemy team, the only way to realize its not on your side is if you stare right at it, turning red in your crossairs or look at its glowing red core. as for the healing station itself what is annoying is that simply dropping it is an instant heal, no need to worry about your health regeneration stopping like when being healed by a health pack, my suggestion on the actual healing mechanic is having it fire a healing wave every certain seconds with an audible charge up, firing sound that warns players that it is around.


(netherRecord) #16

[quote=“ChinaRep;10270”]The only problems I have with the healing stations are that they look the same for enemies and friendlies which is very annoying if you have hitmarkers disabled and that the healing stations heal while you are still shooting the enemy.

If they made the ground effect or color of the HS red instead of blue for enemy HS and if they made it so a healing station cannot heal you until after you stop receiving damage for about a half second, then I think it would be much more balanced. [/quote]

These are both great ideas! The biggest problem with the station is the constant healing that completely negates most gunfights. Aura can just drop a health station and usually win every 1 on 1 fight because the health station doesn’t follow the damage rule of the medpacks.


(APRenpsy) #17

I been thinking why not limited the amount you can heal from the medi station? It kind of bothers me that she can put it down and it just keeps on healing. Why not make it heal a set amount before it self-destructs? Everything else can stay honestly in my opinion.


(humaneBerry) #18

Had an observation today regarding the healing station. I was lucky enough to come up flanking an aura and a skyhammer standing in a station. I didnt kill the station but killed them both. I probably lucked out with alot of headshots but it was very doable.


(Reddeadcap) #19

It is indeed doable, but more often than not its like a one in a million chance to get even an Aura alone off guard, I’ve come up behind some a few times only to drop a health station and have that health come back before I can reload or swap to the secondary weapon.


(Solid Stache ~NaC) #20

Once stoker is back in the game, she won’t see as much play. However, she’ll persevere as a defensive medic in most maps which is her niche.