Phoenix Feedback


(ifreborn) #1

First off really like this Merc…

Couple tweaks would make his game play and utility a little more enjoyable.

  1. add an audio cue to healing pulse while the button is pressed alert teammates, not post effect as it is now. Funny is always good a howl or battle call also works.

  2. add 480 Sprint (maybe even 500) wile the ability is in use. It’s a nice touch and adds a little more flavor and utility plus helps chase down the people you want heal. Still think packs are better solo heals and the health station is better group and sparks range on revive is king, but this would help level the playing field a bit more.

anther interesting feature would be to add a double time to his self revive if someone is reloading near his body. Not sure of the out come of this one though with large groups?

ALSO: Icons that appear over your head when you request amo or healing please!!! Skyhammers in pugs make me want to cry…


(Violator) #2

Unlocked him yesterday and had a lot of fun, with the healing pulse its not always obvious how much you are healing vs how long you hold it down for but you get a rough feel for it. Self-revive not that useful as most players will gib way before you can use it. Weapons-wise or movement-wise not a lot to complain about.


(ifreborn) #3

Had some other thoughts and problems and dislikes I came across.

Charging up to heal someone and they die! This turns out to occur more than 50% of the time in active combat. Makes him very frustrating… You blow your cool down you loose your meet shield and you have the wrong weapon equipt to deal with the situation.

That leads to this thought:

Healing pulse could also work as an AOE revive @ 50% of charge level and greater. Health of revived can range from 25%-75% max health depending percent above 50%.


(FireWorks) #4

[QUOTE=ifreborn;538594]Had some other thoughts and problems and dislikes I came across.

Charging up to heal someone and they die! This turns out to occur more than 50% of the time in active combat. Makes him very frustrating… You blow your cool down you loose your meet shield and you have the wrong weapon equipt to deal with the situation.

That leads to this thought:

Healing pulse could also work as an AOE revive @ 50% of charge level and greater. Health of revived can range from 25%-75% max health depending percent above 50%.[/QUOTE]

Cancel it. Via weapon switch.

Sorry but bad timing is something associated with skill. Get your paddles out and youre fine.


(Beermachine) #5

Generally seems to be a fun and pretty well balanced merc. A combat focused front line medic more suited to attack than defence.

Only a few minor niggles:

  • Cancelling a charged healing pulse eats a lot of his CD timer, making him useless at healing for quite a while. Makes me REALLY miss the good old TK/Revive!

  • There’s no loadout that has get up + another healing ability. That would be fine and balanced, except that every other medic class has a standout loadout card for a dedicated healer.

  • The max heal rate of the pulse being a number and not a percentage of health restored makes him less effective when supporting high health classes as he can’t get them from a slither to max health effectively.


(jazevec) #6

[QUOTE=ifreborn;538516]First off really like this Merc…

  1. add an audio cue to healing pulse while the button is pressed alert teammates, not post effect as it is now. Funny is always good a howl or battle call also works.
  1. add 480 Sprint (maybe even 500) wile the ability is in use. It’s a nice touch and adds a little more flavor and utility plus helps chase down the people you want heal. Still think packs are better solo heals and the health station is better group and sparks range on revive is king, but this would help level the playing field a bit more.

Both good ideas.

=============
The merc is a bit awkward.

  1. Healing Pulse

The earlier Healing Pulse, before he was released, was instant to activate but inflexible. Now it’s flexible, but you have to hold down the button to get any meaningful heal. As a bonus, you can no longer reload weapon while healing. Many times you’re charging the pulse for a big heal and your patient is downed right before you release. They merely traded one incovenience for another.

Maybe the heal should be always max, but holding time would influence the cooldown ? Tap the button quickly for a quick heal and a long ass cooldown. Hold the button to heal just as much, but recover quicker ?

  1. Self-revive is highly overrated

The ability is a tie-breaker, not a game changer like martyrdom. Martyrdom forces everyone to react, run the hell away, don’t stay near the Nader when she dies. People learn to be very careful around Nader. With self-revive, you just gib the player as usual. The only times where you can revive consistently is when you’re far away from enemies, a lot above them, or your teammates are keeping them busy (but even then they might just focus on you for whatever reason).

Martyrdom is an IN YOUR FACE ability. Self-revive is the opposite, it performs the WORST when you use it that way.

The 50 second cooldown is far too much. You are limited much more by the situation, and in majority of situations even the shortest cooldown wouldn’t help you. Either the ability should be easier to use/harder to stop and keep the cooldown, or keep it as it is but slash the cooldown to 15 seconds.

  1. Defibs are actually his best ability.

Overall, I think Phoenix isn’t much of a rambo medic. Less health than Sawbonez, and can’t heal himself as often, and as fully. Sawbonez can survive a duel, eat a medpack, run behind a corner while reloading, and he’s ready for more. He has 3 more medpacks ready! As said above, self-revive is BAD in close engagements and heated fights. His weapon is a bit better, but healing is lackluster. He only feels tough compared to Aura, Sparks. He can push better than them, but I see no reason to pick him over Sawbonez, who fills much the same role.

Does Phoenix heal better than Sparks, previously called the worst healer ? Maybe Phoenix can heal a bunch of people sometimes, whereas Sparks would run out of medpacks in that situation. Such big groups make me nervous, they’re such grenade magnets! But Sparks revives so well she rarely needs to heal. Also, 35 HP medkits are often everything you need. When a teammate caught a few stray bullets, 35 HP is all he needs to not be at a disadvantage when someone comes around the corner. So Phoenix is probably the worst healer in most cases, better only than Aura who just got her station destroyed.

Because Phoenix can’t heal very well, and self-revive is very hard to rely on, my recommendation is to play Phoenix as a “soldier with defibrilators”. You can revive as you please when you’re the only one standing.
Loadouts of interest:
KE73 has Hochfir, Get Up, Drilled, Quick Switch.
CR83 has Crotzni, Get Up, Drilled, Cool
If you use a loadout with healing boosts, you should probably check out Sparks or Sawbonez… or you love KEK so much ?
“Cool” might actually be decent for Phoenix. Unless a headshot kills you, your body should be obscured so you CAN self-revive.


(ifreborn) #7

Some good points.

If Phoenix is more of the front line DPSer than Sawbones as he has less healing utility should he have the same or more base health to counter this? it appears that a great deal of balancing revolves around speed/health ratio, but when you also take into account weapons and abilities it may allow for a bump up in this respect or some love on the abilities side of the equation.

Don’t get me wrong he is a great champ with a lot of potential. He is just missing something very small to put him in line with the other healers or make him a great second healer on a team with a little health/speed ratio bump.


(jazevec) #8

[QUOTE=FireWorks;538595]Cancel it. Via weapon switch.

Sorry but bad timing is something associated with skill. Get your paddles out and youre fine.[/QUOTE]
He put a lot more thought into his post than you.

While it’s a nice interface trick to know, and I thank you for sharing this, it’s hardly intuitive that you can cancel an ability by switching weapons. In earlier version, Phoenix didn’t have this problem at all. Players shoudln’t have to bend over backwards to overcome an interface deficiency.

In order to save money, keyboard manufacturers often put many keys on the same “circuit” of sorts within the wiring of the keyboard. This prevents multiple keys in the same region of the keyboard from being pressed simultaneously. The only sure solution is to buy a well-made “gaming” keyboard. Phoenix players are forced to hold down a key now, and this often leads to some keypresses being ignored. Moving, charging pulse, now switching weapons - that’s already 3 keys at the same time: asking for trouble.


Phoenix vs Sawbonez:
Three loadouts of Sawbonez use Crotzni, which makes him just as good as Phoenix. But Sawbonez has 10 extra health! The only advantage Phoenix has over that is self revive, and that’s very unreliable. Those Sawbonez loadouts are just Mighty.
Even better, one of them has Potent Packs, Get Up, Mechanic (and Crotzni). Not only you get a good weapon, good health, medpacks for ramboing. You also get very valuable perks for helping your teammates.

Let’s examine the strong points of Phoenix

  1. Defibrilators are his best ability. Shared with 2 other medic mercs.
  2. Crotzni, KEK, Hochfir are his best weapons. Shared with other mercs.

Phoenix is just fine power-wise. But his strongest abilities are those shared with others. His weakest abilities are his unique skills! This makes him feel very generic. His unique abilities are a consolation prize, not what makes him stand out.

My proposal to address this:

  1. REMOVE defibrilators from Phoenix. Yes, that’s right, remove one of his best abilities!!!
  2. Make his Healing Pulse revive teammates and heal.
    2a. (credit to ifreborn) boost movement speed while charging Healing Pulse

Think how many issues it would fix!

  • Phoenix would no longer feel like a generic soldier with defibrilators.
  • More unique compared to other medics. Suddenly Phoenix could do something other medics cannot: charge into an area under fire and revive teammates. Healing Pulse would also be used for solo actions just because of speed boost, but that’s GOOD. Anything that makes his gameplay more unique is GOOD.
  • it elegantly solves the problem of a teammate dropping as you’re trying to pulse him.
  1. Make him emit a free Healing Pulse when self-revive goes through

With a long-ass cooldown, the ability could use and extra oomph. This would encourage other players to defend, even shield self-reviving Phoenix. It would lead to some desperate, epic actions.


(Szakalot) #9

[QUOTE=jazevec;538647]He put a lot more thought into his post than you.

While it’s a nice interface trick to know, and I thank you for sharing this, it’s hardly intuitive that you can cancel an ability by switching weapons. In earlier version, Phoenix didn’t have this problem at all. Players shoudln’t have to bend over backwards to overcome an interface deficiency.[/quote]

By weapon switching you mean a bind that switches weapons? I found that switching from pulse to weapons would incur a cooldown penalty, as if I used the heal.

In order to save money, keyboard manufacturers often put many keys on the same “circuit” of sorts within the wiring of the keyboard. This prevents multiple keys in the same region of the keyboard from being pressed simultaneously. The only sure solution is to buy a well-made “gaming” keyboard. Phoenix players are forced to hold down a key now, and this often leads to some keypresses being ignored. Moving, charging pulse, now switching weapons - that’s already 3 keys at the same time: asking for trouble.

Protip: press ‘4’ instead of ‘q’. You don’t want to have limited movement while charging up a pulse, and having to hold ‘q’ definitely makes movement cumbersome.

]
Phoenix vs Sawbonez:
Three loadouts of Sawbonez use Crotzni, which makes him just as good as Phoenix. But Sawbonez has 10 extra health! The only advantage Phoenix has over that is self revive, and that’s very unreliable. Those Sawbonez loadouts are just Mighty.
Even better, one of them has Potent Packs, Get Up, Mechanic (and Crotzni). Not only you get a good weapon, good health, medpacks for ramboing. You also get very valuable perks for helping your teammates.

Let’s examine the strong points of Phoenix

  1. Defibrilators are his best ability. Shared with 2 other medic mercs.
  2. Crotzni, KEK, Hochfir are his best weapons. Shared with other mercs.

Phoenix is just fine power-wise. But his strongest abilities are those shared with others. His weakest abilities are his unique skills! This makes him feel very generic. His unique abilities are a consolation prize, not what makes him stand out.

Phoenix’s heal is A LOT faster than sawbonez medpack. If you get sawbonez down to 10hp, he’ll need sth like 6 seconds to get up to full health again. Phoenix needs no more than 2 seconds (2 seconds is a max charged 80hp pulse).

Plus its not stopped by taking damage. Hide behind cover, charge, release, and you’re good to go.


(jazevec) #10

Sometimes I think Sparks is closer to being the W:ET rambomed than others. She has the oldschool instant medpacks.


(Szakalot) #11

having 80hp and a secondary as a primary make it little hard though : P