Phoenix's Heal


(terminal) #1

Phoenix’s heal is a combination of both Sawbonez and Aura’s heal but significantly weaker.
The Healing Pulse has a 20 second cooldown and 80 max PER HEAL.

I think we can tweak this by making the heal go by percentage of merc’s health, kind of like TF2’s healthpacks.
Let’s say a full charge will heal a merc 100% and a quick tap will heal a merc 25%. So if you’re a fragger and go near a phoenix who’s fully charged, you will get all your health back instead of half of your health back.
This will make the merc a lot more viable for comp and generally not disappoint players who go near a phoenix in a pub.


(gg2ez) #2

This isn’t how you play or cooperate with a Phoenix. His job is to stick close to his team and heal them all at once whilst providing revives and fire support, not top up individuals to full HP.

Your idea is OP. I do not want to fight a group of enemies and reduce them down to 10HP, only to have them put back up to full health within seconds. Phoenix is already viable for comp if your team can stick around eachother and communicate properly.


(neverplayseriou) #3

Saw and aura both have their counters, phoenix can’t be countered so he’s fine like this.


(gg2ez) #4

It’s called a gun.


(watsyurdeal) #5

Personally I just want them to stop punishing people for cancelling the heal with a cooldown.

I don’t understand that logic at all.


(terminal) #6

[quote=“gg2ez;91374”]This isn’t how you play or cooperate with a Phoenix. His job is to stick close to his team and heal them all at once whilst providing revives and fire support, not top up individuals to full HP.

Your idea is OP. I do not want to fight a group of enemies and reduce them down to 10HP, only to have them put back up to full health within seconds. Phoenix is already viable for comp if your team can stick around eachother and communicate properly.[/quote]

Well, is Phoenix as viable as Sparks?
Sawbonez isn’t leaving his place, his healthpacks are too valuable.

Sparks can just TK and revive them back up with full health
But if a player runs to a phoenix, they have to stick with an 80 health heal or no health at all.
Yes, Phoenix can also just TK them but they only get revived with 100 hp.


(neverplayseriou) #7

Sawbonez can’t heal during combat, that’s why phoenix is better for such situations and doesn’t need a ‘fix’. @viridianEmplacement


(terminal) #8

@sensitiveJellyfish
Well, you clearly didn’t understand me.
I was comparing Phoenix and Sparks, not Sawbonez.
I mentioned Sawbonez will always be Sawbonez because his healthpacks are too good.


(gg2ez) #9

[quote=“viridianEmplacement;91432”][quote=“gg2ez;91374”]This isn’t how you play or cooperate with a Phoenix. His job is to stick close to his team and heal them all at once whilst providing revives and fire support, not top up individuals to full HP.

Your idea is OP. I do not want to fight a group of enemies and reduce them down to 10HP, only to have them put back up to full health within seconds. Phoenix is already viable for comp if your team can stick around eachother and communicate properly.[/quote]

Well, is Phoenix as viable as Sparks?
Sawbonez isn’t leaving his place, his healthpacks are too valuable.

Sparks can just TK and revive them back up with full health
But if a player runs to a phoenix, they have to stick with an 80 health heal or no health at all.
Yes, Phoenix can also just TK them but they only get revived with 100 hp.
[/quote]

You can’t compare Sparks’ rezzing Ability to a healing ability and even if you did, Sparks rezzing Ability hits ONE target at a time and has to be charged to provide full health, Phoenix can boost all friendlies around him given they are close enough.

Just as @sensitiveJellyfish said, Saw and Sparks have a lower healing efficiency during combat. I like Phoenix the way he is, if they get rid of the cancellation penalty, I’d be so happy.


(AggressiveHamster) #10

People seem to forget that Phoenix also has a kek10 besides his ability to heal during combat. He’s good at killing and can keep a team somewhat alive. He’s obviously not the best healer but then again Sawbonez and Aura don’t have access to as much good weapons (kek10).

Phoenix is great the way he is imo. Only need to significantly reduce penalty of Healing Pulse being canceled.


(RyePanda) #11

[quote=“Watsyurdeal;91399”]Personally I just want them to stop punishing people for cancelling the heal with a cooldown.

I don’t understand that logic at all.[/quote]

“Alright, about to heal this person… teammate goes down well. looks like I need to switch to defibs and take a 20 second cooldown for trying to help someone.”

So. Annoying.


(bizarreRectangle) #12

Actually the cooldown is around 12 seconds. You don’t have to hold down q until the healing pulse just automatically gets released. Your healing pulse is fully charged when the BLUE circle is full (the nanites). Combine it with extra supplies it goes down to like 10 secs so it’s extra awesome.

The ability to heal MULTIPLE people INSTANTLY during combat is very nice. Neither sparks nor bonez could do that, keep phoenix as he is.


(terminal) #13

[quote=“gg2ez;91645”][quote=“viridianEmplacement;91432”][quote=“gg2ez;91374”]This isn’t how you play or cooperate with a Phoenix. His job is to stick close to his team and heal them all at once whilst providing revives and fire support, not top up individuals to full HP.

Your idea is OP. I do not want to fight a group of enemies and reduce them down to 10HP, only to have them put back up to full health within seconds. Phoenix is already viable for comp if your team can stick around eachother and communicate properly.[/quote]

Well, is Phoenix as viable as Sparks?
Sawbonez isn’t leaving his place, his healthpacks are too valuable.

Sparks can just TK and revive them back up with full health
But if a player runs to a phoenix, they have to stick with an 80 health heal or no health at all.
Yes, Phoenix can also just TK them but they only get revived with 100 hp.
[/quote]

You can’t compare Sparks’ rezzing Ability to a healing ability and even if you did, Sparks rezzing Ability hits ONE target at a time and has to be charged to provide full health, Phoenix can boost all friendlies around him given they are close enough.

Just as @sensitiveJellyfish said, Saw and Sparks have a lower healing efficiency during combat. I like Phoenix the way he is, if they get rid of the cancellation penalty, I’d be so happy. [/quote]

Spark’s revivr gun charges up super fast and they get an added spawn protection shield once they rise.


(avidCow) #14

[quote=“bizarreRectangle;91744”]Actually the cooldown is around 12 seconds. You don’t have to hold down q until the healing pulse just automatically gets released. Your healing pulse is fully charged when the BLUE circle is full (the nanites). Combine it with extra supplies it goes down to like 10 secs so it’s extra awesome.

The ability to heal MULTIPLE people INSTANTLY during combat is very nice. Neither sparks nor bonez could do that, keep phoenix as he is.[/quote]

Phoenix could heal several people in a pinch if you time your charge properly during a fire fight, but the reliance on proximity makes you and your allies into a great explosives target. I strongly suspect that his heal isn’t robust enough to make him a good medic when compared with the likes of Sawbonez who can heal multiple players to full health within a matter of seconds (even when those players are far apart) as well as do other things like leave health packs in strategic locations and self heal without momentarily crippling his team heals .


(gg2ez) #15

[quote=“viridianEmplacement;91770”][quote=“gg2ez;91645”][quote=“viridianEmplacement;91432”][quote=“gg2ez;91374”]This isn’t how you play or cooperate with a Phoenix. His job is to stick close to his team and heal them all at once whilst providing revives and fire support, not top up individuals to full HP.

Your idea is OP. I do not want to fight a group of enemies and reduce them down to 10HP, only to have them put back up to full health within seconds. Phoenix is already viable for comp if your team can stick around eachother and communicate properly.[/quote]

Well, is Phoenix as viable as Sparks?
Sawbonez isn’t leaving his place, his healthpacks are too valuable.

Sparks can just TK and revive them back up with full health
But if a player runs to a phoenix, they have to stick with an 80 health heal or no health at all.
Yes, Phoenix can also just TK them but they only get revived with 100 hp.
[/quote]

You can’t compare Sparks’ rezzing Ability to a healing ability and even if you did, Sparks rezzing Ability hits ONE target at a time and has to be charged to provide full health, Phoenix can boost all friendlies around him given they are close enough.

Just as @sensitiveJellyfish said, Saw and Sparks have a lower healing efficiency during combat. I like Phoenix the way he is, if they get rid of the cancellation penalty, I’d be so happy. [/quote]

Spark’s revivr gun charges up super fast and they get an added spawn protection shield once they rise.[/quote]

Spawn Shield is negated once a player performs an action and/or deactives after a VERY short time. What you call “super fast” is enough to finish a player you just killed.

There is a fine line between the playstyle of each medic. Sparks relies on her team to be dead in order to use her REVIVR in a medic sense, Phoenix is good at keeping his team alive. You can’t compare the two justly.


(terminal) #16

[quote=“gg2ez;91798”][quote=“viridianEmplacement;91770”][quote=“gg2ez;91645”][quote=“viridianEmplacement;91432”][quote=“gg2ez;91374”]This isn’t how you play or cooperate with a Phoenix. His job is to stick close to his team and heal them all at once whilst providing revives and fire support, not top up individuals to full HP.

Your idea is OP. I do not want to fight a group of enemies and reduce them down to 10HP, only to have them put back up to full health within seconds. Phoenix is already viable for comp if your team can stick around eachother and communicate properly.[/quote]

Well, is Phoenix as viable as Sparks?
Sawbonez isn’t leaving his place, his healthpacks are too valuable.

Sparks can just TK and revive them back up with full health
But if a player runs to a phoenix, they have to stick with an 80 health heal or no health at all.
Yes, Phoenix can also just TK them but they only get revived with 100 hp.
[/quote]

You can’t compare Sparks’ rezzing Ability to a healing ability and even if you did, Sparks rezzing Ability hits ONE target at a time and has to be charged to provide full health, Phoenix can boost all friendlies around him given they are close enough.

Just as @sensitiveJellyfish said, Saw and Sparks have a lower healing efficiency during combat. I like Phoenix the way he is, if they get rid of the cancellation penalty, I’d be so happy. [/quote]

Spark’s revivr gun charges up super fast and they get an added spawn protection shield once they rise.[/quote]

Spawn Shield is negated once a player performs an action and/or deactives after a VERY short time. What you call “super fast” is enough to finish a player you just killed.

There is a fine line between the playstyle of each medic. Sparks relies on her team to be dead in order to use her REVIVR in a medic sense, Phoenix is good at keeping his team alive. You can’t compare the two justly.

[/quote]

But you see what I’m saying is that Sparks is more VIABLE than Phoenix.
Also, if a team wants to get healed in a group really quickly they would choose Aura over Phoenix simply because Aura does a way better job of group healing.


(gg2ez) #17

[quote=“terminal;91811”][quote=“gg2ez;91798”][quote=“viridianEmplacement;91770”][quote=“gg2ez;91645”][quote=“viridianEmplacement;91432”][quote=“gg2ez;91374”]This isn’t how you play or cooperate with a Phoenix. His job is to stick close to his team and heal them all at once whilst providing revives and fire support, not top up individuals to full HP.

Your idea is OP. I do not want to fight a group of enemies and reduce them down to 10HP, only to have them put back up to full health within seconds. Phoenix is already viable for comp if your team can stick around eachother and communicate properly.[/quote]

Well, is Phoenix as viable as Sparks?
Sawbonez isn’t leaving his place, his healthpacks are too valuable.

Sparks can just TK and revive them back up with full health
But if a player runs to a phoenix, they have to stick with an 80 health heal or no health at all.
Yes, Phoenix can also just TK them but they only get revived with 100 hp.
[/quote]

You can’t compare Sparks’ rezzing Ability to a healing ability and even if you did, Sparks rezzing Ability hits ONE target at a time and has to be charged to provide full health, Phoenix can boost all friendlies around him given they are close enough.

Just as @sensitiveJellyfish said, Saw and Sparks have a lower healing efficiency during combat. I like Phoenix the way he is, if they get rid of the cancellation penalty, I’d be so happy. [/quote]

Spark’s revivr gun charges up super fast and they get an added spawn protection shield once they rise.[/quote]

Spawn Shield is negated once a player performs an action and/or deactives after a VERY short time. What you call “super fast” is enough to finish a player you just killed.

There is a fine line between the playstyle of each medic. Sparks relies on her team to be dead in order to use her REVIVR in a medic sense, Phoenix is good at keeping his team alive. You can’t compare the two justly.

[/quote]

But you see what I’m saying is that Sparks is more VIABLE than Phoenix.
Also, if a team wants to get healed in a group really quickly they would choose Aura over Phoenix simply because Aura does a way better job of group healing. [/quote]

Do you actually play Dirty Bomb? Aura’s healing station only works when placed down, it doesn’t move for your team. Unless all you plan to do is corner camp the entire game, Aura’s healing abilities are lacking unless you want to keep running back to where she put her healing station.

Aura’s healing abilities - holding stationary points.
Phoenix’ healing abilities - during mobile combat.

Sparks is only more viable for reviving, Phoenix is more viable for keeping your teammates alive. I said it before.


(terminal) #18

[quote=“gg2ez;91814”][quote=“terminal;91811”][quote=“gg2ez;91798”][quote=“viridianEmplacement;91770”][quote=“gg2ez;91645”][quote=“viridianEmplacement;91432”][quote=“gg2ez;91374”]This isn’t how you play or cooperate with a Phoenix. His job is to stick close to his team and heal them all at once whilst providing revives and fire support, not top up individuals to full HP.

Your idea is OP. I do not want to fight a group of enemies and reduce them down to 10HP, only to have them put back up to full health within seconds. Phoenix is already viable for comp if your team can stick around eachother and communicate properly.[/quote]

Well, is Phoenix as viable as Sparks?
Sawbonez isn’t leaving his place, his healthpacks are too valuable.

Sparks can just TK and revive them back up with full health
But if a player runs to a phoenix, they have to stick with an 80 health heal or no health at all.
Yes, Phoenix can also just TK them but they only get revived with 100 hp.
[/quote]

You can’t compare Sparks’ rezzing Ability to a healing ability and even if you did, Sparks rezzing Ability hits ONE target at a time and has to be charged to provide full health, Phoenix can boost all friendlies around him given they are close enough.

Just as @sensitiveJellyfish said, Saw and Sparks have a lower healing efficiency during combat. I like Phoenix the way he is, if they get rid of the cancellation penalty, I’d be so happy. [/quote]

Spark’s revivr gun charges up super fast and they get an added spawn protection shield once they rise.[/quote]

Spawn Shield is negated once a player performs an action and/or deactives after a VERY short time. What you call “super fast” is enough to finish a player you just killed.

There is a fine line between the playstyle of each medic. Sparks relies on her team to be dead in order to use her REVIVR in a medic sense, Phoenix is good at keeping his team alive. You can’t compare the two justly.

[/quote]

But you see what I’m saying is that Sparks is more VIABLE than Phoenix.
Also, if a team wants to get healed in a group really quickly they would choose Aura over Phoenix simply because Aura does a way better job of group healing. [/quote]

Do you actually play Dirty Bomb? Aura’s healing station only works when placed down, it doesn’t move for your team. Unless all you plan to do is corner camp the entire game, Aura’s healing abilities are lacking unless you want to keep running back to where she put her healing station.

Aura’s healing abilities - holding stationary points.
Phoenix’ healing abilities - during mobile combat.

Sparks is only more viable for reviving, Phoenix is more viable for keeping your teammates alive. I said it before. [/quote]

It takes a second or two to place down a healing station.
The healing station can keep healing if the players are hurt while if players are hurt after Phoenix heals them, they get nothing.
and yes, I do play this game. Do you? considering you have a phantom avatar and spam Faraleth’s thread on avatars everytime you change your main merc, I would say you’re an average pubber.


(GottaBeGreg) #19

I’m just gonna go ahead and join in here.
Each of the medics in the game have situations in which they do better than other medics. When playing as a medic you are constantly trying to be in said situation.

Since the conversation has drifted towards the viability of Phoenix compared to Sparks and Aura, I want to stress that it all depends upon which situation you place yourself inside of. If your are on defense, holding a forward position or basically anything stationery, no one is going to debate against Aura being the superior medic (at least I hope they arent, that would be illogical…). Constant healing and no limit on the amount of merc’s that it does said healing to is no laughing matter. On the other hand, Sparks is a great medic-medic, so to speak. When the medic giving health goes down, it is great for them to be shot back up by the back up Sparks, who is near the back of the combat picking heads, snipe reviving and offering out what little healing she can. These are two very distinct lines of where they fit. They don’t really give much room for overlap, each medic doing their separate job.

When you move to Saw and Phoenix is where they start to merge slightly. Both of these medics are assault-esque mercs, meaning they are going to want to be with either a heavy hitter in Sawbonez case, or a few heavy hitters in Phoenix’s case, and they are going to want to be charging and on the move, as that is where these medics thrive. From there there are only a few differences in timing and positioning between these two, with Sawbonez more likley to stand and fight because of his higher hp, and Phoenix more likely to flank and poke because of his great abilities for escape and survivability on the move. In terms of being with a group and healing, Sawbonez heals in pauses in combat whereas Phoenix heals while the damage is coming, at least when they are doing it properly. As if a Saw tries to do a Phoenix’s role here they will waste a pack, as it is interrupted by damage, and if a Phoenix uses a heal at the wrong time they will be wasting a massive mid-fight asset.

So yeh, there are times where a Sparks may be more viable, or an Aura or a Sawbones. But as I said, it all depends upon the situation, and if the situation is right then Phoenix is so much more viable. Just try and stop the Fragger, Nader and Phoenix Assault team.


(MarsRover) #20

The only thing I want is the pulse cancel cooldown go down from 100% to 50%, like Fragger’s nades.