Revive augment for non-medics?


(Drac0rion) #1

I was just wondering, if there’s an augment for some mercs called:
“Mechanic: Improves any repair tools and disarm rates by 20%”

then why can’t there be an augment to revive allies 20% faster?
I know non-medics rarely revive their allies in most situations, but compared to usability to something like Pineapple juggler, why not an augment like this?


(XavienX) #2

Because we have enough useless augments like Pineapple Juggler.


(Bestfinlandball) #3

you beat me to it


(Lumi) #4

Well, given the choice between pineapple juggler and the helping up augment I’d go for the second one.

Just as sometimes I want a merc with mechanic in order to do some game mode xp on the side of killing or healing, I wouldn’t mind having an edge at helping a medic up. I usually help people up, even as a non-medic and that augment would actually be useful.

Many people who are d!cks won’t need it, but I think it has it’s place in DB.


(srswizard) #5

I’d rather they remove that augment altogether, and implement it as a baseline for every merc, because it’s so gamechanging, that it limits your choices as a medic right now.
Just my opinion.


(Sir_Slam) #6

I wouldn’t mind that on certain mercs. Medics, you know, are plebs sometimes and shot like the god damned peasants they are. Having someone to help get them back in the game faster wouldn’t hurt.

Certainly better than firecracker -I mean pineapple juggler.


(god1) #7

No, having an augment like this would probably make people try to help others up more often which is a waste of everyone’s time 95% of the time.


(Sir_Slam) #8

You can’t balance around stupid. Riot has been trying for years and it doesn’t work.


(Amerika) #9

Yeah, I don’t like the idea of encouraging players to help people up even more than they do now as it almost always results in the death of the player helping you up or both of you since you don’t revive with much HP and are probably in need of a reload. However, it probably wouldn’t change much so it would be mostly a non-issue as those people who constantly try to help you up will still do it with or without the augment…might as well get some help. Of course it will probably be a skyhammer who will then refuse to give you any ammo /grrrrrr.


(SereneFlight) #10

Helping up in general is waste of time unless it’s a medic you’re helping up and he’s the only medic/ other medic is dead or far away and isn’t Sparks.
… idk, maybe it would only affect on medics you’re helping up?.. idk…


(SnakekillerX) #11

I dunno, not having an augment because someone might use is poorly is a bit of a lame excuse. Augments are there to bolster your current play style, not force you to play a certain way.

For instance, I have some cards with less hit punch while in sights, does that mean I have to use sights every chance I get? Of course not, and in fact I pretty well never use it at all.

Just because I have a revive faster augment doesn’t mean I’m going to take on a medic roll as a non-medic. However, if that downed player is someone you need back on their feet in order to possibly take an objective I see no reason not to profit from the faster revive speed.

I’d welcome this augment gladly.


(watsyurdeal) #12

I have to agree with Snake, there’s really no reason not to have this except for an odd fear of misusing it. Which could be said about a lot of things I this game, you can’t fix or prevent stupidity.


(CCP115) #13

I’m game, as long as we can call it “Fast Fingers,” and it also speeds up the revive animation by 50%.


(SnakekillerX) #14

lol Fast Fingers… I love it.