I find it really interesting that all discussions on sparks turn into the same ideas, and I find it even more interesting that people still think she needs to be nerfed. She is far from being tanky, just getting any explosive in her general area will kill her, and having unshakeable doesn’t do much when you heave 80 health. Not to mention that the remburg and pdp instagib her on a headshot. If she gets hit by a direct conc grenade she can’t dodge and her only way to survive is to spam healthpacks and hope the thunder is a bad enough shot, and hell the blishlok can outshoot the rev gun at long range. Most of these people who can wreck with the rev gun and can dodge out of gunfire to get med packs have played sparks a lot.
While yes, people can take a lot of hits if they can dodge and throw down medpacks, but those medpacks are on a long cooldown and are much better for using on teammates especially when you have someone reparing an odj or defusing c4. Remember this game is supposed to be focused on 5v5 gameplay. Having four insta heal med packs can make a lot of difference in that space, but I feel like that goes into a whole other topic completely.
Sparks was designed from the start to be a long distance medic who can also snipe with enough skill. The problem is however, that SD really doesn’t seem to know what they want to do with her. With all of the nerfs they gave her, you have to be a short-medium range merc, and it does not work well unless you save medpacks and are really good at getting headshots on pistols/mps.
[quote=“Someordinaryguy;198529”]IMHO what Sparks needs is her revive and damage nerf reverted BUT make it so that Revivr cannot headshot and increase “charge needed to fire” threshold to something like 25% of the Revivr bar. And make it overheat faster/be able to fire less shots. That way Sparks will have a powerful tool but overusing it will leave her useless. Plus Sparks players will have to think, whether they want to focus on reviving or damage support.
Just throwing ideas out here, don’t kill me and have some cookies[/quote]
I have to disagree with the headshot part, mainly just because it is a game that focuses on getting headshots. The problem with making her charge longer is that, would affect her usefulness as a rezzer. If they made the charge longer, but the get up time the same as the defibs then I could understand it, but if she has a longer charge time, plus the longer get up time, then she is not going to be able to rez anyone because they will get finished off too quickly.
And well shouldn’t all medics have to think if they want to focus on reviving or damage or support? 
Sorry for this being long sparks balance is complicated to say the least.
As for auraI actually like the idea of having it pulse, and maybe giving the station’s hp a nerf, making her playstyle based on speed and support rather than just tanking with the blishlok. While fragger, nader, and stoker, can counter a health station, it is still pretty powerful. I mean Aura is banned from most tournaments from my understanding.