Should the Sparks revive health nerf be undone?


(srswizard) #21

Benefits of revivr even after the nerf.

-Super low risk reviving
-No range limit on reviving, only line of sight is required
-Charges to maximum potential revive super quick, way faster than paddles
-Still works the same when reviving nearby allies
-Still a lethal weapon for offensive play, but you just can’t hipfire OHK all most mercs at all ranges now, like you could before

Dunno, still seems strong af to me, maybe Sparks mains just have gotten used to being carried by the OP revivr


(Ctrix) #22

Have you ever tried sniping with Sparks?
She’s nowhere near as good as Vasili, and Vasili can kill Sparks with a body shot.
So how about you shut your mouth about things you have spent zero thought of your own into?

[quote=“srswizard;150004”]
-Still a lethal weapon for offensive play, but you just can’t hipfire OHK all mercs at all ranges now[/quote]

Same goes for you. That statement is so wrong, It boggles my mind how anyone could even write this and think they weren’t being a complete moron. Have you ever played Sparks for 2 minutes?

Actually on Topic

If the devs actually care about Sparks being played, they should make her Revivr give health if you shoot a life team mate with it. That’d make her a unique and useful medic without being overpowered.
With that ability she’d only be in direct comparison to Sawbones, who’s the best medic anyways. Her healing would leave her too occupied to be the assault that Sawbones is, and it’d probably be slower too, but have the benefit of being ranged.

I feel 60% is fine, but it does mean that Sparks is useless now. They need to buff her healing for sure if they’re doing this.


(srswizard) #23

@Ctrix
How is it wrong, please enlighten me?
Have you played Sparks?


(Ctrix) #24

How about the fact that you could only one-hit headshot mercs at 80/100HP as sparks before the nerf?


(srswizard) #25

100% sure that’s incorrect.

http://puu.sh/n9TzS/a8a93721f2.png
http://puu.sh/n9TBJ/703847494a.png
http://puu.sh/n9TVD/585ad7a7e8.jpg

Lawyered. 130.

Although I suppose I should edit my post to say “most mercs” instead of “all mercs”.


(Ctrix) #26

Pretty sure those aren’t the stats I was talking about.


(N8o) #27

Nobody is going to mention the major con that is her 1.0 second get up time?

Here I was thinking I was reading comments from experienced players :wink:
/s


(joshstylegaming) #28

I understood the point of the damage falloff, as I myself found it somewhat unfair that I could one hit some mercs across the map with a lucky shot, but the nerf shouldn’t have been so drastic! The Revive nerf now is just stupid. Another thing is the collateral damage to fletcher because of the Empire-9 nerf, which to me felt like SD was nerfing just for the sake of doing so. I like how the Empire-9 filled a nice gap between light SMG and Machine Pistol, and the most recent nerf is detracting from that. If the rebuff the accuracy on the Empire-9 and reverse the healing on revive fallof, I feel Sparks will be perfect.


(srswizard) #29

Then explain yourself.


(p4v) #30

I don’t care. I never minded her being able to revive people with full HP. She should excel at healing to make up for her low combat effectiveness.


(watsyurdeal) #31

For the sake of argument, I feel like there needs to be a video demonstrating how much health is restored at given distance. Cause it is likely this was a nerf intended to deal with certain situations. Like fully reviving a Rhino from across the map.


(Jostabeere) #32

It’s quite funny you insult people by calling them morons and forbid them to talk and act like an expert by saying “Have you ever tried sniping with Sparks?” and “So how about you shut your mouth about things you have spent zero thought of your own into?”, while saying Vassili can OHK Sparks with a bodyshot in the same sentence.
So what about you kindly shut your mouth about things you have spent zero thought of your own into?
Thanks.


(FalC_16) #33

I am sure there was a cap for given HP (with fully charged revivr) even pre-patch.


(darlingClaymore) #34

we all imagine a tiny little panda pressing no ;(


(eggplantSafe) #35

I’d say change it.

I’ve had an idea - make revivr gun work like paddles minus the damage… BUT! It can revive AND heal people. Heal as in, if they’re not on the ground, it’ll just heal them. If they are, it’ll revive them and heal them, depending on the charge. But remove the range suckiness and damage and medpacs, but give her also a normal personal weapon.

But that’s just my idea.


(Only_Use_Me_Lazer) #36

[quote=“eggplantSafe;150344”]I’d say change it.

I’ve had an idea - make revivr gun work like paddles minus the damage… BUT! It can revive AND heal people. Heal as in, if they’re not on the ground, it’ll just heal them. If they are, it’ll revive them and heal them, depending on the charge. But remove the range suckiness and damage and medpacs,.

But that’s just my idea.[/quote]

I totally agree. If you removed her medpacks she would lose the self healing ability I have heard some people bitching about (not here, but on other discussions), and giving her healing ability on the revivr would be very fair if it’s damage was removed, and as I think you said, make it take the same charge time as the defibs (if it doesn’t already).
That would firmly cement her as best medic, but removing her primary weapon would also even more firmly make her the worst person at combat.
Not sure how I feel about giving better weapons, 'cuz that could go either way, depending.


(eggplantSafe) #37

Depending which weapons, I guess. Maybe something like what Phoenix has - it doesn’t do too much damage, but if you can hit well, can still do something.


(sgtCrookyGrin) #38

I didn’t like the fact that she could go toe to toe with a Vassili, so the damage nerf was fine for me. But then they decided to take away what made her powerful, ranged revives. Yes she can still do it, but it’s almost worthless since Sawbonez can do that but better, and why the DEVs did this is beyond my ability of common sense. If they want to keep this shit, then at least make it so that a full charge that is held for half a second will always give 100% health or something like that. But this was not needed and unnecessary, I don’t see why she has to lose what makes her good in the first place.

Oh and there is a video @Watsyurdeal , Jesus and his friends made one (can’t remember where the link is from) and I do feel mixed on it. Pretty much a 383 full charge will give 90HP at max range, and a tap will give some 20 HP at range.


(Jesus) #39

@Watsyurdeal @sgtCrookyGrin its here


(sgtCrookyGrin) #40

thanks Jesus, I knew we could count on you to absolve our sins :stuck_out_tongue: