Buff the bite sized snicker pack’s hitbox, nerf Reviver - increase min charge or make it overload quicker.
Sparks is S**T!
Yes on the medpacks because they’re a little too weak, heck no on the Revivr - changing its ability to rip through primary/secondary destructible objectives would be nice albeit i love doing it 
[quote=“sharpRefridgerator;34167”][quote=“Szakalot;34159”]I actually think Sparks is great, BUT she needs:
- a buff to the healthpacks (my fav is +RoF)
- nerf to the revive gun - the minimum amount of charge for reviving someone should be increased
cant say i agree with most of what OP said.[/quote]
why nurf the revive gun? the defibs make the medic gun nearly useless
[/quote]
totally disagree; Sparks can revive people from good vantage points, making it impossible to gib anyone until she is dead.
With a medic, I know where the medic is, and that they have to approach the body, allowing you to ambush them, intercept, etc.
My guess would be you haven’t seen really good players using sparks, cause they make all the other medics redundant, as far as revives.
I’d get 2x the support xp of playing Aura or Sawbonez, if I use sparks.
[quote=“Szakalot;34414”]totally disagree; Sparks can revive people from good vantage points, making it impossible to gib anyone until she is dead.
With a medic, I know where the medic is, and that they have to approach the body, allowing you to ambush them, intercept, etc.
My guess would be you haven’t seen really good players using sparks, cause they make all the other medics redundant, as far as revives.
I’d get 2x the support xp of playing Aura or Sawbonez, if I use sparks.[/quote]
This. Her reviving ability is massively overpowered and I expect it’ll be nerfed soon. I hear Sparks is actually banned in competitive play because she’s over powered right now. Could be wrong, heard in passing.
If you have the right perks you can very very quickly charge up to around 60% and heal revive most classes at full health, because there’s no limit and no drop off you can sit in the safest spot and just repeatedly revive people until you win the game. I do it myself in pubs when I’m playing for support XP, revive the same guy 4 times til he wins the fight because there’s nothing the enemy can do about it except kill me. Which while they do sometimes, most of the time are unable.
Using a ~60% charge it’s pretty much impossible to overload it too, even spamming it non stop takes a fair while to overcharge.
The fact that it also does massive objective damage, turning things like the Bridge barrier generator into a joke is just plain wrong too. I can chew through those generators by myself in like 30s from anywhere on the map that has LoS to it.
Let’s not forget the 130 damage headshot that kills everyone but Fragger and Rhino. Admittedly it is quite difficult to hit.
She revives so fast and so frequently that I can top the scoreboard doing almost nothing but reviving people. Even when those people are doing ok in the combat area. That’s messed up.
Next time I play her I’ll record a video showing how stupid it is.
[quote=“Ghosthree3;34417”][quote=“Szakalot;34414”]totally disagree; Sparks can revive people from good vantage points, making it impossible to gib anyone until she is dead.
With a medic, I know where the medic is, and that they have to approach the body, allowing you to ambush them, intercept, etc.
My guess would be you haven’t seen really good players using sparks, cause they make all the other medics redundant, as far as revives.
I’d get 2x the support xp of playing Aura or Sawbonez, if I use sparks.[/quote]
I hear Sparks is actually banned in competitive play because she’s over powered right now. Could be wrong, heard in passing.[/quote]
This is incorrect. No merc is currently banned. What you had probably heard was that she was banned in Dirty Cups tournaments. This is true for ALL mercs during their first week of release. That is why she wasn’t see in the big $1,500 prize pool tournament. A week passed from her release this last Wednesday and she is now legal in al Dirty Cups events.
It is simple to let players have time to get used to her and practice. Don’t want to flip tables too quickly on an unprepared time. Gives people time to build strats and learn to counter her.
That right there is the reason why I think we should be cautious with the Nerf Rezgun calls.
Remember how we used to run carefree around corners and into openings? Till Bushwhacker was re-released and that behaviour got punished hard. Same with Nader everyone was instantly running towards a downed Merc to knife them, Martyrdom changed that.
Before the Sparks release it was simple. Medics have to get close for the revive. So we got used to that. When we kill someone in the open with noone near him we know we can leave him be, reload, heal ourself, maybe bait a medic into an unsafe revive attempt. Sparks challenges this status quo.
I’d say wait a couple of weeks to see what counters people come up with and how she fares after everyone got used to her.
Personaly I feel the longrange revives and the Rezgun in general will be balanced in the long run for several reasons.
Visibility the rezgun produces a trail similar to a sniperrifle that gives away your position as soon as your rez the first guy. As soon as people realize that this is a threat for their team and objectives they will actively try to take you out.
A Sparks that you can’t see doesn’t bring anything to the fight. If a Sawbonez or a Aura revive they will imidently be in the combatzone and get damage in. Turning a 1 on 1 into a 2 on 1. The consequence is that a sawbonez resolves a situation faster than a Sparks safe revive train. freeing himself and his teammate to do other stuff.
No revive shield benefits. Aura and Sawbonez benefit from the reviveshield giving them a bit breathing room to retreat/heal themself/pick someone else up/attack. Sparks on longrange can’t benefit from this even worse sometimes a freshly revived will prevent a second revive since he blocks the shots.
So I say lets wait a bit and if we see Sparks as the only medic around (after free rotation) and replacing Sawbonez in comp she most definitive needs a nerf.
Biggest problem with sparks is her revive gun has infinite ammo if you stick to/near minimum charge. This allows you to res and do a lot of damage with no penalty; min charge should auto-deduct like ~1/4 of the battery charge. She also does too much damage to EV/gens considering this.
ok lets just say the railgin doesn’t need a “NURF” but rather a re-balance. i strongly feel like there are some aspects of sparks railgun i was not aware of and now hearing about has brought it to my attention that it does need some TLC.
people saying the medbag need a bigger hit box, well having a smaller HP healing “grenade” could help solve the problem of not being able to get it to people that need it and makes it feel more “team friendly” for healing.
as for the railgun what if we reduced the min charge, increased the charge per shot and increased the time to recharge to full, leaving the railgun as a heavy offensive or defensive, maintaining the rez but limiting the damage and rezing output in succession. so making the it as a gadget more useful for quick revives but lesser so for sustained rez spam or damage spam.
Yeah I thought it might have been something like that tbh, makes more sense. Thanks for clarifying.
This is a very fair observation, willing to let it pan out.
I would not mind if you keep your hands of Sparks. She’s perfect right now.
Spark is shit. Netf sparks!
I think there really is a balance problem, but it exists mainly between the different cards. Get Up and the quick charging mechanic are too good to pass up for combat abilities. You wouldn’t use Sparks for combat anyway. She is literally the weakest merc for combat at the moment.
[quote=“avidCow;34699”]Spark is shit. Netf sparks!
I think there really is a balance problem, but it exists mainly between the different cards. Get Up and the quick charging mechanic are too good to pass up for combat abilities. You wouldn’t use Sparks for combat anyway. She is literally the weakest merc for combat at the moment.[/quote]
also the OP did not say nurf
really didnt get the change to spec her card out but maybe that would make a difference in how i feel about her but it also begs the question why does it feel like she needs a good card to play well?
Because the Revivr is Sparks, and Get Up with the charge perk are excellent.
No, the OP didn’t say nerf, but look around for two minutes and you will see plenty of noise about her for doing the one thing she is good at.
Sparks is not built for combat, that all there is too it, she does have a gun, but that’s mainly for emergencies and support. If you want to lead your team in kills, don’t play sparks. If you want to help ensure that your team pushes the enemy back, and fights to victory, spark is your girl.
Spark stays safe popping out to revive someone at range, or several someone’s. If you knock someone down, better finish them off or they might put one in your brainpan. She has to move often because her revr gun gives her location away to anyone paying attention, and let’s face it. If you can get close, she’s dead.
If not she will ruin your day with rhinos that keep getting up, and two vs two (or more) fights that
Just. Dont. End.
So finish your kills, watch for that tracer, or you just might snatch defeat from the jaws of victory.
Sparks is love, sparks is life.
Railgun rambomed reporting for duty
:3 giggles
As far as REVIVIR changes go, I kinda like the idea of removing a minimum charge for offense, but increasing it for revives.
Tap to fire like a gun, hold till 50% to revive.
The revive should probably also not scale, and always result in 50%(75% with perk) HP on res.
I do think Sparks is viable as is. With a great aimer, she can do wonders dps-wise but is also counterable due to her low hp and weak close combat abilities. The only thing that bothers me is that her reviver gun sometimes gibs your teammates. This bug needs to be addressed asap.
We need to have more viable options over Sawbonez, as every team runs 2 SB now. And with the 1 merc rule being applied onto cups and pugs, more strong medics are not only needed, but something that adds depth and enjoyment. I’m 1 month into the game and I’m already sick of the cookie cutter 2xSawbonez, Fragger, Nader/Skyh, Vassili/Bushw 5on5-setup. Play anything else and you’ll probably lose.
A reasonable change I feel would be to remove the Get Up perk from her loadouts. It’s just too powerful. Without it she’s far more reasonable.
I think phantom will be a sparks bane once he is released. Also, sparksbmakes a great Aimee and vasilli target.