Sparks need a buff...


(glumNugget) #1

they nerfs the mp’s sparks main gun. main reason they wanted mp to be less like smgs and more like mps. after the sparks nerf revive gun and her small med packs. shes not at all good, unless you hit all ur shots with revive gun


(AnimeDude) #2

I’m not at my computer right now, so just pretend that I posted a picture of sparks in the garbage.


(sgtCrookyGrin) #3

They nerfed her revives at range, ok I’m fine with the nerf to the damage but the nerf to her ability that makes her viable at all? FUC.K NO, WHAT ARE YOU GUYS THINKING!!!


(SirSwag) #4

It’s getting out of hand. A merc hasn’t been nerfed this much since Phantom. This makes Sparks very underpowered in combat. I can only hope her med packs get a buff soon.


(solace_) #5

Im fine with making the machine pistols shorter range but in return I would say a buff to their fire rate and maybe damage is warranted.


(pinkOrchid) #6

Give sparks a primary already, this is getting ridiculous.


(AnimeDude) #7

rip


(sgtCrookyGrin) #8

I’m fine with her not being able to fight against mercs easily 1v1, but they messed with her support abilities at range making it so that you can give people 90HP max with the 383 on full charge -_-


(Naonna) #9

Do tell me if I’m wrong, but I felt some of the power that Sparks had was the consistent revives at any range, line-of-sight.

You didn’t have to justify reviving someone as ‘worth the precious seconds’ because you knew that 1 full-charged revive would be helpful: regardless of how far away someone was. Now, sparks is made to prioritize team mates at close-range and put further-away members on the proverbial back burner.

While the ranged revives made her strong, it was the only thing she truly excelled at post-damage-nerf. Now, we are expected to use sparks at… close range…? Why? While she’s not putting herself in danger for the close-range revives, it somewhat defeats the purpose of her character.

Playing against a very skilled Sparks may have been annoying, but that just meant they were doing their job well: not that Sparks needed to be worse at the single thing she did best.

As per the usual, anything you disagree with, you can yell at me for in the area below.


(JJMAJR) #10

Sparks giving a revived merc at long range 90 HP isn’t that bad. It still is a lot of HP (75% of Skyhammer, 100% of Proxy) and a person can survive an MOA headshot with that much HP without being gibbed.

The only significant problem for her would be when a Rhino or Fragger needs backup, but she shouldn’t be built around those classes anyway, that’s metaphorically Aura and Phoenix’s job. It’s like the idea where if you don’t bring fire support for the EV, you’ll be in serious trouble when it starts moving.

You don’t use Sparks to keep everyone topped off, you use her to return people from the grave. If they come back wrong it’s not your problem.

Oh, and having Sparks get a necromancer cosplay skin with a staff being her REVIVR would be amazing for a halloween set.


(Apofenas) #11

Ow, hello another Sparks thread.

[spoiler]
Do you expect me to write something else? Here, have some links where this was discussed again and again.
http://forums.dirtybomb.nexon.net/discussion/24171
http://forums.dirtybomb.nexon.net/discussion/24057
http://forums.dirtybomb.nexon.net/discussion/24222
http://forums.dirtybomb.nexon.net/discussion/24193
http://forums.dirtybomb.nexon.net/discussion/24072
[/spoiler]


(Naonna) #12

+1 to your list of examples then: it’s going to keep happening just as often as the discussions about Phantom.


(Nesodos) #13

she is still deadly on close ranges and now needs double the time to kill you on longer ranges while you have to get close to kill her

she was a tiny bit overnerved but she is still strong and viable for killing and reviving on any ranges, shes no healing medic, she is a revivr


(Naonna) #14

…sure. revive someone at 20 HP. - what do you think is going to happen to them after 2 bullets?


(Jesus) #15

[quote=“Nesodos;150983”]she is still deadly on close ranges and now needs double the time to kill you on longer ranges while you have to get close to kill her

she was a tiny bit overnerved but she is still strong and viable for killing and reviving on any ranges, shes no healing medic, she is a revivr[/quote]

But she is supposed to be a long range merc. What they did was like if suddenly they replaced every vassili primary by smg’s does this sound right ? Not to me. Jesus does not approve that.


(sgtCrookyGrin) #16

OUR MIGHTY LORD JESUS DOES NOT APPROVE SPLASH DAMAGE!!! CHANGE THESE HOPELESS NERFS AND PROVIDE US TRUE FAITH, OR JESUS SHALL SMITE YOU DOWN WITH HIS ALMIGHTYNESS XD


(SzGamer227) #17

Everyone complains about how her ability sucks at range now and how she is no longer viable as a combat medic. Take your head out of the clouds and look at the facts.

Sparks is by far the most capable reviver of any medic. She can res teammates faster than other medics and can revive from half a map away with no trouble. This is still true, even with the nerfs.

So riddle me this. How can you justify having a medic that supremely better than anyone else at reviving teammates and still equally capable in combat?

You can’t. There have to be drawbacks. Old Sparks didn’t have any drawbacks: She matched snipers like Vassili in combat power with her Revive Gun, an ability which even still makes paddles look like pathetic plastic knives by comparison.

Now that Sparks has had her combat abilities weakened, she finally has an actual drawback to justify her absurd revive power, but half of the Sparks users here still want to be a combat medic. Just quit already: You can’t have it both ways. If you want to play as a medic that is viable in combat, you’ll have to get your hands dirty when you revive like everyone else does.


(retief) #18

[quote=“SzGamer227;151404”]So riddle me this. How can you justify having a medic that supremely better than anyone else at reviving teammates and still equally capable in combat?
[/quote]

Every other medic has extremely powerful healing abilities. Aura’s healing station is insanely powerful on defense, sawbones has extremely flexible healing (and can heal a rhino to full health with one pack), and phoenix can heal an entire team mid fight while attacking. Sparks can almost heal a fragger to full health if she expends every single one of her med packs on one target (and gets 4 direct hits). Once she does that, she won’t be able to do it again for 40s. Potent packs makes that a bit better, but not that much better.

Every other medic is also significantly tougher than sparks. Aura has the same hp, but her health station helps out a lot, while sawbonez/phoenix have at least 25% more hp. All three also have weapons which are vastly easier to use, and aura’s shotguns are insanely strong in cqb. So yes, bringing sparks instead of another medic does come with tradeoffs.


(LifeupOmega) #19

Basing your balance ideas off of pub play isn’t a good idea OP.

Sparks was a broken merc, a medic who could focus on self sustain (why would you even waste your medpacks on someone else when you can kill them and revive to full anyway lmao) to keep themselves alive indefinitely, paired with sniper-tier damage output and low risk reviving. She needed drawbacks to using, and frankly nothing has even changed outside of long range shots.

Why are you wasting your medpacks on other players? Just shoot them and revive, or let the other medic heal them up. It’s not your job as Sparks to heal people.


(Naonna) #20

Pubs do not have friendly fire. (duh) Most people want sparks to be good in both competitive AND pubs, since ONE Of these two modes is played a little more often.