I’ve been playing Sparks recently, both as her and against her. Yes, an experienced Sparks can wreck entire teams, but a nooby Sparks is food for Fragger. My general opinion is that, while great as a supportive class (sniping and ranged revives are awesome), Sparks simply isn’t viable for keeping a team alive. I’ve also come across numerous forum posts remarking about various imbalances, and while my opinion of Sparks isn’t the “2OP NERF NAO” commonly espoused, I did have some misgivings during my time with our favorite Swiss surgeon.
With that said, I ended up coming with a couple of ideas for possible Revivr changes. Both are intended to carve out a wider niche for Sparks and increase her utility, while adding counterplay especially up close.
1.) “Reverse Damage Falloff”: Make the shots grow in effectiveness vs. enemies the farther they travel.
If Sparks is supposed to do well at range, this should help decrease her effectiveness up close. Particularly, getting headshot instagibbed the instant you pop around a corner is rather frustrating when trying to chase down and deal with a Sparks. Nerfing the Revivr’s close-range damage potential gives some counterplay to Sparks, who may find herself needing to run away or switch to a gun if it’s too close for the Revivr to do reasonable damage.
On the flip side, at medium to long range, landing the Revivr’s projectiles should be a fun and rewarding achievement. Increased damage as a compensation for aiming a non-hitscan sniper rifle correctly, especially from across the map, sounds reasonable to me.
2.) Ranged healing.
I’m taking a cue from Team Fortress 2, specifically, the Crusader’s Crossbow. The Medic could shoot friendlies with it, from great distance, and heal his teammates. To give Sparks an even more unique niche in Dirty Bomb (medpacks, seriously? Sawbonez does it a hell of a lot better, and in a frontline combat oriented build no less), let us shoot friendlies with the Revivr to heal them. I’m thinking this function would work like Phoenix’s healing pulse - but at range instead of in a wave. Minimum charge would only serve to instantly kick in and slightly boost natural health regeneration, great for topping up teammates on the move. As Sparks charges up the gun, the healing gained from the shot would increase dramatically, akin to Phoenix charging his pulse. Sparks gets further rewarded in my version of the Revivr for good aim - landing a headshot on a friendly will allow them to heal while taking damage, perfect for tanking.
I’m still on the fence as to whether this should completely replace the Small Medpacks, or if Sparks should have both options at her disposal. For one, the Small Medpacks are her self-heal. While they do a poor job of keeping a team alive and healthy (especially amid a firefight, but of course this is where Sparks should be at a disadvantage anyways), they can still be a lifesaver, especially to herself and other squishies. On the other hand, two options for healing sounds anathema to me. Sparks being able to instantly throw a pack and heal remotely might be a tad overpowered. And should Sparks even have a self-heal? An inability to heal oneself, on an 80HP Merc, would be quite punishing if Sparks got too close and took damage.
