[Suggestion]Sparks REVIVR rebalance?


(retief) #1
  • Revivr headshot multiplier reduced to 1.6
  • Revivr minimum damage increased to 30
  • Revivr damage dropoff removed
  • Revivr friendly fire damage removed

After this change, a full charge revivr headshot would deal 104 damage. Every merc with at least as much health as Vassili (after his buff) would no longer be oneshot by Sparks at any range. A full charge headshot + a min charge body shot would kill everyone but fragger/thunder/rhino, and a full charge headshot + a min charge headshot would kill everyone except thunder/rhino.

This should give vassili a significant advantage in sniping duels. He just needs to land 1 headshot to kill sparks, and sparks can’t 1 shot him in return. If vassili can’t land headshots, sparks will win the war of attrition, but the other medics can do the same thing – health regen beats no health regen in those sorts of fights.

Also, it is worth comparing the new revivr’s min charge shots to the Grandeur. The Grandeur’s rof is 180, and the theoretical max rof of the revivr is 172.5. However, no one will ever be able to actually hit the revivr’s theoretical rof. That number assumes that you shoot as soon as it is charged up and immediately start charging the next shot with no downtime at all. If we assume that there is a .05s wait after you hit min charge and between shots (ie accounting for human error), the revivr’s rof drops to around 134. Despite this significant loss of rof, the revivr’s min charge shots still deal significantly less damage than the semi auto snipers’ shots. Overall, the revivr should not be real competition to the semi auto snipers at long range (particularly since sparks is insanely vulnerable to semi auto snipers in duels).

The friendly fire change is solely a nerf to sparks in competitive/ranked. Now, she will have a much harder time killing/reviving someone at range in order to heal them.

Overall, this should take some power out of her short range full charge headshots and put it into her min charge shots and her range. She will have the ranged effectiveness that you would expect from a long range “sniper-esque” medic, but she won’t overshadow real snipers as badly as she used to and she will be less frustrating to play against (since she can never one shot you).

Edit: lowered numbers a bit.


(ClemClem7) #2

I main sparks and I’m all with a buff, but here it’s too much. She will be OP again and people will restart complaining.
Remove drop of the Hp on revive and lower the drop of damage, and it will be fine. Not too much because people will start complaining again. But actually, she is just useless, I do way more amount of points with phoenix, even if sparks is my main.


(retief) #3

What parts of this look op to you? If anything, I was expecting the opposite reaction since I am taking away 1 shot headshots entirely. More awkward kill/revives should be a noticeable nerf in competitive as well. Remember that a follow up revivr shot takes about .35s-.45s to come out. Her targets have time to react even if she does land a full charge headshot. This definitely isn’t a straight buff. That said, I wouldn’t object to reducing some of the numbers.


(DexterGrif) #4

Honestly, I’d rather see Sparks buffed to be better than Vassili so those lvl 3 mlg 4/23 Vaselines could play sparks and at least pretend to be useful.


(Eox) #5

You shouldn’t touch the headshot multiplicator IMO :

  1. It’s likely a constant between all weapons given in the game files since all headshots deal x2 damage.
  2. All weapons probably have the same headshot multiplicator value in order to avoid that a weapon becomes way too powerful in the right hands.

Your changes also reduce the skill ceiling, which is something I am against.


(vdll) #6

I don’t think Sparks was OP in the first place, but apparently rectal injuries force some people to scream loud enough to be heard by devs (I wonder how the nerf demands always seem to reach their destination, unlike other suggestions).

She is a support class with highest skill-cap, yet very weak comparing to others. Sky can effortlessly score tons of points by casually throwing ammo and markers around, while Sparks is sweating her @ss off only to get less recognition and points.

The only thing the need to nerf is 383 loadout, because it makes other cards obsolete. REVIVR should be restored to it’s former glory, perhaps with little damage nerf (100-110 HS damage instead of 120).