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Medic Change Idea

Discussion in 'Capture the Flag' started by Miskey, Mar 6, 2017.

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  1. Scarpa_

    Scarpa_ Active Member

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    +1 only problem with it is that 5 seconds seems too long, 4 would probably be better
     
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  2. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    How exactly will this stop medic from being targeted? This change will make medic's full heal harder to pull off, which is a change for the better. Its hard to explain this properly; medic's heal is just as powerful, its just a lot harder to pull off. Its still just as important for a recoverer to prevent, its just that now, its easier to prevent. I still think medic will get targeted as much as it does now (although, this shouldn't be a huge issue anymore, since with a sharp I sword again its actually able to defend itself). Overall its still a change for the better, but I don't think its enough.
     
  3. Salty_Ivan

    Salty_Ivan Well-Known Member

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    Remove its passive regen/infinite health pool please.
    Or steak to compensate.
    I don't see how it's getting targetted. Simply webspam and run if it's a heavy or chemist, or fight back because it's able to see enemy health too.
     
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  4. obikenobi21

    obikenobi21 Delta Force Jedi

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    I don't think the goal was ever to keep medic from being targeted. You really can't do that; as long as medic does it's job effectively it's going to get targeted. There's simply no good reason not to kill a medic, unless you nerf its heal so much that it's ineffective.

    However, I would say this rework takes target priority off medic a little. Because the only way to stop a medic heal is by killing the medic, you had to kill the medic to neutralize it, however with the rework you can just focus the flag carrier to stop the heal. So the priority on killing medic is slightly lessened.
     
  5. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Will reply to all comments tomorrow, rather tired at the moment.
     
  6. _Enderfire1602

    _Enderfire1602 Well-Known Member

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    why are you replying now
     
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  7. pandanielxd

    pandanielxd its panda daniel

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    So is there like any way this is being added.. or what?
     
  8. gamren

    gamren Well-Known Member

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    Definitely a possibility. When the committee has time, we will discuss this. It might take awhile as Nohox will be gone for the next two weeks, and some mods may be busy with exams though.
     
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  9. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    ^that please.
     
  10. Tenshirox

    Tenshirox C a p t u r e F l a g

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    If the timer only applies when your items are restored, doesn't this mean that you can constantly regenerate health in combat?? Regeneration V is already very strong and during most of my playtime I prefer to keep bellow health so I dont get my items restored. If you want Medic to act as a sustained healing type of class you need to lower the rate of healing, not increase. If you want Medic to be a more solo class, you shouldn't increase it's support capabilities. The direction these changes have for Medic seem all over the place.
     
  11. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Can definitely be edited if it seems like it's too long during testing.

    The point is to make it so that the medic has to focus on keeping itself alive now that it has the sharp 1, which should allow it to do so. This makes it so the medic cannot just run up to a player being mobbed and make the entire recovery have to reset due to one hit. This aim to have the medic focus both on protecting themselves and the flag carrier while sustain healing them until the recovery has been killed.

    Based on positive feedback, I see the idea being discussed further, so let's hope it goes well :grinning:.
     
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  12. Tenshirox

    Tenshirox C a p t u r e F l a g

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    Everything you just described is currently present within the class, though. The current Medic has to sustain itself as well as the flag carrier. How does this make one hit not ruin recovery if they regenerate at an even higher rate than now? Also, unless the carrier is in dramatically low levels of health the duration of Regeneration can last long enough to absorb extra hits as well. The biggest issue with this change is that it is focused on one instance of gameplay and doesn't consider its power in other instances. This definitely doesn't take into account Medic teaming, as this would mean 2 medics in combat can infinitely heal unless out of combat.

    There is no real need to buff Regeneration, if anything Regeneration should be fixed in accordance to this new type of healing Medic will have. Things such as making regeneration weaker in combat scenarios or removing regeneration after reaching max health would make the change more reasonable.
     
  13. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    So, the new medic will be able to sustain itself better with the sharp 1. The single hit does not ruin recovery now because it doesn't restore steak, which can be used to tank frenzy and other sources of high damage output.

    In regards to medic teaming, I did know this would be an issue with this change. If you, or anyone else has suggestions to prevent that in particular pertaining to this change I'd love to hear them.

    The last part is interesting, regen 6 with the regen dropping after full health is hit may be a good idea since that makes it so the medic has to constantly hug the flag carrier to keep the regen there semi-permanently. I'll discuss this with the committee when this post is brought up during our next meeting.

    Thank you for the feedback.

    - Miskey​
     
  14. NathanDrake

    NathanDrake Well-Known Member

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    I was thinking about making a thread similar to this one but you had even more great ideas than me. These changes should definitely be tested.
     
  15. EmperorTrump45

    EmperorTrump45 Dank Memer

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    publicly tested
     
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  16. Arevoir

    Arevoir Member

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    In order to truly make recovery interesting, steak healing should be removed completely (at least for flag carriers, for everyone else it doesn't really matter that much). Limiting it to out of combat is a good start but the recovering team still loses all their progress if an attempt fails and that is quite harsh.

    No steak healing would be very good for stalemate situations because it would mean a decent attempt at recovery would almost always be successful after a reasonable amount of attempts (in contrast with right now where even good attempts often accomplish nothing). It would also make more classes viable for recovery, because it opens up anther strategy of whittling down the opponent.

    This change would not make medic useless in supporting the flag carrier. Regeneration would still be very useful, as well as webs to block potential recoverers. It would also leave room for medic to be buffed in other areas that are more fun and interactive for medic players. For example a bow that works like the E ability from Ana in Overwatch (heal for your team, damage/heal reduction for the enemy). This is just one example, but as you can see it would give medic players more options, as well as more room to display their mastery of the class.

    This change would help with the issues you mentioned, as well as being invaluable to overall game health.
     
  17. iamdroone

    iamdroone returned

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  18. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    An ana grenade for medic could be an interesting concept. Thanks for the replies.
     
  19. Feeliq_

    Feeliq_ Banned

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    I would like to see medic having a knockback 1 instead of sharpness 1, because it would help the carrier more then sharpness, if the medic can prevent people from harming the carrier.
     
  20. pandanielxd

    pandanielxd its panda daniel

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    but if its kb they can just run back to you and continue, doesnt change anything
     
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