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Idea Medic Healing Idea

Discussion in 'Capture the Flag' started by BrandinoB, Aug 19, 2017.

?

Good idea?

  1. Yes

    1 vote(s)
    14.3%
  2. Yes, but needs changing/tests

    5 vote(s)
    71.4%
  3. No

    1 vote(s)
    14.3%
Thread Status:
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  1. BrandinoB

    BrandinoB Well-Known Member

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    Basically instead of medic giving regen, each hit a medic does gives a certain amount of health back. A lot of people have been talking about medic and how it's healing ability is op and causes stalemates along with how it affects archer, so I thought this might be a decent solution.

    IMO This could be open to snowballing also. Maybe a medic originally heals 2-3 hearts per hit, and deals more (maybe 4 at the most) when more teammates are within a 10 block radius (I.e. 2 players results in .5 heart healing boost or something similar), maybe medic gets a "healing frenzy" like pyro only they get it from healing players, etc. Maybe the heal amount changes depending on if the teammate is poisoned or on fire etc.

    Thoughts?
     
  2. Grenzo

    Grenzo Well-Known Member

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    Good, but needs to be changed a slight bit.
     
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    do you get 1 hit before 15 second cooldown or multiple hits? Or does the heal go on cooldown once your teammate is at full health?
     
  4. BrandinoB

    BrandinoB Well-Known Member

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    Full health Lol 1 hit would be slightly UP, although a hit limit may be beneficial
     
  5. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Would item restoration still be a thing or no?
     
  6. Lumpi456

    Lumpi456 Active Member

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    What if ur so called medic frenzy would be sth like which makes ur teammates not vulnerable to anything for 3 sec in a radius of idk 3-5 blocks?
     
  7. Claod

    Claod Well-Known Member

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    Currently, a lot of gameplay revolves around medic's restore so for now, just keep it. Removing it would be pretty chaotic because it'd be much harder to capture the flag, you wouldn't be able to keep kill streaks as archer or other classes, and you would see item respawners grow. Until we have the necessary changes to fix those problems, I feel like this would be a great idea. The constant hit healing could be tested now even.

    A few slight issues I can see popping up however are: it will be much harder to heal if you cannot aim, medic will have a higher skill cap, and medic will be less effective and busier in flagrooms because they have to hit everyone a lot.

    These are not that big of a deal but should be considered when balancing medic. Perhaps with no cooldown, medic should constantly heal like 1.5 hearts per hit or 3 hps which is less than the 3.33 hps for current medic? That way, medics won't have the pain of waiting for the 15 second cool down to end and can be involved in the action all the time. Just an idea.

    Very thoughtful post Brandino.
    Wonder if this would work in current CTF.
     
  8. BrandinoB

    BrandinoB Well-Known Member

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    My b, coulda made that more clear. Restore will still be a thing, and will still have a cooldown (imo), but just the method of regeneration will change. I'm kind of wondering if the regen could still be allowed even if the restore is on cooldown. My only worry about this change is that yknow if medic hits the carrier faster than the recovery, which would make it basically unkillable, which is why I might put in a hit limit on regen, perhaps in the form of mana. Maybe like 7-10 hits goes to 0 mana, wait like 5 seconds and mana automatically goes to full or something.

    It will be harder to cap, but then again capping should be fairly difficult which imo it's not very difficult rn unless there is a god archer (hence a needed change for that class, but even then a ninja can destroy it). It will make capping slightly more difficult, and hopefully it will make stalemates less of a pain *cough TC vs RR 30 minute blackout stalemate cough*
    Interesting, but might be a bit OP for capping. I was thinking more along the lines of instant restore for people in a 3-5 block radius. But ye, possible idea cx
    As I said above ^^^ ye cx kind of an important thing in the game
     
  9. Spades_

    Spades_ Former CTF Mod

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    Is there a certain number of hits, or people restored for medic frenzy to activate? And would it affect teammates in a certain radius, or just a particular person?
     
  10. BrandinoB

    BrandinoB Well-Known Member

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    I would say a certain number of people with items restored, annddd it really depends. Medic frenzy might not even be a thing due to the possibility of it being OP, which I won't know w/o tests.
     
  11. Lumpi456

    Lumpi456 Active Member

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    If u just have a look at any other class u can see it has some sort of "special attack" which imo does medic not have expect the fact it can restore items but thats not an attack lel so ur idea is also pretty good i have to admit as it requires a little more skill from the medic to time his "frenzy" right to gain the best effect on his teammates surrounding him and making them more tanky as medic is pretty good in getting taken out by high dps :smile: So in other words 2-3 other player could tank for the medic to survive longer and maybe limit the amount of player it can restore in his radius to 2-3 otherwise it could be abused if just 10 people are standing in his "frenzy" radius lol
     
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