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Medic adren idea  XML
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Sedona



Joined: 02/28/2008 15:20:06
Messages: 10
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While I agree that healing isnt as stressed as it could be, I think you have to remember that a majority of people playing are extreamly mobile. This makes healing hard and unless you have some sort of base on every map your ideas of killing medic damage could have extreame consequences to the class. With my play style of roaming medic I tend to have a 50/50 priority between heals and kills. Kills fuel my healing which is blast as its hard to keep up with high lvl players. Many times healing just isnt nessary because of engineers refilling sheilds constantly Ill just swing by a base aim a blast and not even break stride. On the other hand feild healing is great as those are the agressive players that will need massive heals.

Personaly im pretty happy with the class, only thing i would suggest is some sort of heal over time"hot" given to medics. Not sure of a good way of delivering this but perhaps a specific weapon that applies the hot in a poisonish fashion or a secondary fire on medic weapons, who knows.
Thè-Hättêr

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Joined: 06/09/2008 23:49:41
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actually i got an idea, what about a artifact only for medics and extreme medics, this artifact heals the selected player but not instant way, it rahter heals when player get damaged, the medic in exchange use adren for "x" amount of damage healed, so the medic must select well his target ( if he select me he probably will need a huge amount of adren flow to keep me alive)

thay will be nice and balnce in a good way if admin dosent like/too powerful/ just increase the adren needed. and will help medic get their role of healers and give them a siegly advantage over engs shield heal. what about that?

what do you guys think?

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


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DyersEve



Joined: 07/20/2010 12:04:50
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Sounds neat. What if as well as adren it took the healers hp, but at a reduced rate like every 2:1 + some adren. If the medics hp goes to 70 or the medic runs out of adren the link breaks. Or you maybe make it so the medic has a chance of dying using the skill and it doesn't auto break at 70 hp. Lots of possibilities.

What about a skill to make medics heal gun able to remove poison? Or a skill to remove poison from someone?

I know I don't really play medic except for WM/MM hybrid.

Imagine WM-Tank plus this ability.. mmmm

or WM-Berserker, would reduce the disadvantage a bit.
Hobo_Joe

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Joined: 06/12/2005 20:15:17
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To what disadvantage are you referring?

A wise monkey is a monkey who doesn't monkey with another monkey's monkey.

The only time I made a mistake is when I thought I made a mistake.

After partying all night Chuck Norris doesn't throw up; Chuck throws down!

Loaded Weapons: [WMD]Hobo_Joe lvl: 389
Medic: Hobo_Healer lvl: 101
Loaded Artifact: LA_Hobo lvl:71
Engineer: enJOEneer lvl:110
No-Class: the_hobonator lvl:54
Monster Master: Summoner_Joe lvl:42
Thè-Hättêr

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Joined: 06/09/2008 23:49:41
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well engs, heal shield, (and waaay to fast IMO) and shield gets "hurts" before HP, which means, medic heal less if engs shield blast/heal..

if medics heal less, means the core ability is pointless (well not pointless 100% but they got less job)

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
[MSN]
Hobo_Joe

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Joined: 06/12/2005 20:15:17
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true, but shield goes away a crap load quicker too. and besides people are supposed to be out running around killing stuff, not camping in a base, so shield won't last long if they are out killing, leaving the hp.

I think the bases are a great retreat to meet the medic at for health, kind of like filling up at the gas station. other then that, I don't see why anyone would want to just sit in a base the entire map.

I play medic once in a while and I run around killing and healing at the same time. I get plenty of xp from healing ppl. and I haven't seen a shield blast go off in quite some time now anyway because most ppl that are engineer are either low lvl and are too concentrated on building stuff...or a hybrid who doesn't use it because they're busy using better skills.

A wise monkey is a monkey who doesn't monkey with another monkey's monkey.

The only time I made a mistake is when I thought I made a mistake.

After partying all night Chuck Norris doesn't throw up; Chuck throws down!

Loaded Weapons: [WMD]Hobo_Joe lvl: 389
Medic: Hobo_Healer lvl: 101
Loaded Artifact: LA_Hobo lvl:71
Engineer: enJOEneer lvl:110
No-Class: the_hobonator lvl:54
Monster Master: Summoner_Joe lvl:42
Wail

Rampage

Joined: 09/20/2007 21:14:41
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In my experience, 1 point of Shield ~= 2 HP. Or something along those lines. Even though in theory they're supposed to absorb the same amount of damage, shield just seems a lot more effective than HP.
Sedona



Joined: 02/28/2008 15:20:06
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It's been my experiance the major draw back as a healer in this game is the simple los and landing heals on someone is extremely hard. Targets are beyond mobile and it gets to a point unless they stop and stand still for you which tends to be bad in general during a wave, you can only land ae or pot shots on them before they break los and are gone. This would be why i suggested some sort of hot "heal over time" effect be given.

Another common situation that makes healing strenous is the fact its vary hard to watch multi target health pools. Let me lay down a situation for you. Say a solid engineer has set up a base that will keep several players alive till all but the latter waves. Defensive sents are up keeping sheilds full everyone is doing great. Waves 12+ come around at this point the bases defenses start to break down and heals are needed. Now for the fun. As a medic your looking for the all important health bars, red flags being peoples health that is green or the real exp people with red bars. Knowing players classes and lvls is big here i might skip someone that is red but an engineer and high lvl in favor of a lower level player or a class that cant take as much of a beating. Still the problem remains that if im not unloading blast or able to keep someone in sight a full health bar goes from blue to dead before i can redirect my fire and in many cases they get knocked out of los.

A fun possibility to fix these situations would be some sort of health shareing. Perhaps some sort of beam not unlike the link gun secondary fire that when used links one or more targets to the medic and they recieve the medics advanced damage reduction and the medic recieves 20-50% of the damage the linked player takes instead of the target. This would pull the medics attention away from killing and most likely force them to moniter health pools and keep a vary close eye on their own health for fear of killing themselves from to much damage intake. Call the ability something like martyrdom. Make the ability be some sort of artifact that you can turn on and off like the lighting rod, automaticly target lowest health in proxmity of the medic and increase the amount of people linked per lvl of the ability. The beam could break when the two move outside a specific range or los eachother, if the ability is still active it would just hit the next lowest hp person in range. Exp could be awarded by a percentage of the link targets damage similar to current linked targets or spheres. Just an idea on how to make healing a bit more fun and since this is all theory anyway I can dream cant I
Thè-Hättêr

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Joined: 06/09/2008 23:49:41
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Hobo_Joe wrote:
true, but shield goes away a crap load quicker too 

thats true my friend, but shield heals waaay to fast.


Hobo_Joe wrote:
and besides people are supposed to be out running around killing stuff, not camping in a base, so shield won't last long if they are out killing, leaving the hp.

I think the bases are a great retreat to meet the medic at for health, kind of like filling up at the gas station. other then that, I don't see why anyone would want to just sit in a base the entire map.  


thats because you elite me, and few others play different, i cant picture myself staying in a base wandering around, but there are other guys that like that, for example Dom, he is nice, he plays mostly in the base, and thats his style, and there is nothing wrong, some people want to stay in base.



"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
[MSN]
dom60

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Joined: 09/30/2006 16:10:39
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LOL I don't always stay in a base!

its kinda my natural instinct to do the sniper kinda thing.... had the upper echelons worried about some of my tactics when we did the war game thing when I was in the army!

hehehe kinda came out of nowhere expected and waxed their butts every time. said I was being a little to realistic on my combat style for the "war games"

I lived they died is that not the point of winning in war??

I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
Hobo_Joe

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Joined: 06/12/2005 20:15:17
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shields healing faster then regular HP may be true, but you also have to remember the engi link has more power now because of the slower fire rate, but also shields only heal to about half of what HP does. So HP will take longer to heal then shields.

A wise monkey is a monkey who doesn't monkey with another monkey's monkey.

The only time I made a mistake is when I thought I made a mistake.

After partying all night Chuck Norris doesn't throw up; Chuck throws down!

Loaded Weapons: [WMD]Hobo_Joe lvl: 389
Medic: Hobo_Healer lvl: 101
Loaded Artifact: LA_Hobo lvl:71
Engineer: enJOEneer lvl:110
No-Class: the_hobonator lvl:54
Monster Master: Summoner_Joe lvl:42
Bait



Joined: 06/29/2010 22:35:04
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I think some of the people commenting may be unaware of the various ways of healing a medic has at their disposal.

- Medic healing weapon if Infinity- by far the most common and available at loaded medic level 1. Easy concept, more damage = faster healing. Splash damage used to heal self. Double & Triple damage both help to heal faster.
- Healing Sphere- Available at loaded medic level 3. This artifact runs off adrenaline usage over time (Min 24) and can be turned off. This is a healing over time affect for ALL people with in the sphere. Line of sight of the healer is NOT required. ** Best used when area of effect covers both outside and inside of safe area.
- Healing Blast- Available at loaded medic level 3. This artifact used 50 adrenaline and creates a blue ultima like blast. This detonates after a few seconds and instantly heals to max health all people IN LINE OF SIGHT of the center of the blast AND with in radius of the blast. **This is best used when the healer targets a low ceiling or wall above players heads.

Extreme medic only (available at level 130):
- Remote Health Booster- Available at loaded medic level 4. This artifact used 20 adrenaline to heal targeted player 10 health per sec.

- Poison Blast- Available at loaded medic level 4. This artifact used 50 adrenaline to make a green and red blast that poisons monsters with damage over time.

Loaded medic level 4 also reduces adrenaline costs for healing sphere and healing blast by half. Also, weapon damage is reduced and weapon healing rate is drastically increased.

FYI, the the adrenaline and health loss from poison can be ended (cured if you will) by healing.

If you are a medic trying to make a living by healing more than killing, it may benefit you to let people know where you are going to be. This way they may find you as needed. Also, stay out of the line of fire for people trying to fight. People always appreciate a medic willing to make an effort to keep a teammate alive.
Sedona



Joined: 02/28/2008 15:20:06
Messages: 10
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Assumeing Bait your post was at least partialy aimed at me, for the most part I'm fully aware of how the core medic heals work. Healing sphere in its current form has limited uses at best. Its use of a hot in the sence im looking for its all but wasted. I would like to see some sort of hot that can be applied within the field of moving players that i can hit them with once and they will keep healing decent amounts for 15-20 secs. This gives medics a choice weather to premtivly heal as players move into and out of hot spots. A healing sphere has vary limited healing 7 hps per tick from what i remember off hand. The fact that its ae and does not require los is negated by the fact its not mobile at all. Its adren useage is harsh compared to a simple instant healing blast which has as good a range and does a full heal depending on where people are within the blast.

Healing blast is great and other than my medic weapon is primarily what i use for healing even inside of large grps of players its much more adren and time efficent to toss a blast than it is a sphere.

The remote health booster is something i have not had access to as of yet and depending on the mechanics could be similar to what i was suggesting though it still sounds limited because of los going off your discription. Idealy you would tag someone and not have to keep track of them as they speed around corners and dodge rocks.

My idea for the health shareing was mainly theory and in the spirit of the thread, making healing more appealing with out striping us of the ability to hold our own. It would be a utility item to buy us time to top someone off while maintaining mobility.
Trooper

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Joined: 05/17/2008 15:32:06
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wayno has used that booster on me before. it healed me when he was no where near me so los not needed. it works exactly how I understand you wanted a skill to work
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Sedona



Joined: 02/28/2008 15:20:06
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Vary cool, look forward to giving it a go.
 
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