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Medics - once again

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kraskish:
FA CD was nerfed down again? Im quite sure with max FA you could get 30s...


--- Quote ---You can buy Doc bags/First aid kits to increase these skills if you don't have the points available.
25% or 50% increase in skill

--- End quote ---

quote from Solar


--- Quote ---In essence, the lower bound for random is (10+LK)% of the skill value. Having a First Aid Kit or Field Medic Kit in the active slot increase the skill by 25 or 50 percent points respectively and can increase it above 300%

--- End quote ---

quote from Atom

Badger:
I suggest healing without supplies be nerfed drastically.

First Aid kits for treating yellow HP and above. Doctors bags for treating red HP and crippled limbs. Using these bags has no cooldown if you use it on someone else. Using a First Aid Kit consumes one of ten, maybe twenty charges. If you don't have basic skill, you'll just hurt your target instead of healing.

I support long range healing - most games with a healing class have some form of ranged healing. It's a lot less frustrating, and makes the medic role more interesting and active. I can understand why people are divided on it - but I think gameplay comes first.

Think about removing Weakness. All gangs can easily bypass it, and those are the guys I think it was created to slow down.

Merging FA and Doctor would also make being a Medic a much more viable option, as it won't be such a massive skill point sink. Doctor is just a weird leftover appendix of F2. It always seemed bizarre back then. How could I be a great surgeon but not know how to patch up minor wounds? Or how could 250% FA represent less medical knowledge than 80% doctor?

Izual:
Agreeing with Badger here. If doctors bags/FA kits gave no cooldowns, but were able to be used only by confirmed medics (200%+ in skill ?), then we'll see a Medic class at least.

Sius:
Well afaik 240 skill has something about 80s cooldown and I was told that increasing it above 220 almost does not change the CD.

Ok so we have 300 base skill and that FA kits should increase the skill above 300 but they don't alter CD. So basically they just increase the minimum HP healed.
Also wiki claims that kits add 50/100 while Atom says its 25/50. I think lower values are the correct ones here. So does Medic perk increase skill above 300 or not?

If the perk also increases skill value above 300 then in best case we should be able to get 320% that affect CD + 50% that don't in total of 370% FA. But still the main drawback of FA skill is its CD. Can anyone confirm the 30 sec CD with maxed skill?

STONEBALLS:
this may sound crazy ,but what we remoove natral regen or slow drasticaly. like 10 END will give u 1 point an hour and 1 END smthn 1 point in 4 hours.


but at the end - maken madec a valuable class well lead to increase of alting)

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