Fix Med Kit maybe?

Fix Med Kit maybe?

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

seriously theres no way someone could ve programmed a kit with the sole purpose of healing to have 0.033 healing scaling on purpose on its primary skill specially when said skill only has One feature Heal health

it is obvious the coder made a mistake up and typed in 0.033 instead of 0.33

med kit’s #1 has by far the game’s weakest healing

the only close skill is thief’s self heal on attack passive wich has 0.05 and is offset by thief’s attack speed wich if you rounded it up would equal to 0.15-0.2 per second

elementalist’s passive has low heal as well 0.1 up to 0.2 per second if you’re good with your rotations as most attacks have 1/2s casting

you could argue that they are self heals but i could argue back that these self heals are procced on any attack whereas med kit offers no damage or cc skills

for those who did not get it something as measly as 0.2 is six times more effective than med kit’s current 0.033 , arent you forgetting the added effect wich heals per additional boon ? you might say , no the thing is for the said bonus to be remotely effective your targetted person must have a total of 10 boons at all times and even then it would bring your total healing to 0.066 0.033 base+ 0.0033 (per boon heal scaling )x10 (<-number of boons) even fully stacked this heal will be trash compared to stuff like ele’s staff auto wich has aoe, long range and damages

and for the skeptical 0.033 times 1000= 33 add 33 to the base 70 heal and now you can see how abysmal this numbers really are and why its a big deal

please fix this

(edited by Rezzet.3614)

Fix Med Kit maybe?

in Engineer

Posted by: Mauti.3520

Mauti.3520

Medkit rework on June 23rd = No better parable how Anet has no clue how their own game is played.

Support the cause. Not just scaling issues with Healingpower, just overall new medkit du-ugh….

Engineer/Thief – Drakkar Lake

(edited by Mauti.3520)

Fix Med Kit maybe?

in Engineer

Posted by: Are.1326

Are.1326

I had such high hopes for this kit, just the thought of healing pugs or dying NPCs up made me exited to replace healing turret. But when I tried it, allies just died from weak dots with no noticable effect from my auto. If I had accepted that it is a failure of a kit earlier, maybe I could have saved them with the burst heal from healing turret. >.<

Fix Med Kit maybe?

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

another thing that kills it is that all the skills are single target, wich made that #1 all the more needed to be good but as it stands it just sucks

for the #1 skill to be even effective it would need scalings like 0.5 base heal and 0.06-0.04 per boon on target thus encouraging active playstyle by making engineers to want to keep boons on their allies , this would make the kit viable and not as game breaking as you’d think as on average players have about 3-5 boons at a time

numbers
Healing points= 1000
0.5×1000= 500 base heal
0.04 or 0.06×1000= 40-60 heal per boon x11<-max # of boons = 440-660 extra heal

and that’s how easy the med kit can be saved without making it game breaking
by simply giving it decent base healing power and then making it worthwhile keeping many boons on at a time

Fix Med Kit maybe?

in Engineer

Posted by: Are.1326

Are.1326

and that’s how easy the med kit can be saved without making it game breaking
by simply giving it decent base healing power and then making it worthwhile keeping many boons on at a time

I feel like the medkit needs at least a useable base heal so players don’t have to go mainstat healing power in order to be somewhat supportive. Running secondary stat healing power, or a mix of healing power and other type of gear, should still make this a viable way of supporting allies. If an engineer for some strange reason decides to go full on healing power, then this thing better be effective, considering that they are fully devoted to the role.

Then there is the topic of the medpacks (skill 2-5) and their ground targeting.
Maybe, in order to make the packs support multiple targets, they could make it so they can be picked up 5 times, but only once by every player. In other words, an engineer places a medpack down and runs over it, he gets the effect but the medpack presists in the world, but he can not trigger the effect from that medpack any more (maybe even making it invisible for that client), however, other players can also run over it and trigger it one time each. Once it have triggered 5 times (or any other balanced number), it will be despawn. This could even be an alternative effect for the medkit trait and also make it work for bunker down medpacks or supply drop packs for trait versatility.

For ground target, I’d say they should just turn it back to how it was pre-patch, and make the kit work under water again. As it is now, it’s near impossible to hit targets with the packs from a range when you and allies are running, and that is supposedly how you are giving out boons to boost the auto-attack heal.

Fix Med Kit maybe?

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

agreed it would make more sense having 300 base heal and 0.2 scaling on it as well as something like 25 per boon and 0.3 on its scaling