Fixing Medkit: A proposal

Fixing Medkit: A proposal

in Engineer

Posted by: Alchies.1984

Alchies.1984

Looks like I’ve got nothing better to do. So, might as well share with the engineer forum an idea I had with regards to medkit. Please tell me if someone had this idea already, because I think that’s entirely possible. But anyway, here goes:

I have mixed feelings on the medkit. I like the effects it provides, but what I absolutely hate is how the skills actually work. I have a feeling a lot of people share this sentiment. So I was thinking…medkit gets this shiny new med blaster thing strapped to your arm, and the only use Anet can come up with for it is to spritz your allies with a really weak healing spray? Come on, guys. So first of all:

Med Blaster
I like the way it works, I guess, but I think it obviously needs some tuning. Lots of tuning, actually. Considering that you have to give up your weapon skills, reducing your damage to effectively zero just to spray people with a mister, the benefits of doing this over staying in a kit that actually does damage and supporting your party through other means just aren’t there. Maybe they never will be, because for this to be strong enough to ever be worth it, it’d probably be too strong.

Oh well. Instead of going into specifics there, I instead have a proposal for a functionality change with the kit. Currently, medkit skills 2-5 drop ground-targeted packages that can be run over for various benefits. This is really awkward, and frankly doesn’t do much in the way of party support. Only one person can benefit from each package, and if you’re trying to use it for yourself, there’s always a chance that someone will nab it before you do, unless you stand perfectly still and drop it right on top of yourself. Like I said, it’s really awkward. Well, using skill 2 as an example, here is my proposed functionality change:

Painkillers
Load your med blaster with a painkilling solution, gaining health and regen, as well as clearing one damaging condition.
Healing: (#)
Regen(5s): (#)
Loaded solution duration: 12 seconds

That’s right, using skill 2-5 now instantly grants you its effects, as well as loading your med blaster with a solution. Once a solution is loaded, skill 1 changes to this:

Solution Spray
Spray your loaded solution from your med blaster, granting its effects to allies in a cone.
Range: 600

Solutions last for one spray, so make the most of it. Additionally, only one can be loaded at a time, and as the painkiller skill fact says, they stay loaded for 12 seconds, just like the current dropped packages.

So that’s it. With this proposed medkit, you can faceroll skills 2-5 to gain their effects, or carefully load them one at a time so you can spray allies with all those lovely effects. Most importantly, you, the engineer, will actually gain the benefits of these skills instantly, without any ground targeting awkwardness, and without having to choose between yourself and your allies. More usability, more support! Win-win!

Thoughts? Too strong maybe? Too sensible to ever be implemented? Too long, didn’t read? Please let me know. Your feedback is very important.

Fixing Medkit: A proposal

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Posted by: Xyonon.3987

Xyonon.3987

Are you serious? This … I like it – I like the way of giving skill 1 with no cd a “semi cd” based on skill 2-5. It’s a great solution!

I agree that skill 1 has to be a stronger heal over time than any heal skill in the game to be worth using, wich automaticly would make this skill op. What also could work is a debuff wich reduces the amount of heal gained by this skill the longer you use it on a person, you see numbers like 3000, 2500, 2000, 1500, 1200, 800, 600, 400, … until you wait a period of time to get rid of the debuff (target)

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Fixing Medkit: A proposal

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Posted by: Rocknull.2986

Rocknull.2986

your numbers are 1984. which to me means. You know what will happen in the future. which is my strange kitten way of saying. This is a great idea. tweakable but great.

Fixing Medkit: A proposal

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Posted by: RunicAura.9860

RunicAura.9860

I agree that the med kit needs a rework. Something that actually says party support.

Med Blaster is such a small heal with a very small range. The heal needs a slight boost and a small increase in range

The other skills are single target which does not speak for party support. Half the time it goes to somebody you did not intend to give it to.

I think if they made them more like a smoke grenade giving an area heal and then leaving a small field like other classes that grant the boon to those that pass into the area for a short time it would make it more usable. Thus making it worth the trade off from damaging to trying to support the group.

But there has been several request for it to be changed to be made more useful. I hope that sometime in the future they will make it so.

Fixing Medkit: A proposal

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Posted by: Adamantium.3682

Adamantium.3682

I like it, +1. I think something needs to be added to the spray to make it so you haven’t completely given up contributing to the group outside healing. Maybe chilling enemies it hits or something (this could be added to the active effects of 2-5). That’s not a critique of your idea because I think it’s great, just an added suggestion

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

Fixing Medkit: A proposal

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Posted by: coglin.1867

coglin.1867

I cannot say I like the details of your idea OP, but I feel it is a thought on the correct path. Used to use the med kit regularly, as I liked how the “on heal” traits, runes, and food worked with it. Between the change to the swapping to med kit, and more so, the ground targeting requirement, I have avoided it ever since. At this point, I am for almost any change to the med kit.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

Fixing Medkit: A proposal

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Posted by: Arantheal.7396

Arantheal.7396

Awesome idea, and it would not even be the first skill of this kind in the game.
Tornado also auto-casts his stance, depending on which you’ve chosen, so the technology to implement this should be there.

Give it a little tweaking on the direct heal output from medblaster & this very well becomes a awesome solution.

Since the medblaster is hitting 5 times, Sprays could be:

#2: clears 1 dmg-condi & applies regen per tick / On activation: heal 500 + clears 2 dmg-condis & applies regen on self / 5sec cd

#3: applies fury & clears 1 debilitating condi per tick / On activation: heal 900 + applies fury & clears 2 debilitating condis on self / 10sec cd

#4: applies swiftness & clears 1 movement-impairing condi per tick / On activation: heal 900 + applies swiftness & clears 3 movement-impairing condis on self / 10sec cd

#5: applies resistance & clears 1 condi per tick / On activation: heal 1500 + applies resistance & clears 3 condis on self / 20sec cd

This would be a lot of condi-clear, but comes with only medium direct heal. I guess that would be in good balance to our other heal options.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)