If you can replace 3rd slot on Med Kit?
TBH I have a couple of ideas for this. A.) The first button on the medkit has no cooldown and drops low hp healing medkits that heal. This could be specced into to provide healing to a short radius around you. Thus allowing the second and third button to be used to provide other buffs like retaliation and fury. B.) Allow the first button to drop 2-3 medkits with the same healing it has now and the second and third follow the same as scenario A. Any thoughts on this idea?
Stealth potion.
/op
I think I like Atma’s idea. Stealth potion would be really cool too, but would be kinda OP, haha. But I’m sure there are other fun effects around. Maybe some way to create field effect? If you make it a crappy field area like Flamethrower’s Napalm, then it should be fine.
I’d just like to be able to drop all the medpacks at the same time, rather than 1 after the other.
Although, if i had to change #3, i’d change it to a self injected stability stim.
(edited by Ronin.5038)
We already have stimulants and antidote so possible options could be:
Painkillers (protection or stability)
Poison (like drop a poison field but that might make our heal to offensive)
Supplements/steroids (might or vigor)
Medicine (regeneration)
Elixir (allow us to do something that isn’t a normal boon like stealth or a random effect)
I’m sure there are many more options that deal with medicine that could relate to boons
Actually, if I could change medkit #3 I would put a second antidote there.
Seafarer’s Rest server
I’d change first 3 abilities:
- Drop Bandages – 2.5 seconds cooldown (applied after casting; gives 1 pack every 3 seconds), healing same as now. Amount of currently dropped packs capped at 12, newer packs cancel older packs
- Drop First Aid Pack – 12 seconds cooldown. Healing 10-20% lower than Bandage Self, amount of currently dropped packs capped at 3
- Drop Antidote – just moved to this slot
- Drop Stimulant – just moved to this slot
- Drop Painkiller – 20 seconds cooldown. Protection for 5 seconds, same rules as for Stimulant
As for healing packs cap, it should never count Supply Crate packs. Engineer should receive inner counter for amount of packs dropped via Medkit, it could even appear in our UI, like meditation stacks. It would help both engineer and party members, as they could check on healing potential
First Aid Pack:
Icon and appearance – http://images.wikia.com/fallout/images/a/a9/TraumaPack.png
Note: in-game appearance of classic white medkit with huge red mark. Might be ankh-styled cross commonly used on healing turrets and packs, only the color is important here. It should be easily seen on the ground and even snow
Painkiller:
Icon – http://requiem-wiki.org/w/images/3/3c/Rare_hp.jpg
In-game appearance: http://www.medicantica.com/EN/Syringe/Doumergues%20Syringe/Doumergues_Syringe2.jpg
Note: syringe filled with delicately glowing green liquid, so would be different than antidote or stimulant
Such changes would requiere slight remake of Supply Crate:
Untraited – remains as it is
Elite Supplies (inventions IX) – same turrets as now, 6 Bandage Packs and 2 First Aid Packs (yes, it’s slightly stronger, fair deal for that trait)
Drop Guardian – Drop a guardian for 60 seconds to win easy.
Me? I’d make skills 1-4 different, but identical and skill 5 exactly the same.
Skill 1-4 would be a 15s CD ‘bandage’, which heals for what it does now, and removes one condition. So essentially, it merges antidote with the bandage, and ups the cooldown a tad.
I don’t know if it’s just “the grass is greener”, but every idea seems so much more appealing than the current design, haha. Well, except maybe drop Guardian.. that will make me totally Guardian bot.
Look, you can put whatever you want there, but I think the medkit in general needs better medkits.
Medkits are nice for self healing, but they still don’t heal a lot, and it takes almost 3 seconds to cast them all while running forward to get that meager healing. This also applies to placing medkits in general. It’s way too long to switch to and use just to drop the 3 measly medkits. It needs to drop many at once and maybe even more of them.
Medkits can be kinda nice for randomly healing friendlies, but hardly anyone is going to take the time to run over them, let alone notice them.
Medkits can be placed before-hand for when you need them, but they EXPIRE so that has honestly very limited use. Cooldowns on deployment stop you from refreshing them quickly. If you come back a short while later injured and running they might not even be there; what a rip. Something so situational should have a real benefit imo.
As for what I would actually add to a medkit… painkillers. Painkillers are so obvious; a protection pickup on-demand but perhaps on a longer cooldown than Elixir H lest the medkit simply become better than it.
I tried medkit out once for personal healing and utility and it was decent for a good toolbelt heal on a shorter cooldown than H, but then since I went alchemy, I could spec for the same cooldown + buff + 409 condition removal on skill and thrown toolbelt. Infinite sprint spec makes stimulant’s primary use redundant.
Look, I think these ideas are pretty important enough for their own thread, but I’m not going to do that for one idea. Just consider what I say and maybe spread the word; Buff Medkit plz.
(edited by Chickenshoes.6250)