The recent patch introduced a slight undocumented “buff” to medkit. The drops from medkit #2-5 are significantly bigger now (just a graphical effect, nothing more). It is easier to notice them in the heat of the battle, but this doesn’t yet solve the issues we have with this kit.
Here is the math how much different skills heal without any healing power:
Medkit heals 273 hp/s from bandage self + 185 hp/s from medkit #2-5 (always use instantly once they are off from cooldown + regeneration 130 hp/s
bandage self + medkit #2-5 = total heal 459 hp + regen = 589 hp/s including regen
Warrior’s healing signet heals 362 hp/s.
Healing turret heals 484 hp/s (assumed one blast per longer water field)
The above comparisons include the use of toolbelt skills. In fact the main heal of medkit is the toolbelt skill “bandage self”, which doesn’t benefit from Mechanized Deployment (bugged or then bandage self is not classified as a toolbelt skill, but a healing skill).
Utility:
Medkit can remove 10x damaging conditions per minute, 5.5x debilitating conditions per minute and almost 4 movement impairing conditions per minute
Medkit offers 63 % swiftness uptime and 55 % fury uptime.
Healing turret can remove 4×2 = 8 conditions per minute + it has a blast finisher + 2 water fields, allowing significantly more heals if you use finishers on these fields
Conclusion: Healing turret heals significantly more than medkit with 0 investment in healing power if we count in just the toolbelt skill “bandage self”. If we would use multiple blast finishers on the healing kit water fields, the total heal can be almost twice of medkit and it also provides more heal to the allies within the radius, thus making medkit even less viable. While the medkit utility looks great on paper, it takes roughly 2/3 of the total time to use all those medkit skills as soon as they are free from recharge. This means spending 40 seconds out of every minute just swapping between medkit, use medkit skills #2-5 and then swap back again. And this assumes the user is not using medkit #1 at all. Each medkit swap takes 1 second.
Obviously no smart player would spend so much time using medkit as this would barely leave time to use other skills and attack the opponents. Even on a less frequent rotation the time spent swapping into medkit, using 1-3 skills and back again is very significant. The loss of DPS in most situations in at least 33 , which is truly massive. Why would anyone select a heal skill, which requires 33-66 DPS loss and heals less than other healing skills?!?
In order for the medkit to be viable, it must heal more than other heals in the game. The idea of throwing the medkit #2-5 for allies simply doesn’t work. It heals so little and usually just cleanses one specific type of condition that it is almost invariably a better option to spend that time doing something else e.g. attacking the enemies, using CC skills at enemies, run to capture another point etc. The biggest problem is that medkit #2-5 affects just one character. The previous behavior where medkit skills dropped bandages and vials at the feet of the user was much better. It allowed the player to more quickly utilize the kit. It also allowed the kit to function underwater. If medkit #2-5 would be like warrior shouts: instant cast, 600-1200 radius and affect up to 5 allies I would see much more use to it. Then probably the cooldown of especially medkit #2 would need to be increased, not to make the kit too powerful.
Anyways the activation time of medkit #2-5 need to be reduced significantly. Make those skills either instant cast or have 0.25 second cast with over no over cast or delay. The base heal of each medkit skill "2-5 must be increased by 60% (still that would be roughly only 1000 per use!). Healing turret is so popular, not just because the utility and huge healing it brings, but because it has 0.5 second cast time (less prone to interrupts, engineer can spend most time using other skills).
This would solve the current BUG:
Have mecha legs trait equipped or swiftness, throw stimulant (medkit #3) in front of you, and run over it. The stimulant won’t activate and you need to backpedal to activate it. All these waiting for the medkit skills to activate really kills the kit in real life usage. If medkit #2-5 work unreliable half of the time, it absolutely kills their usage in any high spvp or WvWvW.
Medkit #1 is problematic in many ways.
- it heals only max 3 allies, and not 5 as in the description
- the cone is so narrow it often can hit just 1 ally
- it auto aims often at enemies, even though it does no damage
- the healing is so tiny it makes no noticeable dent
- it doesn’t affect the engineer (WHY? e.g. elementalist water staff #1 does damage, affects the user and has 1200 range to hit enemies)
- while you are using it, you are not doing anything useful
Here are few ways to fix medkit #1:
2-3x its base heal and make it also affect the engineer himself
or
make it also do some weak damage e.g. 2 sec poison or 4 sec bleed from full 1.5 s channel
double it’s base heal and make it heal 360 radius, 600 range
Discuss.
(edited by Deniara Devious.3948)