[Suggestion] Med Kit replacement Bandage Gun
Any idea, which is totally altruistic and does no damage, like medkit #1 currently is, is doomed to failed. The problem is that medkit #1 doesn’t heal the engineer himself at all! Compare that with druid staff #1 and elementalist water staff #1, both which are 1200 ranged attacks, which do damage and heal at same time (significantly better, as everybody wants to tag targets in pve and WvWvW to gain loot).
Simple fix to medkit would be:
change all skills #1-2 to 300 radius skills centered around the engineer, affect up to 5 targets, including engineer (thus max. 4 other targets). Why 300 radius? that would be half the range of most shouts (600-1200) and 1/4 or smaller area compared to shouts. Thus much smaller range, yet also lower cooldowns.
Medkit should NOT have any throw skills as that is just clumsy with ground targeting and stuff. It works very bad in the heat of battle. And I have played over 3000 h with medkit, so I probably have much more experience with throwing those medkit #2-5 skills than almost any other GW2 player.
Med blaster should give on hit passive immunity (retaliation, auras, burn block etc.)
(edited by guildabd.6529)