Why is Med Kit so ridiculously undertuned?

Why is Med Kit so ridiculously undertuned?

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Posted by: Fashion Mage.3712

Fashion Mage.3712

I like the idea, but I just don’t understand how it could be balanced that badly (especially med blaster). It almost makes me think like it’s glitched or they forgot to give it proper values before the patch went live.

Why is Med Kit so ridiculously undertuned?

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Posted by: The V.8759

The V.8759

The values aren’t that bad actually in my opinion. I am having more trouble with the trow skills tbh. Med Kit had to be the ultimate group healing kit, and throwing these things is single target and really hard to hit the right person when in a group.
I would prefer to soo some pylon’s as they suggested, pulsing out their effect. If this would be too overpowered you could make it like:

Throw Bandages:
Throw out a bandage to create support AoE effects

  • Radius: 300(?)
  • Pulses: 3
  • First Pulse: Remove a damaging condition
  • Second Pulse: Heal in the area
  • Last Pulse: Grant regeneration

This would be the same idea for the other throw skills.

next to that a change to Health Insurance would be nice since it is way too passive in my opinion. I think we could make it something like “Health Insurance: Med Kit skills pulse more often”. You could let the Throw skills do their pulse rotations twice (Not sure about OP-ness) and Med Blaster pulses twice more while having the same channeling time.

One of the Firstborn Channel of Fvux

Why is Med Kit so ridiculously undertuned?

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Posted by: Fashion Mage.3712

Fashion Mage.3712

I think a staff elementalist with no healing power can dish out more healing just with their water auto-attack (which also affects them) than a med kit engi with full healing power and %outgoing healing.

Honestly, I’m shocked that the values haven’t changed this patch. Anet must have actually intended it to be this worthless.

(edited by Fashion Mage.3712)

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Posted by: icewyrm.5038

icewyrm.5038

Medblaster has base values and co-efficients so low that it’s hard to believe it was intended for use across any of the gameplay modes or situations that I could think of.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

The thing with the med blaster is that it’s better to damage and CC enemies than it is to just spray healing on your allies.

I’d rather they give it a cooldown and make it more of a bursty heal. For instance, multiply they healing amount by 10 and put it on a 10 second cooldown. This would let it do the same sort of healing per second, but you wouldn’t have to stand there and do nothing productive while you fail at saving your allies because you were too busy wasting time with med blaster instead of killing the enemies.

For the med packs, they just need to remove the throwing on them. Either that or implement a system for targeting allies directly, but that’s a much more extensive change.

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Posted by: Adamantium.3682

Adamantium.3682

I remember during the specialization reveals that the Med Kit looked like it placed a beacon on the ground that affected allies in an area. I feel like if all the dropped skills did that with some sort of pulsing AOE or one time effect it would be much better. Items that you have to pick up is the underlying reason why this kit is bad. I’m worried that months from now they will “fix” the Med Kit by simply making the packs drop at our feet again which would be no improvement, they need to work differently.

To answer the question of the thread I really don’t know. I can’t imagine Anet really sat down with this kit and intended people to sit in it and spam heals to their group, I just don’t believe they’re that out of touch. I have no other explanation for the state of this kit other than they simply half "kitten"ed it?

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

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Posted by: Dentrius.1274

Dentrius.1274

I can see Med kit beeing slightly competitive to healing turret if:

- you make #2-5 skills drop in front of you like it used to and add the throwing ability to the trait Health insurance, since that trait implies using Med kit for more group support this would fit, while leaving the med kit more self oriented without that trait.

or

- Increase the velocity of and the pick up radius of the med packs and reduce the cast time form 1/2sec and 3/4sec to 1/4sec.

EDIT: and I agree Med blaster should have a cooldown and be more of a burst heal.

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Posted by: Haralin.1473

Haralin.1473

Medkit is now worse than it was pre patch for me.

Haralin Engineer
[Skol]

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Posted by: coglin.1867

coglin.1867

Medkit is now worse than it was pre patch for me.

Yup, I couldn’t agree more. In my opinion, all they should have done is changed it so that each med pack removes a condition, and left everything else precisely as it was, pre-patch, and it would be about as good as it gets.

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

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Posted by: Genesis.8572

Genesis.8572

Maybe the med kit should be redesigned to be more of a gun that drops marks with condi removal, boons, and some healing. Actually, it would be like the defensive/support version of the necro’s staff, but with the skill 1 being a basic attack with a heal effect.

Will Hawkins (Human Guardian)
Feryl Grimsteel (Charr Engineer)
Tarnished Coast

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Posted by: Bongrimm.8439

Bongrimm.8439

Those single-target skills where you throw healing and boon-stuff at people doesn’t really make sense to me (didn’t make sense to me with the old medkit either). If you wanted to heal just yourself you probably would just use a regular healing-skill instead of switching kits. And to heal a single target in your group – well this isn’t really WoW were you need focused heals on a dungeon-tank – so I don’t think we really nees a singletarget healer. The game just has a different dynamic as WoW (and similar tank-healer-dd titles) as it doesn’t really use these traditional tank-dd-healer roles – luckily – and most other outgoing buff/healing-skills (of other classes) seem to reflect that. All those elementalist waterfields, warrior/guardian boon-shouts, condition-removals and even our own thrown elixiers are not just single-target skills, so why are 4 out of 5 MedKit suddenly breaking that GW2-typical pattern (and become pretty useless for this game by doing that).
From my point of view the MedKit would make the most sense for supporting others in Worldboss-events, WvW and more damage-intense group-situations (where outgoing single-target healing is like a drop in the ocean) – if it weren’t so focussed on single target skills. Let’s face it, removing just 1 damaging condition from just 1 ally? That’s not going to help a group in a standard WvW-situation.

Now, people here mentioned those pulsing beacons (that were described above), those would be nice. But I was wondering if it might be possible to allow for a bit more mobility (a bit like the stationary flameturrets (beacons) compared to the more mobile flamethrower).
What if they removed those “throwing around stuff” skills and replaced them all with spray-skills (like the MedBlaster already is) that would affect allies in front of you (range 600) instead of a single target.

Possible example:
In contrast to the MedKit now only skill 1 &2 have healing but in return skills 2-4 get a 2nd boon and skill 5 removes an additional condition.
Skill 1: MedBlaster – light-blue coloured spray, causes little to medium direct-healing (more than it is now), no cooldown,
Skill 2: RegBlaster – dark-blue colour, causes higher direct-healing, applies regeneration, 10-15 sec. cooldown (depending on balancing the strength of the healing),
Skill 3: StimBlaster – light-yellow colour, applies fury & might, removes a debilitating condition (weakness, blind, vulnerability), 10 sec. cooldown
Skill 4: SpeedBlaster – light-red colour, applies swiftness & stability, removes a movement-impairing condition (immobilize, chill, cripple), 10 sec. cooldown
Skill 5: DetoxBlaster – light-green colour, cures 2 conditions (any type), and applies resistance), 20 sec. cooldown

And I agree with the OP – the amount the MedBlaster heals at the moment (even with healingpower) compared to the damage a single condition deals feels like putting a little bandaid (with unicorns and flowers on it) on a lost arm. I believe the amount of healing needs to be higher for the skill to make sense using it.

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Posted by: ukuni.8745

ukuni.8745

i made a post to change the packs on medkit into buffs for the next med blaster, so the throw bandage instead buffs the next med blaster so it gives regen and adds heaps extra heal and the others do other boons and add a small amout of healing and such, would makje sure the only time you swap to med kit is to use a booster→ med blaster→ get back to playing.

https://forum-en.gw2archive.eu/forum/professions/engineer/Idear-for-new-med-kit/first#post5247336

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Posted by: Ronin.5038

Ronin.5038

My solution would be to remove ground targeting and make the 2-5 skills a 5 or 10 second interval 180 range pulsing aoe that grant short duration boons(regen/swiftness, fury, 1-2 condi removal, resistance) to up to 5 allies inside the aoe and a small amount of healing (100-150/200-300) for each pulse.
Give them a decent/permanent uptime period and improve the healing along with reducing the channel time of med blaster and maybe engineers would start using med kit more often.

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Posted by: Fashion Mage.3712

Fashion Mage.3712

Maybe the med kit should be redesigned to be more of a gun that drops marks with condi removal, boons, and some healing. Actually, it would be like the defensive/support version of the necro’s staff, but with the skill 1 being a basic attack with a heal effect.

Possible example:
In contrast to the MedKit now only skill 1 &2 have healing but in return skills 2-4 get a 2nd boon and skill 5 removes an additional condition.
Skill 1: MedBlaster – light-blue coloured spray, causes little to medium direct-healing (more than it is now), no cooldown,
Skill 2: RegBlaster – dark-blue colour, causes higher direct-healing, applies regeneration, 10-15 sec. cooldown (depending on balancing the strength of the healing),
Skill 3: StimBlaster – light-yellow colour, applies fury & might, removes a debilitating condition (weakness, blind, vulnerability), 10 sec. cooldown
Skill 4: SpeedBlaster – light-red colour, applies swiftness & stability, removes a movement-impairing condition (immobilize, chill, cripple), 10 sec. cooldown
Skill 5: DetoxBlaster – light-green colour, cures 2 conditions (any type), and applies resistance), 20 sec. cooldown

As you both imply, I think a big problem with these skills are the medium in which they’re applied. Individually dropping healing/cleansing packets for you or your allies to pick up isn’t really practical, but if those abilities were altered to instead do what they do on a cone/mark/etc, they’d probably be quite a bit better. Of course they still need to be buffed numbers-wise as well.

Med Blaster should heal for a ton considering the limitations it has. Requiring boons, and not self-healing (and low range to go with that, bad combination) are pretty big limitations in my opinion.

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Posted by: Carighan.6758

Carighan.6758

What I’d do:

  • Skill 1 becomes: Spray Aerosol. Your next Med Kit skill used within 4 seconds will be be injected to up to 5 friendly targets within 600 units in front of you. You cannot affect yourself with Spray Aerosol. kitten CD.
  • Skill 2-5 changes slightly to have a secondary main healing value for spray healing. Secondary effects stay the same between dropped / sprayed, healing value is ~1,5x stronger in dropped than it is now, and current values when sprayed.
  • Underwater functionality restored, 2-5 drop if used as packages, as before the trait change.
The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Pride.1734

Pride.1734

Healing bombs healed more than the medkit does now. They had a better radius, hit multiple allies as well as multiple enemies and did nice damage and cc.
Healing kit has… resistance?

Honestly healing bombs was never that strong to begin with but it sllowed engi to at least pseudo frontline in wvw without feeling totally underwhelming.

I dont want to use a heal kit without a waterfield and good aoe heals.
Just give me healing bombs+turret back