Will Med Kit see use now?
While the blaster boost is welcome, HT lets me do most of these things with smaller risk.
The tiny, ground targeted, buff bottles are just too clumsy for me to take seriously.
Not even close. The issue is far deeper than the tiny heal. It just feels bad to use, it needs a complete rework.
Jade Quarry
I’m getting huge healing ticks with my mediengi build. It won’t keep me alive under sustain as well as healing turret, but no one else is going to die.
Not even close. The issue is far deeper than the tiny heal. It just feels bad to use, it needs a complete rework.
Yeah. I would actually prefer it if they gave up on it and made the kit itself more utility than healing.
The ground targeting trait as a baseline is killing the skill. When that was a standalone trait no one really used it as it was too much clicking or really clumsy even if it provided a substantial amount of extra healing it just wasn’t fun to use.
From day one Med Kit has been the more self heal/upkeep oriented skill but the developers keep forcing it into a group upkeep roll, its not working out that way because players in general not noticing the tonics on the ground and the skill being clunky and to even position tonics in front of people while they are in a battle is tedious and healing turret does it better in every way and with fewer button clicks.
I think the group healing/upkeep should be left to healing turret, Med kit 2,3,4,5 would work better if it was like an elixir kit where you could trait Health Insurance if you wanted to provide AoE Boons/Resistance like Cleansing Pulse in inventions does when you use a healing skill.
TLDNR Make 2,3,4,5 self targeted by default have trait enable AoE effect for party support and increased healing effectiveness.
If we A-Net still wants to make the kit a support kit, I think it should be AoE by default and completely selfless.
they should make 2 to 5 tether to allies and pulse their effects to all in range and 1 does its usual conic aoe and a normal aoe arround the engi that does the same.. just reduced effect. And toolbelt should drop 2 med kits near the engi.. then it would be worth it anytime
(edited by Basaltface.2786)
A-net just seems to not want to give up on the pick-ups as a mechanic.
If that’s how it’s going to be, then the problem is that the pick-ups are weak, only useable by one person and on a low cooldown requireing you to rotate back into the medkit every 10 seconds if you want to use the skills to thier maximum effect.
The Bandage drop should have most of the same problems, but few people complain about that. Why?
Well, for one, it’s a toolbelt and doesn’t mess with your rotations.
Second, it drops a mass of bandages, so you can either try to keep them to yourself, or there’s enough for your whole party to get a small bit of healing.
Third, and I think this is the biggest one: Bandage Drop bandages last a long time, giving people more time to get them, and allowing people to grab the buff when they actually need it.
12 seconds on the medkit drops is nothing.
I would much rather see the medkit act in one of the following ways.
1. If they are to remain single use pickups, I would much rather them be stronger with a longer cooldown. I mean like a full 5-10 seconds of resistance on a 40-50 second c/d than what the current resistance pack does.
2. Toss a fistfull of several powerups so more people can grab them. If you don’t want the engineer to self-grab 3-5 packs in a row from a single skill, them make a debuff like the one on the Cake Gun where you can’t pick up the same kind of pack twice within 10 seconds.
3. Either way, have more healing on a longer cooldown, making the packs more of a burst heal that makes them worth going out of your way to get. Most people aren’t going to bother walking over to the thing for 400-600 HP and a cleanse when most classes can do that with a simple skill without interrupting themselves. Also, they need to last longer like the bandage drop so that people can actually grab them when they’re needed instead of on sight.
With longer cooldowns it’d be easier to work into our rotations so we don’t need to interfere with our attack patterns as much, if we swapped to the medkit once every 50 seconds to drop a bunch of packs for people to grab when they need them, instead of stopping attacking every 10 seconds it would already be much better.
If the point of ground targeting is to directly chuck heals onto allies, it just doesn’t work. They need to be direct targeted skills if they’re single target, or AOEs like thrown elixers to actually be able to hit things with it.
It’s a shame, because the support skills on the elixir gun are actually very good. Fumigate and Super Elixer are great. If the medkit skills were anywhere near as useful as the elixir gun as a support kit I’d be all over it. The elixir mortar and e-gun are just so much better at the medkit’s own job.
A-net just seems to not want to give up on the pick-ups as a mechanic.
If that’s how it’s going to be, then the problem is that the pick-ups are weak, only useable by one person and on a low cooldown requireing you to rotate back into the medkit every 10 seconds if you want to use the skills to thier maximum effect.
The Bandage drop should have most of the same problems, but few people complain about that. Why?
Well, for one, it’s a toolbelt and doesn’t mess with your rotations.
Second, it drops a mass of bandages, so you can either try to keep them to yourself, or there’s enough for your whole party to get a small bit of healing.
Third, and I think this is the biggest one: Bandage Drop bandages last a long time, giving people more time to get them, and allowing people to grab the buff when they actually need it.12 seconds on the medkit drops is nothing.
I would much rather see the medkit act in one of the following ways.
1. If they are to remain single use pickups, I would much rather them be stronger with a longer cooldown. I mean like a full 5-10 seconds of resistance on a 40-50 second c/d than what the current resistance pack does.2. Toss a fistfull of several powerups so more people can grab them. If you don’t want the engineer to self-grab 3-5 packs in a row from a single skill, them make a debuff like the one on the Cake Gun where you can’t pick up the same kind of pack twice within 10 seconds.
3. Either way, have more healing on a longer cooldown, making the packs more of a burst heal that makes them worth going out of your way to get. Most people aren’t going to bother walking over to the thing for 400-600 HP and a cleanse when most classes can do that with a simple skill without interrupting themselves. Also, they need to last longer like the bandage drop so that people can actually grab them when they’re needed instead of on sight.
With longer cooldowns it’d be easier to work into our rotations so we don’t need to interfere with our attack patterns as much, if we swapped to the medkit once every 50 seconds to drop a bunch of packs for people to grab when they need them, instead of stopping attacking every 10 seconds it would already be much better.
If the point of ground targeting is to directly chuck heals onto allies, it just doesn’t work. They need to be direct targeted skills if they’re single target, or AOEs like thrown elixers to actually be able to hit things with it.
It’s a shame, because the support skills on the elixir gun are actually very good. Fumigate and Super Elixer are great. If the medkit skills were anywhere near as useful as the elixir gun as a support kit I’d be all over it. The elixir mortar and e-gun are just so much better at the medkit’s own job.
So true … I mean look at Bunker down it drops every 2 sec on CRIT a bandage with regeneration and a mine aswell , but what i think is , if we would use bunker down with medi kit like we want ,that it would be tooo op and maybe the whole ground is floated with bandages everywhere,but yeah i agree with you with Mortar kit and Elixir gun.The fun fact is also that Medi kit is a “heal” skill , but other skills do a better job …. kind okittenward in my opinion….
Each button on the medkit should be a PBAE except the #1 button. E.g. PBAE stab on X cooldown, PBAE condi clear on Y cooldown, etc. None of this ground-targetted stuff; let me equip, spray, do my thing, then move onto the next kit.
No, healing skill that takes more than 1 sec to cast are outright useless (exept phearps the ele arcane thing), as they trash ur DPS and makes u vulnerable, and medikit pretty much asks u to camp in order to use a weak and non-pratical heal.
I would like to see med kit 2-5 become support grenades. You toss them and they give a group heal and then their effect. Leaving a field behind that buffs the party as they run through it. Like guardian’s symbol and other effects that buff players as they run through the area. I mean if the med kit is supposed to be our group support it should act like a group support. Though people have been saying stuff like that since the it’s change happened. I wouldn’t mind seeing elixir h merged with the med kit and the med kit be effected by the alchemy trait line as well.
The problem with the medical kit is that it is too good for its own good. As a result requires a playing style beyond what most players are capable of. This single kit by itself gives nearly infinite regeneration and swiftness and short duration fury and resistance plus 500 health and condition removal from a smaller pool on a short cool down without even using the main heal. Not a single trait needed. The only draw backs being ground targeted and being a bit selfish. In theory, the kit is literally sitting on the edge of being overpowered.
If it becomes any easier to use or affect multiple targets expect heavy nerfs.
Honestly I can’t see what your saying. The skills in full healer gear did little more then sooth a scratch. And often times the drops would go to somebody that was not intended for them. The kit in it’s current form offers little use. The only good thing about it is the bandage self tool skill. And if your alone you can use the swiftness one combined with streamlined kits to travel faster.
The problem with the medical kit is that it is too good for its own good. As a result requires a playing style beyond what most players are capable of. This single kit by itself gives nearly infinite regeneration and swiftness and short duration fury and resistance plus 500 health and condition removal from a smaller pool on a short cool down without even using the main heal. Not a single trait needed. The only draw backs being ground targeted and being a bit selfish. In theory, the kit is literally sitting on the edge of being overpowered.
If it becomes any easier to use or affect multiple targets expect heavy nerfs.
Except you need a significant amount of micromanagement to maintain the near-constant buffs. When you’re micro-managing the kit, you’re actively contributing to a fight.
Granted, if you were able to perfectly manage the Healing Kit, it would be literally better than the Healing Turret in some situations. However, these situations are fairly uncommon, and perfect utilization would require super-human ability because of the severely hampered method of delivery.
Just gave me a crazy idea of doing a duel scrapper combo using medkit too keep your gyros alive while roaming..perhaps i shall try this..