#There is literally nothing in the game worth using over entering a fight at full hp

1 messages · Page 1 of 1 (latest)

regal karma
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No equipment or utility is more valuable than being full hp in a fight, meaning there's no reason to play anything other than medic.

potential solution: bandages heal up to the revive hp (25-30hp) on use and trigger hp regen (half or third rate of med box)

ebon fulcrum
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True. Playing support or assault class is basically get into one fight and die on another, repeat. Playing medic gives you opportunity to enter multiple fights and actually survive it. The only class that's not affected by it is probably scout cause you sit at range anyway.

regal karma
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an addition to this is that I don't think medic needs a nerf. Being able to heal is good, and medics role should be as the best healer, fastest reviver, etc. but as it stands right now there is literally no alternative to the strongest upside in the game - making your fights 100hp vs 100hp

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I also think there are multiple ways to address this issue without breaking class identity or just giving each of the classes the same buffed bandages. For assault a perk where kills instantly start regen could make for fun streaking gameplay. Reworking the support deployable ammo box into something that triggers regen or allows for replacing shot off helmets or plates would be extremely useful in a squad.

These are just examples but the point is withstanding that by making heals "selfish" aka BF1/5 style single bandages HEAVILY promotes only running classes that can heal - while older games like bf3/4 didn't run into this issue because near every chokepoint and frontline was a medbox that anyone could trigger regen from, which meant you could play a non medic class around your team without requiring medic to turn into a healbot, and if you wanted to play a flanker/roamer you would take your own heals

topaz nest
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medics are a bit OP, maybe nerf the heal if holding the box ojn the hand, make the heal work faster from the ground but make it so you only have 1 or 2 at most and has to "reaload"

jovial goblet
north idol
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This comes up all the time, suggestion I liked is removing medics unlimited self heal and give all classes 1-3 slow heal bandages. Keeps medic revive/heal others abilities and sorts the issue by just levelling the field

queen wharf
wanton oak
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You can restock bandages with support crates and airdrops. I think bandages should heal to 50 or 60%. Only medic can get full.

keen lodge
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I think that having bandages give a slow regen heal would be enough IMO (maybe something like 1 to 2 hp/sec) and then perhaps nerf medic self heal slightly?

wanton oak
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Every other class already cant heal to full. I want to nerf medic not make it crap. Doesn't seem to crazy to have other classes not able to get to full. I like the idea of letting all classes get to say 75%. Could always make it so medic can only heal others. The faster bandage and revive + helping temmates is still good but just not as good.

oak vigil
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I used to think this, then I played for a number of weekends and realized it was a skill issue.

Face-to-face engagements the person with max health has a much higher change of winning (everything being equal).

Pro tip: Don't go for face-to-face engagements if you're on low health, the biggest factor in the outcome of a firefight in a game with such low TtK is surprise

rigid zealot
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I think a solution also could be medic being able to drop the box and any1 else can use it to heal up without having to pick it up and taking it from others

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but hp regen would be a less annoying approach

rigid zealot