TheWolf.1602 Posted February 9, 2018 Share Posted February 9, 2018 The med kit is fun to use, but it's not healing enough to justify the lack of damage. It got an indirect buff through Purity of Purpose, but that's probably not enough.I'd like to propose the following changes to the Med Kit:Med Blaster: applies chill and slow each pulse for 1 secondBandage Self: remove cast time or lower it to 1/2 and apply protection for x secondsskills 2 - 5: increase boon duration, scaling of healing power and remove 2 conditions per categorieHealth Insurance: lower cast time of skills 2 - 5 and remove an additional conditionMore suggestions are welcome, numbers are arbitrary and would depend on Anet. Link to comment Share on other sites More sharing options...
Wondrouswall.7169 Posted February 10, 2018 Share Posted February 10, 2018 I just want Med Kit skills 2-5 altered in terms of how they are delivered while increasing the number of targets. Tossing single-target packets is a bad design, in both effectiveness and enjoyment (but to each their own on the latter). Anet can keep each skill removing certain conditions (which I think is flavorful), but change each one to be varied and fun.Skill 2 changed to a directional-target skill, firing a bandage capsule that heals, removes a damaging condition, and grants regen to allies it passes through.Skill 3 changed to a ground-target, AoE water field that heals, removes a debilitating condition, and grants fury to allies on impact.Skill 4 changed to a frontal-cone that heals, removes a movement-impeding condition, and grants swiftness to allies it touches.Skill 5 changed to a PBAoE effect that heals, removes a condition, and grants resistance to nearby allies.If Med Kit can get some sort of overhaul like that, then things can get really interesting, especially with some of the recent changes made. Link to comment Share on other sites More sharing options...
Ten.2617 Posted February 10, 2018 Share Posted February 10, 2018 Elixir Gun is everything that Med Kit shoud be...Anet needs just rework Med Kit to allow him to give better support than EG. Link to comment Share on other sites More sharing options...
Haseno.6417 Posted February 10, 2018 Share Posted February 10, 2018 Elixir Gun and MedKit both need buffs.Skill #2 on Elixir Gun is nearly useless, and Skill #5 scales poorly with healing power. Link to comment Share on other sites More sharing options...
Amaranthe.3578 Posted February 10, 2018 Share Posted February 10, 2018 You can forget about medkitanet has Link to comment Share on other sites More sharing options...
Atmaweapon.7345 Posted February 10, 2018 Share Posted February 10, 2018 Remove the boon bonus from Medblaster and the health insurance trait and increase its base healing by 200%.Make each ability a different type of conal spray (antidote spray, accelerant spray etc...) that affects allies in front of you.Make a new health insurance trait that makes Medkit abilities and Fumigate affect yourself.Done! Link to comment Share on other sites More sharing options...
guildabd.6529 Posted February 10, 2018 Share Posted February 10, 2018 Med blaster 1 second protection per pulse. Link to comment Share on other sites More sharing options...
TheWolf.1602 Posted February 10, 2018 Author Share Posted February 10, 2018 increasing the amount of targets will probably reduce the effectiveness of the skills, as a solo player I would prefer stronger effects over effecting multiple targets Link to comment Share on other sites More sharing options...
Ten.2617 Posted February 10, 2018 Share Posted February 10, 2018 1) Increase the range and power of "Med Blaster". And allow it to heal the engineer itself.2) Increase the package size, radius and range of skills 2 - 5 to be easier of seen and taked by allies.3) Increase the number target allies from 1 to 5 for each package. Each package can be used just one time by each ally.4) Decrease the power of "Bandage Self" (f1 skill), and make it instant cast and break stun.5) Throw Bandages: Make this package additionally breaks stun when used/taked (the skill itself don't breaks stun, but the package itself will do it when used).6) Throw Stimilant: Increase "Slow" to current list of removed conditions, decrease the cast time from 0.75s to 0.5s and make grants 3s "Alacrity" instead "fury".7) Throw Accelerant: Change the granted boon from "Swiftness" to "Quickness"(3s). Link to comment Share on other sites More sharing options...
Castigator.3470 Posted February 10, 2018 Share Posted February 10, 2018 While we're at it, we can ramp up the healing power scaling on the Med Blaster to something worthwhile. The current scaling of 0.033 feels like an insult.A factor of 0.3 HP per tick would make the healing potent enough to replenish health, but weak enough to not make tanks practically unkillable. Link to comment Share on other sites More sharing options...
Kusumura.8642 Posted February 11, 2018 Share Posted February 11, 2018 I wish they would, but they won't.So, the unfortunate reality of the situation is this quote:@Amaranthe.3578 said:You can forget about medkitanet has Link to comment Share on other sites More sharing options...
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