I frequently come across with this scenario in 6p hoe games:
- Whole team dies within the first minutes, except the medic.
- Medic runs around for 20 minutes and successfully, solos the rest of the wave.
- Even if it is boss, medic doesn't die into 10 minutes.
- Hemogoblin and hrg incision have high damage for big zeds&bosses. These weapons cause medic to focus on H.V.T. instead of healing.
Especially hemogoblin has nearly higher damage potantial than Rpg-7.
- Noone wants to be waiting for 1 player long time. If your team doesn't have teamplay, you deserve to die altogether.
- Combat medic never needs help, you know medic will easily save himself from big threads. It brokes the synergy.
These problems were relating to combat medic's durability. On the other hand these are also full medic's extremisms;
- Medic gets hrg healthrower and buffs teammates constantly, it makes them tank with random healing left-click fires.
- Existance of op full-medic in the team, makes useless other healer perks (survivalist, support's HM-301, swat's HM-201, commando's 401&501). It is not big problem but it causes to high difficulty changes for this game. If you don't have medic in your team, suicidal mode may be harder than hoe with medic (especially 3p is much harder than 6p due to the control of zed spawn areas&camping chance disadvantage, this is another pair of shoes).
- Most of veterans (1000+ hours) want to new difficulty like abandon all hope&infernal nightmare that is beyond the hoe. The main reason of it, existance of the op medic in this game, imo. Balancing the medic can fix all these issues without new additions.
My suggestions:
- Decreasing ammo pool of hrg healthrower or removing/nerfing healing potential of dart.
- Nerfing hemogoblin's base damage, because it courages medics to focus on big zeds directly. It causes tons of assault medic in this game. This weapon also gets slower all enemies and deal high damage potantial (melts them quickly) even "as a last man standing against Matriarch 6p hoe".
- Medic sniper has 400 base damage in comparison with sharpshooter's railgun has 560 base, it is too much.
- Resillience is also op. Lower percentage values may be better instead of %60.
- or removing passive %10 movement speed may be good with adding extra armor (from 150 to 175-200), because these changes gives error margin to compensate damage taken instead of immortality.
- Whole team dies within the first minutes, except the medic.
- Medic runs around for 20 minutes and successfully, solos the rest of the wave.
- Even if it is boss, medic doesn't die into 10 minutes.
- Hemogoblin and hrg incision have high damage for big zeds&bosses. These weapons cause medic to focus on H.V.T. instead of healing.
Especially hemogoblin has nearly higher damage potantial than Rpg-7.
- Noone wants to be waiting for 1 player long time. If your team doesn't have teamplay, you deserve to die altogether.
- Combat medic never needs help, you know medic will easily save himself from big threads. It brokes the synergy.
These problems were relating to combat medic's durability. On the other hand these are also full medic's extremisms;
- Medic gets hrg healthrower and buffs teammates constantly, it makes them tank with random healing left-click fires.
- Existance of op full-medic in the team, makes useless other healer perks (survivalist, support's HM-301, swat's HM-201, commando's 401&501). It is not big problem but it causes to high difficulty changes for this game. If you don't have medic in your team, suicidal mode may be harder than hoe with medic (especially 3p is much harder than 6p due to the control of zed spawn areas&camping chance disadvantage, this is another pair of shoes).
- Most of veterans (1000+ hours) want to new difficulty like abandon all hope&infernal nightmare that is beyond the hoe. The main reason of it, existance of the op medic in this game, imo. Balancing the medic can fix all these issues without new additions.
My suggestions:
- Decreasing ammo pool of hrg healthrower or removing/nerfing healing potential of dart.
- Nerfing hemogoblin's base damage, because it courages medics to focus on big zeds directly. It causes tons of assault medic in this game. This weapon also gets slower all enemies and deal high damage potantial (melts them quickly) even "as a last man standing against Matriarch 6p hoe".
- Medic sniper has 400 base damage in comparison with sharpshooter's railgun has 560 base, it is too much.
- Resillience is also op. Lower percentage values may be better instead of %60.
- or removing passive %10 movement speed may be good with adding extra armor (from 150 to 175-200), because these changes gives error margin to compensate damage taken instead of immortality.
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