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Medic Nerf

CrackedAim

Member
Sep 20, 2021
8
3
Alas, the time has come once more, where Medics are the new pre-nerf Berserkers, and are overperforming heavily in public matches. This will be without doubt an upopular opinion but yeah Medic needs it heavily anyone else think so? Its getting to the point where now Ill be seeing teams of 2-4 medics everywhere just running around dragging the match to stay alive shooting the Healthrower. A lvl 25 medic is able to handle 3 fps at once without blocking. Comparing that to the other classes that is insanely OP. Id like to consider one of the following:
-Resilience put down to 40%
-Lowered Syringe Potency
OR
-Lowered Syringe Recharge Rate

Also random throw-in but SWAT is incredibly overpowered if you're a headshotter it really does not need any further buffs.
 
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Alas, the time has come once more, where Medics are the new pre-nerf Berserkers, and are overperforming heavily in public matches. This will be without doubt an upopular opinion but yeah Medic needs it heavily anyone else think so? Its getting to the point where now Ill be seeing teams of 2-4 medics everywhere just running around dragging the match to stay alive shooting the Healthrower. A lvl 25 medic is able to handle 3 fps at once without blocking. Comparing that to the other classes that is insanely OP. Id like to consider one of the following:
-Resilience put down to 40%
-Lowered Syringe Potency
OR
-Lowered Syringe Recharge Rate

Also random throw-in but SWAT is incredibly overpowered if you're a headshotter it really does not need any further buffs.
1) The medic should always be tanky (resistant to damage), but not fast like gunslinger & berserker. Therefore, devs should remove this medic's passive skill.

Movement Speedmax. 10%
( Increase movement speed 0.4% per level

Medic has already self buffs with these skills including extra speed:
- Adrenaline Shot (extra movement speed, max)
+30%
- Coagulant Booster (damage diminution, max) -30%
- Focus Injection (extra damage, max) +20%.

In general, medic doesn't need extra speed at the camp site style maps except boss waves. This regulation also gives the medic more risk&reward relation, you have to buff teammates for not to die (with extra speed that wasn't important, because you used to carry all games with your marvelous speed buff) anymore. Thanks to this you will face a challenge against 100+ zeds by alone (as last man standing). If you want extra sprint speed at boss wave, you have a choice of "Combatant Doctor" skill.

I mean standard movement speed is enough for medics not to need more. Otherwise you can be able to big zed killer (fleshpounds can't catch you) & trash killer & supportive perk at the same time.

Removing this passive skill also encourage you healing teammates much more to getting speed buffs for your own good.

2) Please nerf healthrower, it has extremely buffing capacity and kills/overshadows all the other medic weapons. I suggest that remove healing skill from alt.fire and buff poison effect of alt.fire (dart).
 
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You're not wrong, Medic absolutely needs some tweaking.

If you're interested, I'd like to get your thoughts related to that on the thread I made in General Discussions a while back with some analysis and suggestions.

A big culprit is that the Healthrower offers too much for how easy it is to use, and the other big culprit is how powerful (and ubiquitous) healing gas is at this point in the game's life cycle.

Also random throw-in but SWAT is incredibly overpowered if you're a headshotter it really does not need any further buffs.
I wouldn't say "overpowered," but SWAT is far less dire than many would suggest. It just has the unenviable position of being a trash specialist in a game where other trash-oriented perks have a higher skill ceiling and utility (Commando) or have such a high skill floor (Firebug) that it's harder to justify except in a dedicated precision perk team. I still love it. Probably my 3rd favorite perk behind Commando and Sharp, even before the Tac Movement buffs.
 
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The medic should always be tanky (resistant to damage), but not fast like gunslinger & berserker.
Dropping the passive speed bonus seems good but I'm curious why you believe that the medic should be tanky. In my mind, one of the reasons why the medic was given a passive speed bonus was because they can be played as tanks. If the medic is shoulder-to-shoulder with teammates, that increases the odds that he doesn't have an angle to heal a friend in need. The speed is there so you can be a tank with zeds in your face, temporarily fall back from combat, and get into a position where you can heal the guy at 20 health ASAP even though a teammate at 98 health is closer, and then speed back into the fray.

I also think that the tankiness is part of what makes the 'thrower popular. A fragile medic would be less inclined to use short ranged weapons. (I agree, the thrower is OP)

Again, I'm for the idea of dropping the speed but I think the medic becoming more fragile is more important. I'd like to see more of a focus on the symbiotic relationship between the medic and teammates. AFAIC, if the medic wants to improve their speed, resistance, and damage output, then they can focus on heals. I've always envisioned my role as plopping myself in the back with my head on a swivel, popping a few heads here and there, but mostly letting my teammates take all the statistical glory while I focus on healing and keeping ammo loaded for when a teammate is reloading.

That's my perspective but maybe you've thought of something that I haven't. I'd like to better understand your perspective: why should the medic be tanky?

And as an aside, what are your thoughts on the idea of changing the medic's passive speed bonus to a similar bonus, where the medic gets a temporary speed boost after each head shot kill?
 
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-Resilience put down to 40%
-Lowered Syringe Potency
OR
-Lowered Syringe Recharge Rate
My vote would be for the 40% Resilience and Lowered Recharge Rate... and also less armor... something like a max of 50 armor.

The reason why I'd choose the lower recharge rate is because I like the idea of making it unlikely to stack buffs on yourself with the syringe alone. High potency and low recharge will make stacking difficult to impossible, whereas the inverse would provide more opportunities for stacking on oneself. Meanwhile, the medic can still be an effective teammate with high potency and low recharge by switching between guns to keep darts accessible.

Except early on. I wouldn't mind buffing the 101's recharge rate so that the medic's nerf wouldn't hit the pistol so hard.

I'd also miss the recharge rate when running to the trader between rounds. I like to give teammates speed boosts to help us get there faster. I'd like to see the darts become more accurate when shot at healthy teammates. I reward well-behaved teammates with a damage boost when I have a dart to spare and find it annoying how inaccurate they are without the lock.
 
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My vote would be for the 40% Resilience and Lowered Recharge Rate... and also less armor... something like a max of 50 armor.

The reason why I'd choose the lower recharge rate is because I like the idea of making it unlikely to stack buffs on yourself with the syringe alone. High potency and low recharge will make stacking difficult to impossible, whereas the inverse would provide more opportunities for stacking on oneself. Meanwhile, the medic can still be an effective teammate with high potency and low recharge by switching between guns to keep darts accessible.

If they lower the Resilience to %40, bosses can kill the medic with 1 shot or under 70-80 hp. Medic should be last man standing, but can't kill everything (shouldn't have a guarantee to finish every wave for 30-40 minutes. Medic should absolutely have resistance into full team, but won't dare to solo.

Lowered Recharge Rate can create concentration problem to healing teammates because of self healing apprehensions. That's why, medic should be tanky. Recharge Rate skills are fundamentals of medic, so medics are specialized for self/mates healing. Armor is tolerance of medic to making some mistakes when he keeps an eye on teammates.

Dropping the passive speed bonus seems good but I'm curious why you believe that the medic should be tanky. In my mind, one of the reasons why the medic was given a passive speed bonus was because they can be played as tanks.

Even if the medic doesn't have passive movement speed skill, medic has already durable perk. After the removing this passive skill, medic won't carry all the game by solo. You are right with "temporarily fall back from combat thanks to mov. speed" but in essential, this is trash killer perks job (keeping zeds away from the team).

"Medic gets a temporary speed boost after each head shot kill": It may create a lot of combat (sharpshooter) medic in the team, medic goes off purpose.

After that, I suggest that medic starts the 1st wave with 1 more grenade to compensate reduced movement speed.
 
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Medic in his current state is a cheat code. It was already busted before the resilience buff. Having a medic in your team is equivalent to playing 1-2 difficulty levels below, and he is also the tankiest class in the game on top of it, this makes 0 sense balance-wise. Medic should be the least tanky since his teammates can tank for him... it should also be the hardest class to carry solo since it's the exact opposite of his job. But I think I've written and read enough lengthy posts on this topic.

When he gets nerfed many people will complain because they realize they were not a god at the game. And the longer we wait, the more people will complain.

medic already got nerf
:ROFLMAO::ROFLMAO:
-25 armor on a class that doesn't need armor is a nerf?
 
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Medic's a difficult one to talk about between its intended role in the game vs. how it's actually used, plus the fact that its kit is one of those "greater than the sum of its parts" problems.

Dropping the passive speed bonus seems good but I'm curious why you believe that the medic should be tanky. In my mind, one of the reasons why the medic was given a passive speed bonus was because they can be played as tanks...That's my perspective but maybe you've thought of something that I haven't. I'd like to better understand your perspective: why should the medic be tanky?
What I believe he's getting at is that if the Medic has to have some form of tankiness, "stone wall" is better than "speedy with health recovery" in terms of being fair to the rest of the game. ("Fair" being the term I'm most comfortable with here; I'm not quite sure how else to phrase it.)

My 2 cents:
So a big complaint about speedy Medic and speedy Berzerker is that when they get into trouble their movespeed allows them to get out of Dodge. This doubles up with both of those perks because their additional skillsets add to their survivability when compounded with this. In Medic's case it's because the self-syringe healing for extra and charging in like 4-5 seconds means that nothing short of extra-lethal burst damage will actually kill the Medic because their movespeed keeps them alive by way of just not letting the Zeds close in on you. (And this doesn't even factor in how one can cheese the other self-healing weapons like the 501 along with this.)
For example, take how Medics effectively can't die to a single Fleshpound outside of getting too greedy because as long as you don't keep triggering attacks you'll outheal anything it can inflict by virtue of being able to outrun a raged FP, giving you more time to heal up before taking more hits.

A "Dreadnought"-style Medic would still allow the Medic to eat extra hits (note that I'm thinking of this with the current skills such as Coagulant Booster, Adrenaline Injector, etc.), tank occasional raged FP hits when needed, and still heal allies but it wouldn't have that added bonus of being able to just avoid all the damage in the first place due to faster movement.

If the medic is shoulder-to-shoulder with teammates, that increases the odds that he doesn't have an angle to heal a friend in need. The speed is there so you can be a tank with zeds in your face, temporarily fall back from combat, and get into a position where you can heal the guy at 20 health ASAP even though a teammate at 98 health is closer, and then speed back into the fray.
In keeping with the above, a slower Medic should encourage teamwork by way of making the Medic more dependent on cover from allies to avoid getting hit, as well as punishing players who split from the group and eat hits while across the map because the Medic wouldn't be able to just sprint over and give them a LoS darting from across the room quite as easily.

This is on paper, mind.

Medic in his current state is a cheat code. It was already busted before the resilience buff. Having a medic in your team is equivalent to playing 1-2 difficulty levels below, and he is also the tankiest class in the game on top of it, this makes 0 sense balance-wise. Medic should be the least tanky since his teammates can tank for him... it should also be the hardest class to carry solo since it's the exact opposite of his job. But I think I've written and read enough lengthy posts on this topic.
More than just his basic kit, the weapons need to be reexamined, and gas needs to be reworked.

Gas was more-or-less fine back when it was limited to 5 grenades and Airborne Agent but there's so many powerful gas weapons out now that it makes the class that much stronger. The Healthrower is an obvious culprit because it lets you instantly top off a group with buffs, spray trash dead, and heal through other players without having to really aim (although the thing also has darts for players that can aim), and the excessive reserve ammo practically encourages you to play discount Firebug while you heal the team. The 501 is another problem because it does a lot of the above and also lets you self-heal which is something that should purposefully be in short supply. At least for the Commando you have to deal with having a lousy gun attached to that healnade launcher.

The L-side skill buffs should be a reward for hitting the darts, not just a default part of the kit, and allowing all the gas weapons to have superior functionality to darts in a game where chaos tends to reign incentivizes players to pick the aforementioned gas weapons. The 101 is just what you start with (it is still very good), but these days the popular endgame loadout seems to be (Healthrower + Hemogoblin) or (Healthrower + 501).

While it's fresh on my mind, self-healing items outside of the syringe is another problem because each self-healing weapon the Medic gets is another layer of survivability added to their already thick coat. (I'm not talking about Symbiotic Health, I have no issues with that, but that's because it's one of those dart rewards that encourages teamwork.)
 
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If they lower the Resilience to %40, bosses can kill the medic with 1 shot or under 70-80 hp. Medic should be last man standing
I guess this doesn't bother me because most perks will fall to certain boss attacks with one shot and I'm not sure why the medic should be considered an exception. While the idea of the medic being the last man standing is a nice one, I also think this is largely automatic due to positioning and team symbiosis. I like the idea of the medic's expertise/personal survivability revolving around damage recovery, rather than resistance, speed, or damage output, so I naturally position the medic in a similar way to a quarterback in US football. I don't play him as a tank and thus I wouldn't miss the tankiness.

I might miss some of the resistance when I play solo, when I play RRRRR. But in big teams I play LLLLL, and in small teams I mix and match, depending on team composition and if I know the teammates.

I also carry this personal bias: with the exception of boss waves, I think kiting is tedious. I consider it a point of politeness to offer up a suicide for my teammates if I'm the last man standing and the number of zeds remaining is between 20-40, regardless of which perk I'm playing. I won't even wait for their feedback if it's anything more than that—I just kill myself. I hate doing it. They (usually) hate watching it. Let's just move on. So, admittedly, even when I have a chance to use resistances in last man standing scenarios, I rarely practice it. Maybe I am not exposed enough to its value.
 
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Medic's a difficult one to talk about between its intended role in the game vs. how it's actually used
Nail on the head with that one bro. I play the medic in the same way that it is described in the wiki, as a "rear rank position" where the tankiness largely goes to waste. The healthy front line is my tankiness.

So a big complaint about speedy Medic and speedy Berzerker is that when they get into trouble their movespeed allows them to get out of Dodge. This doubles up with both of those perks because their additional skillsets add to their survivability when compounded with this. In Medic's case it's because the self-syringe healing for extra and charging in like 4-5 seconds means that nothing short of extra-lethal burst damage will actually kill the Medic because their movespeed keeps them alive by way of just not letting the Zeds close in on you.
No argument here. I think the medic's current last man standing game is a tedious rollercoaster ride of getting bopped, healing, and chipping away at the zeds. In my mind his health recovery should tower over other types of survivability, which is why I suspect that he can be nerfed in both passive speed and damage mitigation categories. His expertise, I believe, can carry his survivability. As a bonus, lowering the medic as a tank also helps give the bona fide tanks more value. I'd really like to see a zerk revamp to give him more team-friendly relevance, and a medic tankiness nerf would help with that.

I don't think I'm teaching you anything you don't already know, so... what are your thoughts on the GS's speed in LMS scenarios? Obviously he doesn't have the same health recovery, but he's faster than the typical medic and can drop all types of zeds at range with relative ease, which is its own form of damage mitigation. If you can't be caught and can kill what's trailing you at a distance, your biggest threat is not having your head on a swivel.

a slower Medic should encourage teamwork by way of making the Medic more dependent on cover from allies to avoid getting hit, as well as punishing players who split from the group and eat hits while across the map because the Medic wouldn't be able to just sprint over and give them a LoS darting from across the room quite as easily.

This is on paper, mind.
I'm all for that! That's how I already play. It works! ...when you have decent teammates. I'd miss the speed whenever the boss got between myself and a teammate, or a piece of equipment got between us, but I consider that an acceptable loss. Might help encourage the practice of carrying a 101 regardless of one's perk.

gas needs to be reworked
Yeah.

I'm glad they nerfed (rather than removed) the clobber. Providing a self-healing crutch for all of those times when players wound up playing with inexperienced medics (presumably still learning the ropes) isn't the worst thing ever, especially at those low levels. I think the post-nerf clobber does a much better job of promoting damage output and mitigation (via parry) over damage recovery while still retaining some level of a safety net and encouraging more effective options as players get used to the game and/or become exposed to more healing options. I imagine you haven't seen the clobber nearly as much in HoE. I've seen a decline in Hard.

The 501 doesn't bother me too much. Its low capacity, high weight, and high cost help make that one fairly optional, IMO. Similar to the clobber, I used it early on. But most of my "early on" experience was playing solo, so it wasn't until I started playing more co-op that I learned how effective (and fun) the darts can be. I use the 501 more with Commando on the boss wave than Medic these days. I strongly prefer the 401 and 301 for the latter.

The 'thrower? Admittedly I have a personal bias against any weapon that doesn't have sights. It irks the hell out of me on any shooter. I absolutely suck at Firebug for the same reason.

But the thrower has those bigger problems that you pointed out. I wouldn't miss the thrower if it were removed and if TWI offered players an opportunity to ban certain guns or perks from individuals' games, this would be on my list every time. I feel like it is more broken than the clobber ever was. If it is going to remain in the game, I'd like to see its range and damage reduced (equivalent to Caulk 'n Burn), price raised to 1100 to eliminate its accessibility over other T3 options, less ammo, darts removed (so medics are still reliant on other weapons for healing at range, thus (hopefully) encouraging learning the nuances of darted weapons), one or no left-hand skill triggers, and no stacks, similar to grenades. Add a nerf to tankiness and medics will be less inclined to use short-ranged weapons.

I believe/hope this series of nerfs would still give it relevance in 2-3p games, where it can still offer trash cleaning services in the unavoidable CQB kiting that is small teams. In that role, it might pair well with the 301/Goblin and right-side perk skills for a loadout that values damage output over efficient healing in Normal-Hard difficulty and be almost pointless in higher difficulties.
 
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I don't think I'm teaching you anything you don't already know, so... what are your thoughts on the GS's speed in LMS scenarios?
LMS is its own mechanic I could write another treatise about because currently it's a mechanic that, while I see what TWI was going for, isn't executed terribly well and encourages dragging out the match due to the difficulty drops (or rather, doesn't really punish playing badly; the biggest threat in LMS is everyone's weapons disappearing by the next round).

Gunslinger's speed in general is just stupidly good (and, if I'm honest, would be the main thing I look at if I had to balance Slinger's kit), combined with LMS being scaled to solo meaning the game suddenly gets much easier on anything that isn't a boss wave (ammo woes and all that entails). With the max onscreen zed count being scaled so far back, Slinger has an even easier time since you have fewer things to worry about when hitting you.

But they are at least a glass cannon compared to Zerk and Medic, so if they can't do, they die, which is at least a mercy for the other spectators involved. (Personally I'm also a "offer to just end it" player myself when it comes to anything like 40+ Zeds on LMS.)

Skirmisher Zerk and Medic of course have similar problems but the inherent weaknesses of those perks lead them to drag out the LMS, which isn't fun for anyone involved. Iif I had to put it another way, Gunslinger kiting is the lesser of two (three?) evils on that front.

I imagine you haven't seen the clobber nearly as much in HoE. I've seen a decline in Hard.
It's still used fairly frequently from what I've seen, although I also admit I jumped out of Beta 2 fairly quickly due to an absence of ready servers I was hoping to play. C'est la vie. Some old player habits definitely die hard.

I'm glad they nerfed (rather than removed) the clobber. Providing a self-healing crutch for all of those times when players wound up playing with inexperienced medics (presumably still learning the ropes) isn't the worst thing ever, especially at those low levels. I think the post-nerf clobber does a much better job of promoting damage output and mitigation (via parry) over damage recovery while still retaining some level of a safety net and encouraging more effective options as players get used to the game and/or become exposed to more healing options.
The 501 doesn't bother me too much. Its low capacity, high weight, and high cost help make that one fairly optional, IMO. Similar to the clobber, I used it early on. But most of my "early on" experience was playing solo, so it wasn't until I started playing more co-op that I learned how effective (and fun) the darts can be. I use the 501 more with Commando on the boss wave than Medic these days. I strongly prefer the 401 and 301 for the latter.
Right, and I'm not against some limited self-healing per se, but given the game is supposed to have crappy self-healing to encourage either working together (crossperk HMTech weapons) or sticking near the Medic to have that healing which paves over player mistakes, having too much of it is a problem.

The thing is, the self-healing weapons right now only really help bolster the perks that already can self-heal outside of the self-syringe and already have well above average survivability from their kits (and tend to be much simpler to play both in execution and on paper), so there's that cumulative effect of "people play the perks because you can basically cheese the survivability." And to top it off, the self-healing is so easy to use. I'll make an exception for Zerk's Vampire since 1) you do have to kill things and 2) it comes at a legitimate opportunity cost compared to Butcher (better sustain but worse kill potential against HVTs outside of Zed-Time).

Not that the other perks need some equivalent of the Carbine like Sharpshooter gets, as an example, but IMO the Carbine is a pretty clever design for something with self-heal potential. The Carbine's healing is rewarded by actually taking advantage of the Sharp's offensive capabilities (you at least have to tag the Zed and kill it within a short time frame; even if the Sharp doesn't get the kill, the dart still goes off), and it's not something like a straight 1-1 life leech where damage inflicted = damage healed because it's on a very powerful perk to begin with, nor can you spam the darts because of the built-in recharge.
The other weapons like the Clobber and 501 have...pressing the alt-fire, sometimes at nothing, and still getting a reward for it. On the zoomy perks that can evade hits.

The other thing is whether or not it could lead to a slippery slope of "now every perk needs a self-healing weapon." It already happened with the specialist-->generalist drift and I hope TWI would see past that.

My only thing with the 501 is that it could stand to have its max grenade count reduced a bit; with how strong the grenades are at basically giving a team a "safe zone" of healing/buffs/dead trash, 15 per round is a bit insane (15, that is, with your throwables). Either the gas needs to not damage Zeds or there should be fewer charges.

But the thrower has those bigger problems that you pointed out. I wouldn't miss the thrower if it were removed and if TWI offered players an opportunity to ban certain guns or perks from individuals' games, this would be on my list every time. I feel like it is more broken than the clobber ever was. If it is going to remain in the game, I'd like to see its range and damage reduced (equivalent to Caulk 'n Burn), price raised to 1100 to eliminate its accessibility over other T3 options, less ammo, darts removed (so medics are still reliant on other weapons for healing at range, thus (hopefully) encouraging learning the nuances of darted weapons), one or no left-hand skill triggers, and no stacks, similar to grenades. Add a nerf to tankiness and medics will be less inclined to use short-ranged weapons
Yes, yes, yes. Nothing to disagree with here.
 
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