So as of the last few Summer patches, there were some readjustments to Berserker, and separate-yet-not-completely-separate from that was a note that the Hemoclobber will probably be looked at in the near future as well. Among the patch changes were some changes for Field Medic, namely a nerf to Symbiotic Health and a slight max armor nerf.
I have issues with Medic, but I don't believe the Symbiotic Health changes really did anything substantial to mitigate that. While it technically is a nerf, it's only really a nerf to Medics that use HM-dart weapons rather than anything else, and it's so minor in the grand scheme of things it might as well not matter.
Field Medic, as it currently stands, has a couple of overarching issues. One is that the sum of its parts is greater than you would think from the individual abilities it gets. The other is that between the tremendously impactful passives and some of the new weapons in the past couple of years, it's had an insane kit boost that only keeps getting stronger as the game goes on. Now, I'll grant that some of the weapons are absolutely garbage, but on the flip side of things, it has a couple of game-breakers, which I'll get to in a bit.
To start with, Medic's survivability is through the roof right now, basically going neck-and-neck with the (pre-nerf) Berserker. If a player is Last Man Standing in a match and it's not a Berserker, it's probably a Medic. Right now, a Lv. 25 Medic running LLLLL gets the following:
Now, on top of all the above, Medics have these ways to heal themselves:
Now, if you noticed, there's a recurring theme here: Medic gas. Which brings me to my next point:
Medic gas really, really needs to be looked at.
Medic gas ticks extremely frequently, heals fast especially with the Medic's inherent heal boosts, applies one stack of all Medic buffs with each tick, and has the added bonus of dissolving trash even in 6P Hell on earth. This was less of a problem a few years ago because Medic only had one way to apply this on command: the grenades. (Airborne Agent exists, yes, but that's a Zed-Time thing only and was mostly limited to keeping Crawlers/Stalkers off your immediate person.)
But now we have the following weapons that can apply gas on demand: the throwables, the 501, the Hemoclobber, and the Healthrower. You can literally make entire loadouts dependent on healing gas and still be able to dart people. In effect, why bother using darts (the things that already aim themselves) when you can get by spraying gas and literally topping up your entire team on a moment's notice?! The 401 was already really, really good, and now it's effectively been obsoleted by the Medic's new weapons within the last couple of years.
At what point did we decide that the autoaim darts were an obsolete mechanic? Back at launch date, you had the 401/301/Katana and you needed to at least learn how to deal with trash using it. But now you don't even need that skillset with all the spam weapons Medic has; just throw grenades every 20-30 seconds and you'll still have leftovers to heal players with.
I don't think this is a great idea for the game. Medic already isn't a demanding class in terms of mechanical skill to begin with, and with each weapon like this that gets added, it only further dumbs the perk down/lowers the skill floor and encourages not learning the game. Say what you will about the Incision, but at least it requires you to aim the thing to get the most out of it.
Which brings me to my next point...
The Healthrower is dumb.
The Healthrower, in particular, is another problematic weapon that could stand to be reworked. This thing effectively lets Medics play like extra-tanky Firebugs and still win. You sure don't need to aim it, and it kills trash basically as effectively as the 401 in the hands of an expert. Unless you're playing on Containment Station or some custom map like Corridor, there's no reason not to use it.
I'd almost call it a crutch weapon but that feels wrong; it's not that it makes you worse at the game, it's just absurdly good period for how braindead it is. You hose down teammates and Zeds alike. The good guys stay alive and the bad guys all die. And you still get to apply near-instant buff stacks on top of that. And it can still shoot darts, so you don't have to worry about running out of ammo with poor management.
The best thing to do would be to remove its ability to damage Zeds but still heal/buff players, because as it stands, it's got too much going for it and too little skill required to make use of it.
I have more thoughts on the perk regarding some of the weapons that just don't really fit, but these would be my priorities right now. I know this perk, like Berserker, is extremely popular because of how impactful it can be (and how easy it is to stay alive with it) without requiring the mechanical skill of the other perks, but right now it's got the same power creep issues as Zerk and it could use some looking at. I don't know how much TWI wants to bring it into control, but it could stand to be looked at.
The next thing I would point out is how bad some of the weapons are. Hemogoblin, Mine Reconstructor, HRG Vampire...it's got no shortage of bad ones, but right now we need to focus on the stuff that's too good.
I have issues with Medic, but I don't believe the Symbiotic Health changes really did anything substantial to mitigate that. While it technically is a nerf, it's only really a nerf to Medics that use HM-dart weapons rather than anything else, and it's so minor in the grand scheme of things it might as well not matter.
Field Medic, as it currently stands, has a couple of overarching issues. One is that the sum of its parts is greater than you would think from the individual abilities it gets. The other is that between the tremendously impactful passives and some of the new weapons in the past couple of years, it's had an insane kit boost that only keeps getting stronger as the game goes on. Now, I'll grant that some of the weapons are absolutely garbage, but on the flip side of things, it has a couple of game-breakers, which I'll get to in a bit.
To start with, Medic's survivability is through the roof right now, basically going neck-and-neck with the (pre-nerf) Berserker. If a player is Last Man Standing in a match and it's not a Berserker, it's probably a Medic. Right now, a Lv. 25 Medic running LLLLL gets the following:
- The syringe. To be more specific, a boosted syringe which lets you heal yourself for more than a standard syringe every 4-5 seconds or a teammate every 2-3 seconds. This also applies buffs to teammates. See below.
- Symbiotic Health, which gives you extra room for error due to the increased max HP as well as healing yourself when healing others (and applying buffs to yourself, accordingly). I don't really have issue with this skill because it does promote keeping teammates alive and thus promotes teamwork, but it IS nonetheless a factor.
- Coagulant Booster allows you to use the scratch damage from other players to keep your already high resistances boosted by healing other players' scratches.
- Medic's run speed is already really high at max level, which allows them to slip past Zeds or through crowds that other players would be snared by. The biggest thing, though, is that it allows them to do the infinite kite by just infinitely running away to make use of that syringe.
- Comboing with above is Adrenaline Injector, which makes you even faster. As an added bonus to the above, the increased speed can keep you (and yes, technically others) alive by causing Zed attacks to outright whiff when running directly away from them, because you're just going too fast for them to hit.
Now, on top of all the above, Medics have these ways to heal themselves:
- The Hemoclobber. One of the worst things to be put in this game for how ridiculous it is. Allows you to block and parry attacks for further damage mitigation, sweep trash off you with single strikes, lets you heal yourself in active combat, and as an added bonus, it kills anything below a Gorefast crowding you for free with the alt-fire (that also heals you).
- The throwable gas grenades, because of Medic gas, which I'll get to in a bit. This was originally one of two ways to take advantage of Medic gas in EA (granted, Airborne Agent was completely changed during the Medic rework, but I wouldn't argue its original version was that great...)
- The HMTech-501, which basically allows you an extra 10 throwable grenades in exchange for not having darts. So that can be up to 15 charges of God Mode for both yourself and your team.
- The syringe, as noted. Not quite as reliable in full enemy groups, but it's the main tool for players doing endless kites because it recharges faster than Fleshpounds can rage., something no other perks have the luxury of, and Medic's speed allows you to buy yourself time by infinitely running from the Zeds so you can heal yourself even more. In a 1v1, you literally cannot die. Or should not.
Now, if you noticed, there's a recurring theme here: Medic gas. Which brings me to my next point:
Medic gas really, really needs to be looked at.
Medic gas ticks extremely frequently, heals fast especially with the Medic's inherent heal boosts, applies one stack of all Medic buffs with each tick, and has the added bonus of dissolving trash even in 6P Hell on earth. This was less of a problem a few years ago because Medic only had one way to apply this on command: the grenades. (Airborne Agent exists, yes, but that's a Zed-Time thing only and was mostly limited to keeping Crawlers/Stalkers off your immediate person.)
But now we have the following weapons that can apply gas on demand: the throwables, the 501, the Hemoclobber, and the Healthrower. You can literally make entire loadouts dependent on healing gas and still be able to dart people. In effect, why bother using darts (the things that already aim themselves) when you can get by spraying gas and literally topping up your entire team on a moment's notice?! The 401 was already really, really good, and now it's effectively been obsoleted by the Medic's new weapons within the last couple of years.
At what point did we decide that the autoaim darts were an obsolete mechanic? Back at launch date, you had the 401/301/Katana and you needed to at least learn how to deal with trash using it. But now you don't even need that skillset with all the spam weapons Medic has; just throw grenades every 20-30 seconds and you'll still have leftovers to heal players with.
I don't think this is a great idea for the game. Medic already isn't a demanding class in terms of mechanical skill to begin with, and with each weapon like this that gets added, it only further dumbs the perk down/lowers the skill floor and encourages not learning the game. Say what you will about the Incision, but at least it requires you to aim the thing to get the most out of it.
Which brings me to my next point...
The Healthrower is dumb.
The Healthrower, in particular, is another problematic weapon that could stand to be reworked. This thing effectively lets Medics play like extra-tanky Firebugs and still win. You sure don't need to aim it, and it kills trash basically as effectively as the 401 in the hands of an expert. Unless you're playing on Containment Station or some custom map like Corridor, there's no reason not to use it.
I'd almost call it a crutch weapon but that feels wrong; it's not that it makes you worse at the game, it's just absurdly good period for how braindead it is. You hose down teammates and Zeds alike. The good guys stay alive and the bad guys all die. And you still get to apply near-instant buff stacks on top of that. And it can still shoot darts, so you don't have to worry about running out of ammo with poor management.
The best thing to do would be to remove its ability to damage Zeds but still heal/buff players, because as it stands, it's got too much going for it and too little skill required to make use of it.
I have more thoughts on the perk regarding some of the weapons that just don't really fit, but these would be my priorities right now. I know this perk, like Berserker, is extremely popular because of how impactful it can be (and how easy it is to stay alive with it) without requiring the mechanical skill of the other perks, but right now it's got the same power creep issues as Zerk and it could use some looking at. I don't know how much TWI wants to bring it into control, but it could stand to be looked at.
The next thing I would point out is how bad some of the weapons are. Hemogoblin, Mine Reconstructor, HRG Vampire...it's got no shortage of bad ones, but right now we need to focus on the stuff that's too good.