The healing syringe and you!

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xbalday95

FNG / Fresh Meat
May 14, 2015
102
0
0
Yeah you're wrong plain and simple, it would require you to either track target for over 2 seconds, or reacquire; it would mean positioning and obstructions are more important.

once again pointless nerfs are pointless. theres no reason to make it harder, the medic needs the heals to stack in order to keep people alive. if theres a pointless delay while healing a teamate who is tanking damage, theyll simply die because of the pointless delay rather than you not keeping the healing on.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
once again pointless nerfs are pointless. theres no reason to make it harder, the medic needs the heals to stack in order to keep people alive. if theres a pointless delay while healing a teamate who is tanking damage, theyll simply die because of the pointless delay rather than you not keeping the healing on.

Totally. On HOE at least, a slight nerf to the healing will make the game 10 times harder. A simple husk fire ball do 40+ damage (with a direct hit its 50+ plus burning). Its two heals to bring that up, if you need to wait a second or two for each injured player, it adds unnecessary "skill" to time between darts and other players are not getting the healing.
 

JoelFig

FNG / Fresh Meat
Apr 25, 2015
571
0
0
I'd prefer the syringe to be as good for everyone as it is for medics so that it's somewhat viable to run without medics in the distant future where 10 perks exist.
 

TheTCREngineer

Grizzled Veteran
Aug 29, 2013
1,464
43
48
United Arab Emirates
Totally. On HOE at least, a slight nerf to the healing will make the game 10 times harder. A simple husk fire ball do 40+ damage (with a direct hit its 50+ plus burning). Its two heals to bring that up, if you need to wait a second or two for each injured player, it adds unnecessary "skill" to time between darts and other players are not getting the healing.

You know what I ****ing hate about hell on earth? It's because the zeds only do higher damage, not their new "skills" which most haven't been implemented yet. "We want the game to be more interesting so we made the enemies less bullet spongy(You should balance their health and damage values, not just make them paper that can cut through steel on most difficulties) and they don't have a lot of skills atm that we will be adding in the future" Basically, more levels = more damage = kill zeds much more easily which even unperked players can do. For unperked players the zeds still feel like paper. Level should affect how well you can kill on a higher difficulty with the damage ratio being balanced. If I'm getting 25% more damage, I expect clots to get 12.5% more health and deal 12.5% more damage or whatever. Though, I can't judge the game until it's out of early access.
 
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Crusad3rMKII

FNG / Fresh Meat
May 5, 2009
127
0
0
Syringe hits should heal at least 50 health. If you need to adjust the rate to make that balanced, that's one thing; or just bring down the ranged healing to some point at which it isn't the universal best and only option.

Correct me if I'm wrong but I assume your first statement is a claim and not a proposition.

Syringe hits (and dart hits) heal 20 regardless of weapon and type of heal (self or other). The only modifier to its value is the medic's 2% per level which brings it up to 30 (+50%) - that is, of course, not counting recharge rate bonus and weapon bonus darts.

HOWEVER if you're playing solo the selfheal is increased to 50 with any class (same in multiplayer as long as you're alone on the server).

Just thought to clarify that. :)
 

Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
0
I would use the healing syringe more often if it wasn't so sensitive and aggravating to use.

You have to be on top of the hurt player (putting yourself in harms way at times) and they practically have to be standing still.


They need to expand the usage distance or the general hitboxes on the players for it.
 

Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
0
I'd prefer the syringe to be as good for everyone as it is for medics so that it's somewhat viable to run without medics in the distant future where 10 perks exist.

It would be nice to have some alternate options so you aren't required to run 1-2 medics on HOE / Suicidal. That is probably pretty hard to balance though.

Improving the healing syringe for non healing classes would be a start. Maybe a 20-25% boost to its effectiveness. Really a matter of keeping it from being OP.

It would be nice if one of the other perks was built to be a good dual threat healing/damage class as well. Would be cool to see a perk that drains health from the zed in some manor and transfers it to teammates in a radius. Like a DMG-> healing in a radius perk or where you can absorb energy from dmg and transfer it in some way to damage / healing.

Or possibly like how a buff banner works in TF2 where a perk builds up rage and once a bar fills up they can channel that energy into a one time use aoe heal / aoe dmg ability.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
If you want a team without medic ANYWHERE possible you need the non-medic heal to be at least 50 with that kind of regeneration rate. We have 2 perks that have 50% more health and one with 20%, I dont think we should stay @ 20 per heal for non-medics.