IC Rework: Medic

Discussion in 'Class Discussion' started by Kith, Sep 8, 2016.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    IC Rework:
    Medic

    The Medic is inheriting all of the Lifesaver abilities and is the go-to healer of the NOTD crew. While some other classes may have access to self-sustain or can toss a few heals around, the Medic will always be the best at keeping people in tip-top shape. Also featured by the class are some nice buffs, so healing isn't all they get up to. Also, yes - I'm aware the formatting stops partway through. I'll fix that when I have more energy.

    STATS
    Class Name:
    Medic
    Class Biography: Medics use advanced technology to restore health and cure ailments.
    Hitpoints: 200
    Hitpoint regen: 0.35
    Shields: 40
    Shield regen: 1
    Energy: 100
    Energy regen: 1.25
    Armor: 2
    Shield Armor: 1
    Movespeed: 2.3
    Weight Class: Medium
    Soundset: Medic
    Default Color: Teal
    Class Attachment: Medic Hat, Medic Backpack, Medic Syringe


    ABILITIES
    Ability Name:
    Heal
    Ability Button Description:
    Restores 4 hitpoints per second. 1 Open Wound is per second with an additional cost of 5 Energy per removal. Heal can be cast while moving.
    Ability Cost: 5 Energy per second
    Ability Cooldown: None
    Ability Filters: Ground, Air, Biological, Allied
    Ability Range: 3
    Effect:
    See Ability Button Description. Heal can be used while the Medic is moving, but cannot be used while attacking. Having Heal active will disable automatic acquisition of targets, but the player can still manually command the Medic to attack (which will cancel Heal). If the Medic takes damage while Heal is active, Heal is canceled. Casting button is replaced by a cancel button while active.
    Visuals:
    Does not use an animation, but the beam is produced from the Medic's left hand. The already existing visuals will be sufficient and do not need changing.
    Transient: No
    Hotkey: Q, Right-clicking an allied unit (cancel button also uses Q)

    Talent Name: Quick Fix
    Talent Description:
    Increases Heal's health restoration rate by 50%.
    Effect:
    Increases Heal's healing from 4 to 6.

    Talent Name: Surgical Laser
    Talent Description:
    Doubles the rate of Open Wound removal.
    Effect:
    Heal removes 2 Open Wounds per second instead of 1. The Open Wound removal effect still only costs 5 Energy when it procs, though.

    Talent Name: Combat Medic
    Talent Description:
    Enables the ability to attack while using Heal.
    Effect:
    See Description.


    Ability Name: Haste
    Ability Button Description:
    Mends Fractures and increases the Movement Speed of the target by 20% for 60 seconds.
    Ability Cost: 20 Energy
    Ability Cooldown: 15 Seconds
    Ability Filters: Ground, Air, Biological, Allied
    Ability Range: 4
    Effect:
    See Button Description. If the target has Broken Arm or Broken Leg, it is reverted to a Fractured Arm or Fractured Leg by the initial cast.
    Visuals:
    Uses the casting animation. The already existing visuals will be sufficient and do not need changing.
    Transient: No
    Hotkey: W

    Talent Name: Adrenaline
    Talent Description:
    Haste also increases Attack Speed by 20%.
    Effect:
    See Description.

    Talent Name: Marathon
    Talent Description:
    Haste's duration is increased by 50%.
    Effect:
    Increases Haste's duration from 60 to 90.

    Talent Name: Uppers
    Talent Description:
    Haste increases the range of Jump by 3.
    Effect:
    See Description.


    Ability Name: Vaccinate
    Ability Button Description:
    Increases Armor and Shield Armor by 1 and removes 1 Venom stack per second for 20 seconds.
    Ability Cost: 25 Energy
    Ability Cooldown: 15 Seconds
    Ability Filters: Ground, Air, Biological, Allied
    Ability Range: 4
    Effect:
    See Button Description.
    Visuals:
    Uses the casting animation.
    Impact (initial cast): CorruptedMissileImpact.m3 on the target, aligned to their Center attachment.
    Buff: BanelingEggNestBufLife.m3 on the target on Center, 50% size.
    Transient: No
    Hotkey: E

    Talent Name: Purge
    Talent Description:
    Vaccinate removes all Venom stacks on the target instantly and blocks application of new Venom stacks while active.
    Effect:
    See Description.

    Talent Name: Resistance
    Talent Description:
    Doubles the Armor and Shield Armor bonus of Vaccinate.
    Effect:
    Increases the Armor and Shield Armor bonus from 1 to 2.

    Talent Name: Antibodies
    Talent Description:
    Increases Vaccinate's duration by 50%.
    Effect:
    Increases Vaccinate's duration from 20 seconds to 30 seconds.


    Ability Name: Improved Generator [Passive]
    Ability Button Description:
    Increases Base Energy Regeneration by 25%.
    Effect:
    The Medic has 1.25 Energy Regeneration/sec, as opposed to the standard 1.0.

    Talent Name: Extra Batteries
    Talent Description:
    Increases Maximum Energy by 25.
    Effect:
    See Description.

    Talent Name: Without Borders
    Talent Description:
    Increases the range of Heal, Haste, and Vaccinate by 3.
    Effect:
    See Description.

    Talent Name: Outpatient Care
    Talent Description:
    Units under the effect of the Medic's abilities gain 0.5 Health per second.
    Effect:
    See Description.


    ULTIMATES
    Ability Name:
    Weave
    Ability Description:
    Restores 200 health to the target over 10 seconds.

    Years of medical training amount to point and click. Money well spent.
    Ability Button Description:
    Restores 200 health to the target over 10 seconds.
    Ability Cost: 30 Energy
    Ability Cooldown: 20 Seconds
    Ability Filters: Ground, Air, Biological, Allied
    Ability Range: 8
    Effect:
    See Button Description.
    Visuals:
    Uses the casting animation.
    DarkBlinkIn.m3 once per second, attached to the center of the target unit.
    Transient: No
    Hotkey: G


    Ability Name: Protect
    Ability Description:
    Releases a pulse of energy that grants all nearby allied units 100 Shields and 2 Shield Armor for 10 seconds.

    Behold! The Impregnabubble!
    Ability Button Description:
    All allied units within a 6 radius gain 100 Shields and 2 Shield Armor for 10 seconds.
    Ability Cost: 50 Energy
    Ability Cooldown: 40 Seconds
    Ability Filters: Ground, Air, Biological, Allied
    Ability Range: 6 radius, centered on the Medic
    Effect:
    See Button Description.
    Visuals:
    Being transient, the Medic does not have a specific animation in casting this ability. The already existing visuals will be sufficient and do not need changing.
    Transient: Yes
    Hotkey: G
    Last edited: Sep 9, 2016
  2. Stereo
    • Development Team

    Stereo Paper Boy

    Weave should cure all stacks of open wound upon expiration. Or even provide immunity to it for its duration.
  3. squish

    squish Well-Known Member

    Read Heal again, there's 3 talents packed in there.

    Weave is underwhelming imo, only just barely beating out heal in terms of energy to hp recovered ratio, while being on a cooldown, while being an ultimate, and not having AoE. Heal is like the overpowered super-hulk-cousin-mutant compared to weave in most situations, you get exactly what you want from heal, whereas with weave you spend fixed, get fixed, overhealing be damned.

    I just woke up. If something's fucky, point it out to me.
  4. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Nah. You're Level 8 by the time you get access to Ultimates, and it only takes one (1) Talent Point to pick up Surgical Laser to insta-boop Open Wounds away.

    Weave's claim to fame was that it more or less allowed the Medic to be in two places at once, but yeah, I see where you're coming from. I'll reduce its cost and increase its healing.
  5. squish

    squish Well-Known Member

    It's in a better spot now. I have an idea to make it better. A toggleable thing. Thingy. If an ally is in 2 range, and below half HP, Nano Weave will expire, chain to a nearby ally meeting those criteria, and apply on them autonomously, costing energy to the Medic. Failing that, Nanoweave will simply expire. Also, can we port over the Visual effect for Restoration from NotD1 for the Super Shield, and have it culminating in Defense Matrix aura, colored Blue?

    Next thing, Vaccinate will be strong. Like, obscenely strong. Remove ALL venom, AND prevent application of?

    And heal beam (Surgical Laser) Mend ALL open wounds, channeled, instantly?

    E: For numbers: We'll say 4 energy minimum at level 2 to heal all open wounds. That's borked.

    Then 20 energy to make target immune to venom, remove all venom, for up to 30 seconds, and make um tankier while we're at it.

    We're at 24 energy to nullify the most dangerous combination of two ailments you can have, in the game, simply because they stack, and removing em all at once, too.

    What's that? They're almost dying anyway? Weave um, you're still at 85% energy!

    20 HP/sec for 10 sec means they're god mode, not counting healbeam.

    Alternatively, shield and laugh boys. Shield and laugh. Oh and healbeam too.

    This section was in here before edits: ---v
    Even I don't agree with that much power. Indirect nerf to these abilities is what I'd recommend. Obviously they still have to buff the base abilities in some way, but we've gotta make the talents synergize somehow. I'd say Haste for open wound removal, and Weave for venom removal. Or even the opposite. This entices players to actually use Haste, and gives SOME reason other than turbo heal!!!1! for Weave to be taken. Instantly nullifying the threat of very serious ailments should come at a very serious cost, as well. Something like reduced attack speed or damage while some effects are active, and the chance to worsen some already present afflictions, or be parasitic to stored energy in the suit (shields, energy), to be so powerful.

    Done editing!
    Last edited: Sep 8, 2016
  6. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Not likely to happen. 200 health to any allied unit that you don't have to babysit is pretty strong.

    Haste isn't getting Open Wound removal because it's for Fractures. The primary and secondary uses for the abilities are there for the sake of theming, and "running faster makes you bleed less" makes no sense to me.

    I will, however, tune the ailment removal of Surgical Laser, and probably also the energy cost of Heal. I'm leaning towards Surgical Laser simply doubling the amount of Open Wounds that Heal removes, and Heal's Open Wound removal proc costing additional energy.

    Edit: Also I bumped up Vaccinate to 25 Energy. Small nerf, I know, but I don't really want to be too heavy-handed with the Medic considering it's NOTD's only healer.
  7. squish

    squish Well-Known Member

    That's more in line with something less gooby. So, to clarify:

    Heal upgraded to remove two open wounds, when it removes them costs 5 energy for 2 with the upgrade? Or 10?

    What of the Nano Shield thing I suggested? NotD1 resto visual with blue defense matirx?

    Related Questions:

    Does hotkey S mean Hold Position like in NotD1? Or will it count as stop? If it's stop, then don't need hotkey for cancel cast, and it's more stuff to break later, ala NotD1 Recon escape right now.

    Overall: I feel the medic is in a much less "Team is invincible now, lol" stage. It will likely take a bit of in-game testing rather than making guesses in a vacuum as to how it plays out. I foresee energy concerns being a valid issue in the future, but I suppose that's a good thing, as we can tune it later.

    Pedantic fuckery: I wasn't meaning "running faster makes you bleed less" I was meaning the whole body's process is sped up, so I'd assume that includes healing effects applied. E.G: Healbeam say like.. 5HP a sec to be round and neat. Haste could bump that up to 6, as the body is better able to take advantage of the regeneration provided, due to an accelerated metabolism. Weave could go up to.. 22.5HP/sec, etc.

    Done editing.
    Last edited: Sep 9, 2016
  8. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Upgrade just increases the Open Wounds removed, not the cost.

    Nanoshield/Protect currently has a visual which I'm not interested in changing.

    IIRC it's Stop and Hold Position rolled into the same button. Either way, the cancel toggle is there just in case.

    Keep in mind that the Medic has 1.25 Energy Regeneration as opposed to everyone else's 1, so she'll have an easier time of dealing with energy management.

    Introduces too many variables and too much complexity. Keeping things simple is a lot easier to keep a lid on, both in terms of coding and balancing.

Share This Page