Unimplemented Medic 3.0

Discussion in 'Class Discussion' started by Kith, Dec 21, 2015.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Hoo ha.

    Overall changelog:
    Lifesaver has recieved minor updates.
    Malpractice has recieved major updates.
    There's a new thread because it's easier to keep track of feedback that way.

    For visuals and buttons: If nothing is listed, they do not need changing.


    INNATES
    Ability Name: Medical Professional
    Ability Button Description:
    Medics gain Rating at double the normal rate.
    Effect:
    Medics gain Rating at double the normal rate. Note that this does not impact rating loss.

    Ability Name: Improved Generator
    Ability Button Description:
    Medics have 25% higher Base Energy Regeneration than other classes.
    Effect:
    The Medic has 1.25 base energy regeneration instead of 1.


    LIFESAVER
    New heal-y Medic is better at ailment management than its previous incarnation.

    TIER 1
    Ability Name:
    Heal [Cleanup]
    Ability Description:
    Channel to restore hitpoints to the target allied unit.

    Level 1: Restores 4 hitpoints and removes 1 Open Wound per second.
    Level 2: Heal can be channeled while moving.
    Level 3: Doubled healing efficiency.

    “Years of medical training amount to point and click. Money well spent.”
    Ability Button Description:
    Level 1: Restore 4 hitpoints per second and remove 1 Open Wound per second.
    Level 2: Restore 4 hitpoints per second and remove 1 Open Wound per second.
    Level 3: Restore 8 hitpoints per second and remove 2 Open Wounds per second.
    Ability Cost: 5 Energy per second
    Ability Cooldown: None
    Ability Filters: Ground, Air, Biological, Allied
    Ability Range: 3
    Effect:
    See Ability Button Description. Level 2+ 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.
    Visuals:
    Level 1 uses the casting animation. Level 2+ 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


    Ability Name: Haste [Cleanup]
    Ability Description:

    Increase the speed of the target allied unit.

    Level 1: Increases Movement Speed by 20% for 60 seconds.
    Level 2: Haste cures Fractures and Broken Bones on the target.
    Level 3: Haste also increases Jump Range by 2.

    “Gotta go fast!”
    Ability Button Description:
    Level 1: Increases the Movement Speed of the target unit by 20% for 60 seconds.
    Level 2: Increases the Movement Speed of the target unit by 20% for 60 seconds. Target has all Fractures and Broken Bones cured on cast and is immune to them for the duration.
    Level 3: Increases the Movement Speed of the target unit by 20% and Jump Range by 2 for 60 seconds. Target has all Fractures and Broken Bones cured on cast and is immune to them for the duration.
    Ability Cost: 10 Energy
    Ability Cooldown: 12 Seconds
    Ability Filters: Ground, Air, Biological, Allied
    Ability Range: 4
    Effect:
    See Button Description.
    Visuals:
    Uses the casting animation. The already existing visuals will be sufficient and do not need changing.
    Transient: No
    Hotkey: W


    TIER 2
    Ability Name:
    Weave [Cleanup]
    Ability Description:

    Restores hitpoints to the target unit over time.

    Level 1: Restores 5 hitpoints per second for 10 seconds.
    Level 2: Restores 5 hitpoints per second for 20 seconds.

    “Hands-free healing? Sign me up, I'm tired of holding this thing steady.”
    Ability Button Description:
    Restore 5 hitpoints per second to the target unit for 10/20 seconds.
    Ability Cost: 30 Energy
    Ability Cooldown: 20 Seconds
    Ability Filters: Ground, Air, Biological, Allied
    Ability Range: 4
    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: T


    Ability Name: Vaccinate [Cleanup]
    Ability Description:

    Rids the target of any venoms, poisons, and parasites for a duration.

    Level 1: Cures the target and provides effect immunity for 30 seconds.
    Level 2: Also provides 15% Damage Reduction for the duration.

    “For the record, "a bad hangover" is not a sanctioned use.”
    Ability Button Description:
    Level 1: Removes all venom, poison, and parasite effects from the target for 30 seconds.
    Level 2: Removes all venom, poison, and parasite effects from the target and reduces damage taken by 15% for 30 seconds.
    Ability Cost: 20 Energy
    Ability Cooldown: 10 Seconds
    Ability Filters: Ground, Air, Biological, Allied
    Ability Range: 4
    Effect:
    See Button Description. All venom/poison/parasite effects are cured on cast and the target cannot gain new stacks from any source for 30 seconds.
    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


    TIER 3
    Ability Name:
    Purify [Cleanup]
    Ability Description:

    A powerful single-target heal that restores the target unit to perfect health.

    Level 1: After a 2.5 second delay, restores 100% of health and cures all ailments.

    “If this doesn't fix you, I don't know what to tell you.”
    Ability Button Description:
    After a 2.5 second delay, restores 100% of the target unit's health and removes all ailments.
    Ability Cost: 20 Energy
    Ability Cooldown: 60 Seconds
    Ability Filters: Ground, Air, Biological, Allied
    Ability Range: 8
    Effect:
    See Button Description.
    Visuals:
    Uses the casting animation. ConsumptionImpact.m3 for the charging period, FungalGrowthMissileImpact.m3 for the healing pulse.
    Transient: No
    Hotkey: G



    Ability Name: Protect [Cleanup]
    Ability Description:

    Release a pulse of energy that grants nearby allies a temporary shield.

    Level 1: All allied units within a 6 radius gain 100 Shields and 4 Shield Armor for 15 seconds.

    Behold! The Impregnabubble!
    Ability Button Description:
    All allied units within a 6 radius gain 100 Shields and 4 Shield Armor for 15 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



    MALPRACTICE
    Now featuring more engaging gameplay and less button spamming.

    TIER 1
    Ability Name: Push It [Cleanup]
    Ability Description:

    A beam that damages enemies in a line.

    Level 1: Deals 150 damage.
    Level 2: Reduces enemy Movement Speed by 20% for 4 seconds.
    Level 3: Increased range, width, and damage.

    “Boost a laser scalpel enough and it'll discharge like a blaster.”
    Ability Button Icon: btn-ability-protoss-thermallance.dds
    Ability Button Description:
    Level 1: Deals 150 damage in a line.
    Level 2: Deals 150 damage in a line. Damaged enemies have their Movement Speed lowered by 20% for 4 seconds.
    Level 3: Deals 200 damage in a line. Damaged enemies have their Movement Speed lowered by 20% for 4 seconds.
    Ability Cost: 10 Energy
    Ability Cooldown: 5 Seconds
    Ability Filters: Ground, Air, Enemy
    Ability Range: 6 length, 0.75 width (Level 1) / 9 length, 1.5 width(Level 3)
    Effect:
    Level 1 deals 150 damage in a 6 length, 0.75 width line instantly (or as soon as the Medic uses the casting animation).
    Level 2 adds a 20% Movement Speed reduction on damaged enemies.
    Level 3 increases the effect's damage to 200, length to 9, and width to 1.5.
    Visuals:
    Uses the casting animation.
    The beam itself is Alarak_Attack_Beam_Strong.m3. The damage indicator is TheVoid_DeathCloud_Impact.m.
    Transient: No
    Hotkey: F


    Ability Name: Crackdown [New]
    Ability Description:

    Create a cloud that damages enemies within.

    Level 1: Deals 30 damage per second for 10 seconds in a 4.0 radius.
    Level 2: Duration increased to 15 seconds, size increased to 5.0 radius.
    Level 3: Damage effect sticks to enemies instead of remaining within the cloud.

    “Nanotech can deconstruct nearly anything, but it's also smart enough to avoid pulling apart things it shouldn't.”
    Ability Button Icon: btn-ability-protoss-destructionwave.dds
    Ability Button Description:
    Level 1: Deals 30 damage per second for 10 seconds in a 4.0 radius.
    Level 2: Deals 30 damage per second for 15 seconds in a 5.0 radius.
    Level 3: For 15 seconds, enemy units that enter a 5.0 radius cloud take 30 damage per second for 15 seconds.
    Ability Cost: 25 Energy
    Ability Cooldown: 20 Seconds
    Ability Filters: Ground, Air, Enemy
    Ability Range: 8
    Effect:
    See Button Description. Actually deals 15 damage per half second rather than 30 per 1.
    Visuals:
    Uses the casting animation.
    The "cloud" uses MalashGuardian_Beam_Impact.m3 coupled with Alarak_Malash_Storm.m3. The damage effect uses Void_Cloud_Damage.m3.
    Transient: No
    Hotkey: V



    TIER 2
    Ability Name:
    No Talk [New]
    Ability Description:

    Stuns the target enemy.

    Level 1: Target enemy is stunned for 4 seconds.
    Level 2: Ability gains area of effect, stunning all enemies in a 2.5 radius.

    “A detox can quickly become a brutal system shock if you change the right settings.”
    Ability Button Icon: btn-ability-protoss-confusion.dds
    Ability Button Description:
    Level 1: Stun the target enemy for 4 seconds.
    Level 2: Stuns enemies in a 2.5 radius for 4 seconds.
    Ability Cost: 20 Energy
    Ability Cooldown: 18 Seconds
    Ability Filters: Ground, Air, Enemy
    Ability Range: 8
    Effect:
    See Button Description. Effect is applied instantly.
    Visuals:
    Uses the casting animation.
    Level 1 uses the DarkArchon_Confusion.m3 model.
    Level 2 uses the HighTemplarTaldarim_MindBlast.m3 model.
    As with all stunned units, Stun_Void.m3 overhead to indicate the stun effect.
    Transient: No
    Hotkey: H


    Ability Name: Hot & Heavy [New]
    Ability Description:

    Push It and Crackdown gain splash damage.

    Level 1: Damaged targets deal 10 damage to nearby enemies.
    Level 2: Targets killed deal 50 damage to nearby enemies on death.

    “There's often residual nanotech left over from operations, so be careful what you do around repeat patients.”
    Ability Button Icon: btn-ability-protoss-voidstasis.dds
    Effect:
    Level 1: Damaging an enemy with Push It or Crackdown also deals 10 damage to enemies in a 2.5 radius centered on the damaged unit, similar to the High Explosive Ammo Mod effect.
    Level 2: If an enemy is killed by Push It or Crackdown, they deal 50 damage in a 2.5 radius on death. Enemies damaged by the death explosion produce the Hot & Heavy Level 1 damage effect.
    Visuals:
    Alarak_DestructionWave_Impact.m3 for the Level 1 damage echo effect.
    DarkArchon_Confusion_Cast.m3 for the Level 2 on-death explosion effect.



    TIER 3
    Ability Name:
    Overdose [New]
    Ability Description:

    A single-target attack that deals damage relative to the target's health and slows them.

    Level 1: Deals 1% Current Health damage per second and lowers Movement Speed by 25% for 10 seconds.

    “Originally developed to combat cancerous tumors, incorrect settings can cause the subject to be eaten from the inside out.”
    Ability Button Icon: btn-ability-protoss-amoncloud.dds
    Ability Button Description:
    Deals 1% Current Health damage per second to the target enemy and lowers their Movement Speed by 25% for 10 seconds.
    Ability Cost: 50 Energy
    Ability Cooldown: 60 Seconds
    Ability Filters: Ground, Air, Enemy
    Ability Range: 8
    Effect:
    See Button Description.
    Visuals:
    Uses the casting animation.
    Mothership_Taldarim_Thermal_Lance_Beam_Impact.m3 on the target unit for the duration of the effect.
    Transient: No
    Hotkey: G


    Ability Name: Into The Pit [New]
    Ability Description:

    Gives the target allied unit a damage-dealing aura.

    Level 1: Target deals 100 damage per second to nearby enemies for 10 seconds.

    “Nanotech makes Typhoid Mary look like a chump.”
    Ability Button Icon: btn-ability-protoss-psionicorb.dds
    Ability Button Description:
    Apply an aura to an allied unit that deals 100 damage per second in a 3.5 radius for 10 seconds.
    Ability Cost: 30 Energy
    Ability Cooldown: 25 Seconds
    Ability Filters: Ground, Air, Allied, Self
    Ability Range: 8
    Effect:
    See Button Description. Actually deals 50 damage per half second instead of 100 per 1.
    Visuals:
    Uses the casting animation.
    Aiur_VoidTendril_DeathGrip_BeamCage.m3 on the target allied unit.
    AmonShard_AOERadius_Impact.m3 on damaged enemies.
    Transient: No
    Hotkey: G
    Last edited: Mar 4, 2016
  2. Stereo
    • Development Team

    Stereo Paper Boy

    After recently discovering the joys of reading, Detox seems fairly weak to me as a T2. Right now, after almost 50 games of derp, I have had venom 2 times. If venom is supposed to be more common outside of Recruit then I can get on that boat.

    Will be enjoying spellslinger medics, looks fun for killing spawn waves. But the low cooldown of Into the Pit looks like it'll take the cake over OD, even if its percentile damage. Curious though, is there any difference between 100/1sec and 50/.5 sec?
  3. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Venom and ailments in general will be much more common in harder difficulties and when enemies get tuned up. However, yes, I'm aware that Detox Level 2 is currently a weak concept - I'm having difficulty figuring out what I want to do with it to give it that little extra push.

    In terms of total damage dealt, no. It's a stylistic choice, nothing more.
  4. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Changelog:
    • I made a sandwich and, while eating said sandwich, changed Detox into Vaccinate. Vaccinate cures all venom/poison/parasite stacks in one shot and provides complete immunity to them for 30 seconds. At Level 2, it also provides 15% Damage Reduction. Boom, viability.
  5. Aerojelly
    • Donator

    Aerojelly Aeroplane Jelly For Meeeeeeeeeeeeee

    Medic 3.0 looks interesting thus far; will the +2 Jump range provide any logistical advantage? i.e. Allow access to a secret area / shortcut on the map / jump up?

    Some of the ability names (esp Malpractice tree) sound a bit tacked on.
  6. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    No, you'll just have a greater jump range. I don't like the concept of secret areas.

    I like making references.
  7. Stereo
    • Development Team

    Stereo Paper Boy

    If you've not played the NOTD2 map currently up right now, jumping is really useful for getting around. +2 on a class that isn't a fatty is basically a 6 range dash. However, that being said, it looks like it will be 2-2 for the T1 skills. If anyone decides to max a T1 skill, it'd probably be heal beam. +2 jump is 50% more distance, but the curing of fractures is the most useful out of the 3 levels.

    (Mending paste is really common imo, so it would be possible to completely forgo even level 2 haste.)

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