Development Poll: MM Ability

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Should Medics have access to Resupply?

Poll ended at Fri Mar 27, 2009 6:17 pm

Yes
19
73%
No
7
27%
 
Total votes: 26
Inspector
1337 Haxor
Posts: 157
Joined: Sat Jun 09, 2007 11:00 pm

Jons Return wrote:I think the exp healing should be drstically increased. I'm a lvl >75 (not been on for a week and forgot lol) medic and exp healing does almost nothing.
This sounds like the argument that adren masters NEED large rapidly respawning adren pills to be adren masters.

Since when did there have to be an incentive to keep your teammates alive? If they die, you are sure to come next...and it is nice to help out other players. Experienced healing is a bonus and shouldn't be relied on for xp.

In my opinion.. the power of pets has been drastically reduced. Perhaps another look at pets would be something to consider.

~250 MM
Adrenaline Master - Inspector lvl 232
Medic - Camisado lvl 255
Weapons Master - Valor lvl 114
Jon!
1337 Haxor
Posts: 489
Joined: Tue Jan 06, 2009 11:02 am
Xfire: jonk27

I definitely agree about the monsters.
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Frag_Fodder
Killer in Training
Posts: 29
Joined: Fri Mar 13, 2009 8:40 pm

Don't get me wrong now...I enjoy spawning pets as meat shields etc, but if you increase the power of pets you'll just end up having more people whining...<cough> er I mean debating vehemently online that "such and such a pet is getting in the way", or that "such and such a fly is irritating", or "can we have any more pets in this one map..!"

When I hear such remarks it does make me feel bad (for about a second) then I just ignore them cause I know they're either just jealous wep masters, or hopped up adren junkies, and I go ahead and spawn more brutes. <duck> :king:
Inspector
1337 Haxor
Posts: 157
Joined: Sat Jun 09, 2007 11:00 pm

Remember it takes effort to kill monsters. Healing teammates is by far a difficult task. Why should you be greatly rewarded for sitting around shooting targets that want to be shot or setting up stationary healing areas where people hide when they need heals?

I fair pretty well against monsters on waves 13-15 but I agree medics are at a serious disadvantage compared to other classes. Experienced healing and pets does not make up for for a medics lack of fighting ability. Increasing experienced healing would make the road to high levels even easier for medics and requires little effort (medic already being the easiest class to level early levels.) With it being easier to level it will become even more boring then it already is. Higher level medics usually grow tired of the grind much quicker then other classes. Adding better combat ability and possibly improved monsters will bring the medic into more dynamic and exciting game play.
I disagree; it's nothing like claiming "adren masters need adren pills." We're talking about an ability you have to purchase, not free map pickups.
I'm not sure you see my analogy. Basically it is saying that both are similar because you are asking for something that is easy and rewarding to become even more easy and rewarding. The actual process is irrelevant.
Adrenaline Master - Inspector lvl 232
Medic - Camisado lvl 255
Weapons Master - Valor lvl 114
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Inspector wrote:Remember it takes effort to kill monsters. Healing teammates is by far a difficult task.

I wouldn't be so sure about this. Many players don't even realize that there's a medic behind their tail...chasing them around the map.

A clan member mentioned jokingly, the medics should have the ability to petrify their teammates XD

nightmorph wrote:it's better to just shoot monsters all the time. Monsters, not teammates.
See this is just confusing. Many teammates are monsters...or they try act to like one.
::sigh:: being a doctor is a tough job.
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not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

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Inspector
1337 Haxor
Posts: 157
Joined: Sat Jun 09, 2007 11:00 pm

Honestly I think the nature of this discussion should be reviewed. Why is there so much stress on the healing ability? The class is a Medic/Monster Master. This involves three elements. Healing, summoning pets, and killing monsters. (in no particular order) Yes healing teammates is good. Yes it is an important aspect of the class and it helps the team. No, it is not all the class does. They are not given the sole responsibility of healing others. If you wish to play medic that is perfectly fine but it should not be expected to advance your character if you ignore the other parts of the class. The same can be said for the development for the class. If you ignore/reduce aspects of the class, don't expect it to perform well.

Let's dissect the Medic/Monster Master class.

Combat:
The medic has the option to make one infinity medic gun with no resupply for other weapons and minimal damage bonus to the weapon itself. It can not support a triple/globe in most situations leaving it's only self sustainability to healing him/herself. In turn this debilitates even further the medics ability to kill monsters since they must spend precious time healing themselves. The weapon you choose must have some sort of area of effect damage or you can not heal yourself with it. Advanced damage reduction helps soften the attacks of monsters.

Healing:
The infinite healing gun provides endless shells of healing to wherever the gun of your choice will bring them. They do not heal at incredible speed but they get the job done. (weapon choice can make a huge difference) Healing blast gives a strategic blast of health to any players in range including yourself. Healing sphere gives a constant healthy dose of heals to a concentrated area best fit for safe areas where players like to poke their nose out. All healing done gives a bonus in experience depending on your level of experienced healing.

Monsters:
You have a choice of monsters ranging from a little bug to a mini titan. (The list was shortened by about half, I'm not really sure. It took away one of my favorite monsters: the behemoth) Depending on the monster you choose, depends on how effective they will be. This is where thinking is involved. Summoning melee monsters like raptors on a map with many different levels and platforms might not be so effective. Strategy is key. Putting a monster in a safe room isn't very smart and it annoys (or entertains) players. The usefulness of monsters has been drastically reduced. Titan rocks now pale in comparison to their former strength. Their one track mind makes them easy targets for monsters, especially volcano slith. Pets die much more often then they used to almost to the point where summoning them is moot. Their projectiles are pretty simple and don't hit their target most of the time.


Now the proposition was giving medics resupply. Here is my opinion of what it can do for the combat portion of the class. I will use level 2 resupply for this example since it has been suggested a lot.

Combat:
The medic can make one infinite healing gun of their choice with minimal damage bonus to the gun itself. Resupply gives the medic access to magic weapons but they can not make the gun of their choice without the aid of a weapon maker or friendly adren master. The medic/MM also gets to use multiple guns without needing an infinite weapon. This is a huge change. With energy weapons the medic can sustain triple or globe for a limited time (as long as ammunition holds out) giving them much needed survivability and a better chance of scoring more kills. The access to magic weapons introduces the "luck of the monster mash gods" to the class. You can hope for good weapons, but you won't always get them.

And a little humerus situation for your poor monsters.

Monsters:
Pets beware, that's not a medic gun your master is using!
Adrenaline Master - Inspector lvl 232
Medic - Camisado lvl 255
Weapons Master - Valor lvl 114
Jon!
1337 Haxor
Posts: 489
Joined: Tue Jan 06, 2009 11:02 am
Xfire: jonk27

THANK YOU NIGHTMORPH!!!!! The exp healing is only worth what you need for loaded medic. After that it's no good.

On another point medics DO need a huge change to put them on par with AMs rolling and WMs Vamp and adv DB. What's the point of adv DR in a class which heals people? We need a proper bonus relevant to the class. Then I would play Jon more.

Oh inspector you beat me while I was posting some very good points there. I agree about the luck of the MM gods thing a lot. The resupply would cater for the times when you spawn with a good vorpal or retal or whatever magic you like and you have 10-100 shots FULL STOP until the wave is out. Also, the one medic wep is just SO BORING. Trust me, I will stop playing my medic altogether when I finish on my nrg leech on Leroy.
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DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Inspector wrote:Honestly I think the nature of this discussion should be reviewed. Why is there so much stress on the healing ability? The class is a Medic/Monster Master. This involves three elements. Healing, summoning pets, and killing monsters. (in no particular order) Yes healing teammates is good. Yes it is an important aspect of the class and it helps the team. No, it is not all the class does. They are not given the sole responsibility of healing others. If you wish to play medic that is perfectly fine but it should not be expected to advance your character if you ignore the other parts of the class. The same can be said for the development for the class. If you ignore/reduce aspects of the class, don't expect it to perform well.
Well said.

Some thoughts here:

It's my position that getting experience for healing players is a bonus. You should also consider that Experienced Healing currently costs less than a third of what it used to cost.

Some people seem to think that healing is all that a Medic should do, which is pretty ridiculous. Medics are supposed to fight just as much as any other class, in my opinion. Although in DruidsRPG they are intended to be a "support" class, whatever that means in a first person shooter game.

One thing to think about is that, on the Disastrous Consequences server, Medics are considered the strongest class. The fact that Adrenaline Masters and Weapon Masters are unquestionably stronger on Monster Mash is as a result of running with high values for things like weapon speed, damage bonus, max adrenaline, and ammo bonus, not to mention the abusive maps that are frequently played, and overvalued custom monsters.
Tazcrosblade_
1337 Haxor
Posts: 435
Joined: Mon Aug 06, 2007 11:00 pm

plus how many times has a small map been voted and you hear in vent an almost simulatanious "woops its ______ i need to switch to my medic"?
Its Pronounced Taz-Cross-Blade, not Tazer-Blade, not Taz-Crows-Blade, not Taco-Blade, Taz-Cross-Blade
Jon!
1337 Haxor
Posts: 489
Joined: Tue Jan 06, 2009 11:02 am
Xfire: jonk27

but you gotta agree they're most sustainable when there is no adren around.
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