[ZS] Medic Specialisation Skills



  • With bleed and poison being prevalent statuses I was thinking of some specialisation skills for medics that focus on these types of injury, generally if the medic is quick enough to apply healing to said afflicted targets, as you can already heal poison and bleed directly.

    Toxicologist

    +35% poison healing.
    -15% total healing.

    Suturer

    +45% bleed healing.
    -15% total healing.

    Bleed is faster so any associated skill should provide more benefit to healing it. The intention of these skills is to reduce your effectiveness at healing at regular injury for a focus on healing damage over time effects.



  • I really don’t think medic needs stat perks with debuffs in them. Just give them smaller perks.



  • @Humin said in [ZS] Medic Specialisation Skills:

    I really don’t think medic needs stat perks with debuffs in them. Just give them smaller perks.

    What’s inherently wrong with double edging things? These perks are designed to have a cost based on focusing on damage over time. Otherwise you’re just making the game easier. You’ve already got those 3 surgeon perks with no debuffs, and medic should really also get some skills which aren’t straight up needed to acquire.

    When players have high remort levels as they do, the value of making skills exist isn’t enough. Understandably there are core branches to ease a player in to the skill system but these are “specialisation skills” much like something like Glass Weapons or Jouster might be.



  • If we’re going to have a specialization in medic, it should be something you can plan and strategize with. Perks between healing poison and healing bleeding seem really limited in that regard.

    Two perks that let you specialize between healing speed over efficiency or efficiency over healing speed would be a much better choice.

    I’m staying with my opinion that poison healing and bleeding healing should not have debuffs, they’re just too narrow in their use to be useful as specialization skills.



  • Perk : Glass Syringe
    +80% Healing.
    -85% Health.
    ez

    In all seriousness though, medical skills are needed but they can be hard to balance out once they are in game though. Example being if we want a perk we want to see it be effective which means we would have to add heavy changes to perks that grant medics some form of power once in the game and eventually it might not work and be taken out, it’s hit or miss. But a perk I have had an idea for a while was something along the lines of this,

    Perk : Blood Rush / Roid Rage / Some other brilliant name

    When below 20% health you can heal ( The medical kit recharges ) 2x as fast as it usually would
    More disoriented
    Movement speed increased

    With the negative of being below 20% health and slight increase in disorientation it levels out the usefulness of the life you have left to your team. This could help by using more medical power that people stock up on and preventing the loss of maybe 400+ medical kit power when the medic dies people are in a tight spot.



  • — Medic skills

    Triage I - +5% medical kit effectiveness when healing a player under 40% health, +10% overall medical kit recharge time | Prerequisite: Surgeon III
    Triage II +10% medical kit effectiveness when healing a player under 20% health, +15% overall medical kit recharge time
    Epinephrine - Speed boost from a medicgun syringe increased by 15%
    Smart Targeting - Aiming directly at a healing target while firing will automatically lead medicgun shots, ammo capacity 5 -> 3 (-40% AMMO CAPACITY) | similar to AS:S skill
    Sleep Dart - Medicgun syringes slow zombies by 30% for 6 seconds
    Welfare - Self-heal amount increased by 10%. +15% medical kit cooldown (all heals) | Prerequisite: Surgeon III



  • @Humin said in [ZS] Medic Specialisation Skills:

    If we’re going to have a specialization in medic, it should be something you can plan and strategize with. Perks between healing poison and healing bleeding seem really limited in that regard.

    How can you not plan and strategize with it? You wait for someone to be afflicted with the ailments and then you apply a much better heal which is more efficient if you want to focus that way. It’s really quite simple. The limitation is that you cannot heal as effectively on targets you’ve missed out on. This “medic got nerfed too much” rhetoric needs to stop, it’s turned into a meme, it fine well was too strong a source of points. I’m providing a way to increase it with opportunity cost. The one thing I’ll agree to is that perhaps notation of statuses such as poison and bleed are probably not apparent enough which, hence should come with any associated skill.

    Two perks that let you specialize between healing speed over efficiency or efficiency over healing speed would be a much better choice.

    Not mutually exclusive to what I’m suggesting either.

    they’re just too narrow in their use to be useful as specialization skills.

    Are they? I can see bleed being potentially too narrow but definitely not poison. It’s really not rare to see another player accumulate 50 poison in a particular game.



  • I was thinking of adding a perk for medi gun to compensate the missed shots when you try to heal a player but accidently hit someone at full hp.
    Maybe give em temporary blood armor on a full hp target if you shoot someone with medi-gun so it wont be a total loss if you miss your intended target.



  • @Raox said in [ZS] Medic Specialisation Skills:

    @Humin said in [ZS] Medic Specialisation Skills:
    How can you not plan and strategize with it?

    Poison damages really fast. Being able to get to a person on time to heal them seems more like chance and dumb luck than any planning or strategy.

    I think it could be a cool idea if the poison effect duration was increased to give medics time to get to injured players.

    Here’s an analogy: You keep a pack of tissues with you in case someone needs one. An opportune time hits and someone’s about to sneeze. Do you think you’ll be able to give them a tissue in time?



  • ’ Hey, I’m gonna run around with the people outside, so I have the bleed heal for nightmare. Can somebody take poison for wave 4?’

    That seems like planning to me.

    It’d be nice to have some visual indicator of the poison effect on other players if you’re going to do this.



  • Yeah it seems evident I do need to supply marker or signifier of poison status with anything that comes with this. I really don’t think it’s that fast though at all. 50 poison at the maximum takes about 30 seconds to act (3 damage every 2 seconds). If you wanted the numbers with Surgeon perks and the poison numbers I provided you drop to 18 normal healing and 23 poison. As long as you heal 20 poison you’ll roughly be healing more. 23 poison is nearly 3 points per heal (ignoring +% points). But like I say it’s a specialisation perk so it doesn’t really matter.

    Here’s an analogy: You keep a pack of tissues with you in case someone needs one. An opportune time hits and someone’s about to sneeze. Do you think you’ll be able to give them a tissue in time?

    It’s not a good analogy at all, you’re implying poison damage works instantly?



  • I think these perks would work if the downside was ignored completely as long as the effect in mention is being healed at all. Example:

    If I have the bleed healing perk and I heal someone red (bleeding) even if they only have 1 bleed damage I shouldn’t get any penalty for the remaining heal. When I have a medkit to start I generally only heal people I know won’t hump the barricade or I buy it later on due to poison attacks so I could work with these.



  • @Matt-Marche said in [ZS] Medic Specialisation Skills:

    I think these perks would work if the downside was ignored completely as long as the effect in mention is being healed at all. Example:

    If I have the bleed healing perk and I heal someone red (bleeding) even if they only have 1 bleed damage I shouldn’t get any penalty for the remaining heal. When I have a medkit to start I generally only heal people I know won’t hump the barricade or I buy it later on due to poison attacks so I could work with these.

    So making them conditional? “+35% healing on poisoned targets.” I could only do one perk for this semantically because they might stack otherwise, but I suppose it should be fine. It might slightly encourage self poisoning however.



  • Pointless.


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