So that can be up to 15 charges of God Mode for both yourself and your team. The HMTech-501, which basically allows you an extra 10 throwable grenades in exchange for not having darts.This was originally one of two ways to take advantage of Medic gas in EA (granted, Airborne Agent was completely changed during the Medic rework, but I wouldn't argue its original version was that great.) The throwable gas grenades, because of Medic gas, which I'll get to in a bit.Allows you to block and parry attacks for further damage mitigation, sweep trash off you with single strikes, lets you heal yourself in active combat, and as an added bonus, it kills anything below a Gorefast crowding you for free with the alt-fire ( that also heals you). One of the worst things to be put in this game for how ridiculous it is. Now, on top of all the above, Medics have these ways to heal themselves: To be honest, the right-side tree is a whole other thread on its own it's only for solo and the one thing I would completely remove/change regardless is Acidic Rounds because it's worse than useless, especially in pub games. I'm not counting the right-side skills because the only really notable one is Resilience. As an added bonus to the above, the increased speed can keep you (and yes, technically others) alive by causing Zed attacks to outright whiff when running directly away from them, because you're just going too fast for them to hit. Comboing with above is Adrenaline Injector, which makes you even faster.The biggest thing, though, is that it allows them to do the infinite kite by just infinitely running away to make use of that syringe. Medic's run speed is already really high at max level, which allows them to slip past Zeds or through crowds that other players would be snared by.Coagulant Booster allows you to use the scratch damage from other players to keep your already high resistances boosted by healing other players' scratches.I don't really have issue with this skill because it does promote keeping teammates alive and thus promotes teamwork, but it IS nonetheless a factor. Symbiotic Health, which gives you extra room for error due to the increased max HP as well as healing yourself when healing others (and applying buffs to yourself, accordingly).To be more specific, a boosted syringe which lets you heal yourself for more than a standard syringe every 4-5 seconds or a teammate every 2-3 seconds. 25 Medic running LLLLL gets the following: If a player is Last Man Standing in a match and it's not a Berserker, it's probably a Medic. To start with, Medic's survivability is through the roof right now, basically going neck-and-neck with the (pre-nerf) Berserker. Now, I'll grant that some of the weapons are absolutely garbage, but on the flip side of things, it has a couple of game-breakers, which I'll get to in a bit. The other is that between the tremendously impactful passives and some of the new weapons in the past couple of years, it's had an insane kit boost that only keeps getting stronger as the game goes on. One is that the sum of its parts is greater than you would think from the individual abilities it gets. While it technically is a nerf, it's only really a nerf to Medics that use HM-dart weapons rather than anything else, and it's so minor in the grand scheme of things it might as well not matter.įield Medic, as it currently stands, has a couple of overarching issues. I have issues with Medic, but I don't believe the Symbiotic Health changes really did anything substantial to mitigate that. Among the patch changes were some changes for Field Medic, namely a nerf to Symbiotic Health and a slight max armor nerf. So as of the last few Summer patches, there were some readjustments to Berserker, and separate-yet-not-completely-separate from that was a note that the Hemoclobber will probably be looked at in the near future as well.
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