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MEDIC!

7 replies [Last post]
Mon, 04/15/2013 - 18:11
Arkate's picture
Arkate

Medic - not a very common term in SK language. That is because, it is a misnomer for 'necromancing'.
A team medic is a player generally responsible for reviving fallen players. The preferred suit
of armor for a 'medic' is the infamous vitasuit deluxe. This is not a suggestion
to add a 5 star vitasuit. It is a recommendation to expand the role of medics in SK to
actually being medics.

1 - Armor.

The Spiral Surgeon's Staple.
A 3 star helmet resembling a hybrid tf2 surgeon's stahlhelm, only
with the check covers of a spartan hoplite helm. this item would have normal defense, and slightly less than a solid
cobalt helm, in exchange for a slight teammate "healing bonus" - more on than later. The item at heat level 0-4,
would have a low healing increase, and add 5 health to your knight. At heat 5-9, it would add 6 health and provide a low healing increase. At heat 10, the item would provide 6 extra health, and add a medium healing increase. The helmet would have an equal length cross on the front,
the color of which is determined by your personal color. The item would increase defense by the same increments as the solid
cobalt helm.

The Superior Surgeon's Staple.
The 4 star, would still keep the white stalhelm, only adding a white
steam mask as well. The item would have normal defense, and slightly less than
a mighty cobalt helm's defense. It would keep the healing increase. The item would also have a fairly good poison defense.
At heat 0-4, the item would add 5 health to your knight and provide a low healing increase. At 5-9, it would provide an
additional 6 health, and give a medium healing increase. At heat 10, it would provide 9 additional health and a medium healing increase.
The item would keep the equal cross, and increase defense by the same increments as the mighty cobalt helm.

The Vitasuit deluxe. It would add a low healing bonus at 0-4 heat,
medium healing bonus at 5-9 heat, and a high healing bonus at 10 heat.

2 - Weapons.

The Cautery Sword. Yes, I recently made a topic on this item. And yes, I was wrong.
But in the description, it says that this weapon is adapted from medical tools. So why not
have this be a medical item? I would just add a low healing bonus on it at all heat levels, and call
it a day.

Improved Cautery Sword.
The 4* Cautery Sword. Slightly less damage than an Ascended Calibur,
with a low healing bonus at heat 0-4. A medium healing bonus at heat 5-10.
It would have the same attack speed of the cautery sword, and have the same charge.
The weapon would also gain the damage increases to damage as the ascended calibur.

The Healing Harbringer
A 4* double barrel shotgun, with a pair of the little energy capsules found on the voltech
alchemer Mk. II, one behind each barrel, with a white body and grip, and holed barrels.
The gun would have one shot per clip to avoid spam, and do as much damage as the master blaster.
The gun would provide no healing bonuses. But it would have a very, very special charge. The charge attack, instead of a charge attack would be a personal colored pulsing ring around the player, which would increase the health of ANYTHING inside of it by half a pip every 3 seconds. The charge would have a 10 second cooldown after the ring disappears, which should happen after 20 seconds. The gun would receive the same damage increases
as the master blaster would based on leveling up. This is the special "healing" item.

3 - Healing Increases.

These "healing" increases would add a pip of health the heal rate, and
each tier of healing would increase by 1. That is, low would add 1 pip,
medium 2 pips, high 3 pips, and very high 4 pips.

Mon, 04/15/2013 - 18:24
#1
Duckbeak's picture
Duckbeak
+1 And new LD idea!

That is a good idea, but somewhat takes away the idea of revival of energy and hearts (I really just skimmed XD)
But now that you mention it the medic should be a good idea for LD (Lockdown)
I mean the classes are: a protector, a ninja, and a major-damager person.
So a medic is a good idea only for LD!

LD!

So the medic would have a lot of health to revive their team, but their attack will decrease A LOT!
However I think their speed should increase...
So it's: Health, speed=Up, attack=Down A LOT!

Arkate that is a good idea, again!

Mon, 04/15/2013 - 18:55
#2
Zeyez's picture
Zeyez
eyes trying to see the end to another end

about the "healing effect" on PvE:

direct heal can't be implemented on the game, because don't have any time limit on the maps, so you can clear the place, heal the entire team and move to the next area without any side effect
had thought to make a suggestion, by my own, one day about it, but someone had already posting about the limited "regenerative armor", then, I ended up avoiding post...

My vision for a Medic in SK is this:

- every heart the medic got on the map, or pill used, get multiplied by certain amount (+25-50%), but only on him (example: tier 1 pill give 3.75-4.5 health bars, tier 3 pill give 15-18 health bars) [percentage can be balanced more easily than "flat heart increase"]
- every time "the medic" revive someone, he will only lose 25-40% of the health, instead of 50%

at the end, the Medic will be vunerable against damage (because the "medic set" doesn't give so much defense), but these effects could well define this function, allowing the ally share the pill/vitapod to revive everybody, others try to protect "the medic"... these things

on PvP:

well...
"I have no idea !"

Tue, 04/16/2013 - 05:58
#3
Xxpapaya's picture
Xxpapaya
The papaya frowns

Healing will never be in PvE. Full stop. Heart "transferring" is another matter altogether :P

Tue, 04/16/2013 - 08:01
#4
Zeddy's picture
Zeddy
^

We said that about pets, too.

Tue, 04/16/2013 - 08:17
#5
Hexzyle's picture
Hexzyle
@Zeddy

Pets was not an idea that was rejected by the developers. It was rejected by the community on the basis that "having 'helpers' in dungeons would make the fights too easy, as the player could just sit back while their pet did all the work". The Developers took that into account and proceeded to make pets as "abilities", which was another thing that was being asked for that didn't have any major issues.

However, "healing" (as in, recovering health when there are no hearts or heart pads nearby) has been stated by the developers themselves to be balance-breaking, along with Dual-Wielding, and is highly unlikely to ever be implemented

Tue, 04/16/2013 - 15:49
#6
Shamanalah's picture
Shamanalah
my 2 cents

No

No

And no

This is SK not TF2, we don't need healers...

Healing items would make anyone shove a zombol into a corner and heal themselves.

And even then, only (sorry for the word but that's really the case) noob will use it then realize after a while that they don't need healer because they have a DPS problem and the healer makes the fight go on for no real reasons.

Properly equipped group that do Vanaduke would simply laugh at this healing thing like I am right now.

I find it ridiculous in Spiral Knights.

I do understand why it's on TF2 though...

Tue, 04/16/2013 - 17:02
#7
Klipik's picture
Klipik
@Sham, that's three cents. :3

@OP, I have to agree with Hex that direct, unlimited healing will probably never be implemented. Maybe leeching your health off to other players... Or, I saw some thread somewhere about giving plate sets limited regeneration powers...
/e goes thread digging

EDIT: Found it.

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