...So those old "Apothecary is not a healer" arguments are gone... I like the idea behind the revive mechanics, it makes support classes important for organized squads... On the other hand, I find the full heal+long HoT (in addition, how much each tick heals was not exactly shown) a little over the top...some serious tweaking and some security locks needs to be introduced there...like lower HoT duration,no stack of HoT's and especially the HoT should not apply to people that where already at 100% health before application of the heal...I don't like the idea of "throw me a HoT before I go into combat" situations... Well...I bet it will be the "Wolf priest initiate" version, throwing ailments instead of injections...
Dont worry, Brent has already said that buffs wont stack. From abilities to banners. At least thats what was said before, id assume they have no reason to change this tune and offset the balance towards something overpowering.
Hmmm I like it, but I would like to be more extreme and let only apothecary classes to revive downed allies.
That would be an idea, but remember this game will not have graveyards/respawn locations all around the place, and it is supposed to be a fast-paced tactical shooter, with emphasis on the group action...it would be just awful to force a squad to wait for members to walk back from the 1KM away spawn point, while the battle rages on, just because the single medic got downed, and everyone else could only just look at him dieing...
I like the new revive system, not just encourage people to be revived by an apothecary for extra health but it also cuts the whole getting constantly revived non specialist classes, looking forward to the Sorcerer and the first psychic related execution
Yeah I like it, just want the first mod to come out so we can play it and see how it handles for ourselves