Orginally I was going to hold back with Suggestions until 9.0. But since it is delayed for so long, I will utter them now, so if the Devs deem them good, they might make it into 9.0. Keep in mind, that I am aware this is based upon nothing but assumptions about the 9.0 meta.
So it has been said, that killing a incapped Hunter will be a lot harder (higher health?) and more punishing (higher pistol damage?) for the Monster. Despite that, I expect that killing the Medic once it has been incaped will still be a very common and rewarding tactic, as it means no healing for the rest of the team, thus permanent damage with every attack.
There are 2 main suggestions, that will need rebalance of healing numbers and Monster damage, but should make the Medic less rewarding to finish off.
##1. Incapped Medics can self-revive with Healbursts
Killing off a Hunter might take longer with higher health, but being in the general vicinity and knocking everybody off who tries a revive will still render the incapped Medic’s healing useless.
For every other hunter, this tactic is not as effective, as a Medic may perfom a long range revive through healing, so if the Monster wants to keep the body down, he has to damage it every once in a while.
It maybe important to note, that Emet already can self revive with a Buoy. With excellent timing, a self revive with Caira or Slim was possible for some time.
As far as I know, there are 3 values for the Healburst: Heal other, heal self and heal incapped. There would be need of a 4th value, heal self incapped, which allows over the time of 2 to 3 healburst to revive oneself if besides bleed out no damage is recieved.
##2. Tiny amount of passive healing for every Hunter
When there is no Medic, there is no healing. But what if there was? I am not talking about much. In the current state of a 2 minute dropship timer and 1600 health per Hunter, I would suggest 10 HPS for every Hunter at any given time, with a rebalance of Healing and Monster damage of course. Like that, a damaged Hunter heals up to almost full when the Medic arrives, so that the Monster can’t just come 5 seconds before and finish that Hunter off with a single ability.
Considering the Health regeneration perk, it could be redesigned to a “Recieve more healing” perk, similar to the Increased Armor regneration, which would increase all recieved healing by a set amount (like 10%)
Some neat side effects would be for example:
- The redesigned 9.0 Lazarus would have it easier to keep his teammates alive
- Slim and Rogue Val who can only heal attacked targets within 30/35 meter range, would have at least a tiny bit of healing until they get in range to actively heal.
- Val which at lower levels has trouble to heal up the damage teammates recieve when grouping up, would have an easier time with that.
- DoT abilities would have a smaller effect against unexperienced players who stay in a Lava Pool for example.
And once again, because I am sure some readers skipped it: Yes, these changes would some healing values to be lower and some Monster damage to be higher.