I have no clue what the health values are for each character. The default medgun heals at 5% per second though, so working off of that and going off of the overheal system for TF2 as a reference…
A full buff in tf2 (150% health) decays in 15 seconds, or at a rate of 3.33(and a lot more 3s)% per second. However, the healing rate is at a flat rate of 24 health per second (There’s also critical heals, but not relevant and complicatedish). The highest health player on any team, the heavy, sits at 300 health. This target heals at a speed that translates to 8% a second. Even if you included a full overheal it’s still at 5.33% a second. Why am I talking about this? I’ll answer that later.
Jumping back to Evolve, character health is not a necessary known, since we “know” (based off what is lying around here as accepted knowledge) that health is healed at a percentage of 5%. Strikes remove 20% or so of your health and being able to be overhealed to it would take approximately 4 seconds. What’s interesting though is that it takes a full 20 seconds to heal a team member completely. Now, based on the pace of the game I find this exceptionally perfect. It would take 1 minute to heal your team from 0% to 100% health.
Assuming the medgun heals at a flat 5% of your maximum potential health (I have no idea if it does or does not) it takes LESS time to fully heal your team when they hold strikes. Therefore, it would take 16 seconds for 1 strike and 12 for 2 strikes. Having overheal would knock that back to 20/16 seconds respectfully. Or even 24 if you allow for an extra 20%
However, assuming the medgun only provides 5% of your maximum actual health, it would take 20 seconds to reach your full base health whether or not it was 60/80/100% based on your number of strikes. This system I would absolutely dislike.
So, to link these two together, your proposed system would allow the maximum health to be potentially 120% (Provided overheal could be done on non-stricken characters) but let’s just stick with the basic 100% max. But what’s a fair rate of decay (RoD) for the overheal, and what rate would overheal would be balanced?
In Evolve you have only 3 teammates to heal, making your ability to spread heals evenly incredibly easy compared to healing up to 8 players (Highlander competitive format for tf2. 5 if you considered 6s). However, you’re also a combat class in Evolve, and let’s say you split your time evenly between healing and shooting the monster. Out of every minute you spend 30 seconds healing teammates. Assuming you aren’t consistently letting your team get to 1% before you start healing them, that’s plenty of free time to top everyone off and buff up anyone that’s hurt. Since medic prioritizes healing teammates over damage (generally), being able to over heal teammates with ease while in a fight might cause some issues, since it’s intentional that you’re easier to take down if you’ve downed yourself previously. I’d say that there are two paths that can be taken if this were to be implemented. Option 1: Make overhealing take longer (At say 3-4% per second or even less) and have rate of decay be relatively slow (30 seconds of overheal maybe?) per secondOption 2: Make rate of decay faster while keeping the medgun heal rate constant. I’d prefer option one, as it rewards smart play, by topping your hurt team off before entering a team fight and giving them a small amount of freedom. It still wouldn’t save them from a severe amount of damage though.