As a devoted Lazarus fan (and while I don’t like to boast, was quite good with him), I figured I give him a whirl with the all the changes to the game and the bearded necromancer himself.
After playing around 15 games with four random other hunters, I’d like to give some feedback regarding Lazarus.
+ The class-ability cooldown perks
Utilising a major and slot 3 (forgot the name) perk that reduces the class-ability cooldown, Lazarus can heal VERY well. Combined with Supports new shield burst, he is very capable of keeping his team alive even before they go down.
+ Personal damage
With Lazarus’s increased damage output, I can really feel that I am contributing to the team’s damage. I personally wish the damage would be decreased a bit but his weakspots would be 1,5X again instead of 1,3X, but that is a personal preference.
+ Hunter’s personal healing
With every hunter now being able to regen their own health, it really helps Lazarus as a medic. Before, I had to go to every hunter that got even the tinniest scratch from Wildlife, since he would not regen it back. I wanted all the hunters to be max health AND have my healburst ready if the fight starts. Now, I no longer have to worry about that. Excellent!
+ Healing perk
Even the minor healing perk feels amazing for Laz. I can cloak away and easily regen 1/3rd of my health during the cloak. It allows me to use my healing field more flexible and not just for myself. Thumbs up.
- Incapped hunters die far too easy
With all the changes to the dome, Lazarus brings, as tradition, a new mindgame for the monster: ‘Do I simply incap them so I can get out of the dome quickly, but not give them a strike because of Laz? Or do I stay and finish the incapped hunter off, but risk getting major health damage?’
Only… the latter is not the case. While Lazarus and the new supports are able to keep hunters alive longer, an incapped hunter seems to die faaaar too quickly before the hunters can really punish the monster back. Whatever got changed; increased incapped hunter health, double pistol damage… I don’t find it very noticable. The monster simply finishes the incapped hunter of before the hunters can really punish him for it.
Before the Stage 2 update, the monster had to ‘camp’ both the incapped AND the dead hunter. While I certainly don’t want to go back to that situation (as it was very un-enjoyable for the monsters) right now it is simply too easy to get strikes on a team with Lazarus in them. Even though it is his speciality in preventing strikes, or at least heavily punish the monster for trying to get strikes.
Not to mention that reviving a dead person on the field is nowhere near as strong, with the reduced dropship time. I remember trying to go for a revive on our dead assault (who only died ten seconds ago) but it failed because he was already coming in on the dropship!
I have a couple of suggestions on how this could be improved:
1. Increase incapped hunter health
By further increasing an incapped hunters health, the monster will now really have to work for a strike against Lazarus, or hunt him down himself (which brings the great cat&mouse gameplay with the cloak).
2. Increase healing burst effectiveness on incapped hunters
Make it so that if the monster won’t focus Lazarus after incapping a hunter, it will take him longer to fully kill him.
3. Add a ‘Super-Soldier’ like buff to a revived DEAD hunter.
This should only work on dead hunters. In order to make the Lazarus Device worthwhile when there is still a short dropship time, add a short Super-Soldier like buff to the revived hunter. This will make so that a dead hunter is still a ‘threat’ to a monster.
Please let me know what you think. I will add new thoughts and ideas as I play more matches with Lazarus.