On balance I’m pretty certain now in my idea of what changes should happen to Laz, but that doesn’t make me a good person to talk about it with any more. For me it’s this…
- Remove his ability to revive incapped players (only revive dead ones). This puts the advantage for the monster in the period immediately after downing, as opposed to the ongoing battle afterwards thanks to the strikes
- Allow Laz to revive bodies that have been eaten, but with a strike as normal OR make bodies inedible when Laz is in range but reduce the time he has to be able to revive the body, after which they get a strike as normal (not both)
- Increase the range of the device, but make it a longer cast time
My opinion on the above is that they allow Laz more flexibility in getting the revive against good monsters, while at the same time giving lesser skilled monsters more time to try to stop a revive.
These three things have to all be introduced together. No revives on incapped players means the monster has to keep fighting or properly attack the body to death and risk good damage as it tries to get in to the situation to eat (easier than people think though), this particularly helps new monsters who can feel free to go on attacking rather than body camp (which they’re not so good at).
Giving Laz the ability to stop eating, or allowing Laz to revive eaten players with a strike, keeps the Laz game open and stops the domino effect of losing someone to a competent monster quickly spiralling to a hunter wipe out. It stops good monsters from shutting the game down thanks to the fact there is no resistance, and improves the situation for worse monsters as they’re more likely to be in a position where they can make meaningful damage on the hunters.
Specifically the stopping eating thing is balanced off by the shorter time period to revive without a strike. It forces a very specific period of time that the monster needs to be aware of and capitalise on to stop Laz’s revives, but do so by protecting the body not by just trying to wolf it down. As long as the monster can do this for (just as an example) 15 seconds then it’s won the strike on the hunter. It may well find that hunter gets revived, but in reality it’s probably no worse off than it would have been when facing Caira or Val in that regard.
Giving him range to revive helps to cut out a simplistic monster tactic while increasing his cast time makes timing his revives more important, and helps out new monster players.
On a side note, I’m firmly of the belief that people complaining about Laz’s survivability in the sense of needing a cloak buff are ignoring the fact that he’s the only medic to actually have an ability that gives him a strong chance of evading a monster, by having the cloak in the first place. When CD reduction perk affects the cloak as well as everything else I feel that people will be happier, so bug fix that first and then look at survivability on his own. Laz paired up with Hank or Sunny will be very survivable, paired up with Cabot and Bucket he is less so but, inversely, punishing monsters is easier. As a team you have to ask yourself what type of Laz player you’ve got, and how best to support him in the task he’s got to perform, and not expect that just because he’s Laz that he should always have a good chance of escaping the heat.