For me, a 15% HP boost, even across all players for a 20s cooldown is worse than 1% healing/sec (a rate that would require 1.5minutes to fully heal a single player) So IMO, it just feels like this ability is tacked on to the Medic and does not really seem to have a worth unless you had a specific 50% reduction in class ability perk, and even then, it’s only modest temporary healing.
Understanding that Val is a proactive healer and Lazarus is reactive, and… er… the third one may be something entirely different, I wanted to suggest a different item, that all Medics would get, but would provide Medic-related functionality to the class outside Val’s healing medgun and Lazarus’ HP restoring namesake device. Hopefully the suggestion does not encroach on the responsibilities of the other classes; I tried to stay mindful of that.
IDEA 1: SUSTAINED FLIGHT SYSTEM
All Medics have these “angel wings” on their back, so it seems to be a similar style between the Medics. This item would allow the Medic to toggle the ability on/off whenever they’d like. Though the numbers can be tweaked, when deployed, the wings would dart outward, light up blue, and the Medic’s current altitude would remain locked in. He/She could turn, swap to other items, etc, but they could not move. This would help the Medic do more recon (ala Sniper-role) or to get a good overview of the battlefield. The risk? While in this mode, any damage from the Monster is DOUBLED, and sends the Medic falling all the way to the ground.
IDEA 2: JETPACK RECHARGE
Using this would instantly refill the Medic’s jetpack, hopefully providing them with an overall period of additional mobility/dodging to help their survivability in combat without giving them any offensive boost. This is purely a defensive/mobility option to aid in getting to where the Medic wants to be. Would have an appropriate recharge time before it could be used again. Alternately, rather than a refill. It could be an ability that can be used for X seconds where jetpack fuel is not consumed, giving the Medic lots of mobility for that timeframe and once the ability is expired, the Medic goes back to normal jetpack fuel consumption and the ability goes on a timer.
IDEA 3: TRANQ MODIFIER (Sidenote: Sorry, it was brought to my attention that this idea wouldn’t work simply because Lazarus doesn’t have a tranq gun, so feel free to read if you want, but this definitely wouldn’t work as a shared replacement for the heal burst)
When used, you automatically swap over to the tranq gun. Throuh tranqs on monsters will have the same effect as normal for the duration of this effect (the tranqs could fire a different color), any teammate hit with a tranq will be given health over time. This effect can stack, For example, if you hit a teammate with 1, they get 1%/sec for remaining effect duration, 2 tranqs = 2%/sec for remaining effect duration and 3 tranqs = 3%/sec for remaining effect duration. This gives the Medic a way to heal players safely from a distance, but not enough to necessarily be anywhere close in keeping them sustained in battle. Besides, if the Medic misses a shot, the effect is wasted. Effect might last for 15s and then take 60s to recharge or so. Like I said earlier, the numbers could all be tweaked.
So what feedback do you have? Good tie-in to Medic design/abilities? Need some tweaks? No good at all?