Paladin at the moment is relatively close to being balanced. Unlike other medic who are either too healing focused, he has to constantly evaluate whether he needs to heal himself through the shotgun, or use the rocket launcher to heal teammates. This is what you would call GOOD GAME DESIGN. When a medic has to constantly make hard decisions that’s when you know… To edge Paladin towards balanced, his rocket fire speed should be a tad slower, and the righteous fury should increase his fire rate a bit more. Right now, it makes sense to save righteous fury until focused, thus making the decision of how to use righteous fury relatively easy. Monsters have been largely unsuccessful with trying to “confuse” paladin into blowing his righteous fury because it does not hinder his ability to heal his teammates ENOUGH if he does NOT use it.
Let’s talk about Slim:
His main strength, and obvious annoyance to many monsters is that he’s almost impossible to kill. Now from a balance perspective there’s two popular ways to think about nerfing: nerf his strength so he’s more of a jack of all trades(yawn) or nerf one of his weaknesses(ooo, neato). His main weakness is healing others at a distance, and that should be amplified to make him more balance, SPECIFICALLY when it comes to downs. His healing bug gets people up too quickly for how strong his other attributes are. His downed healing numbers should be nerfed, and that would make the game more fun to play for both sides. (That being said, he should still be encourage to heal burst around the downed body.)
For monster, getting a down would still be tough, but more rewarding when it happens. For Slim players, there’s more of an emphasis on correct positioning to heal a teammate through a fight. This will also create some openings for the monster if a Slim player decides to just leave a bug on a downed teammate so they can continue to chase hard. In other words, teams would have to decide to either chase with only two people, leave a bug and chase with 3, or get a revive and chase with 4 but be slower because of it. Right now leaving a bug is typically the easiest and most overpowered choice. His downed healing might have to be increased to compensate for poor bug healing.
Making Slim to be a CQC healing for healthy hunters and downed ones is honestly the most logical conclusion to make his unique playstyle engaging and fun. It really doesn’t make sense to try to make him a distance healer, or someone who excels at healing people from all distances via a tighter pellet spread.
Back to Val:
Val is really an oddity when it comes to design because her kit is all designed around long range, but when the dome comes down a lot of the range aspect of her kit becomes SIGNIFICANTLY less useful. Her kit isn’t not really designed for great chasing, nor does it allow her to survive very well in a dome. Her medigun is great at distance healing, rarely will you get an open down with perfect line of sight. Val’s medigun needs a buff so that it does not break for a second or two when line of sight is broken. Positioning for Val’s medigun healing is actually very skill intensive, and should be toned down to make it more fun for hunters trying to get healed.