Too much healing? (Medkits vs Medicade discussion)

Are there too many Medicade stations? Has this Devalued the medkit?

TLDR : The value of the Medkit is surprisingly low.

We have all been in a game where one or two players have an open spot for a medkit but runs ahead seemingly uninterested. Most of the time chatting to ask them to pick it up works, but sometimes they don’t care.

This has turned into a trend where players have start dumping the medkit on the ground (I do it too) for the book instead of taking the time to give it to the players with the open spot OR just switching it out and leaving the box unused!

Additionally, players simply do not know when a good time to heal is. The corruption mechanic works against the benefit of a Medkit leaving players confused to when’s a good time.

Why has the value of the medkit fallen so low? Finding a medpack in L4d would turn the whole squad around, even in V2 players would always run back for the green juice or medpack. So I turn my attention to the medicade station a new feature of the Tides. A holy healbot to cleanse all wounds and all corruption provided by the beneficent emperor. Its value far exceeds that of a medkit simply because it removes corruption.

Does the medkit need a re-work?

Are there too many stops for healing?

Has the design choice to change the way we heal adversely changed the value of a medkit? These are questions I have been wondering and I think there maybe too many Medicade stations on each map even if the charges are RNG.

My solution?

Bring back the old medkit, a 1 person full heal (effectively 1 charge of a medicade)

Or maybe make this a mission modifier with different packs, different benefits. You could have the medkit instead of healing give damage boost with red mist or defense boost with blue mist. I know crazy!

(I’ve posted about the energy cell before see topic below)

The Medicade Station and its Power Pack

What does the community think? Is there too much healing in each level?

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I think on lower difficulty, there is quite a bit of healing. a lot of the people are not struggling. and there tends to be an excess of heals.

on dif 4 and 5, the stations only have 2 charges. i do notice if your team is very hurt, the stations tend to need a battery and give 4 heal charges, which is nice. dif 4 and 5 is still pretty challenging. I have been doing better since going full mind blast build on psyker to maximize elite damage and minimize damage from ranged while killing them (lower exposure time to kill far off units by channeling casts in cover), but I am still failing the majority of 4 and 5 diff missions. i don’t think there needs to be an adjustment to the heals there. I think on difficulty 5, the stations can even spawn with only 1 heal.

maybe medkits should heal some wounds??? would be very interesting in games with grimoires since the result would be the complete opposite almost. a lot of times, the medkits are seen as less valuable because if you are taking health damage at all, you’re fairly likely to fail given your situation. I personally tend to be the guy who is like we really need the medkits instead of ammo box and make sure we got the medkit out for our low health players or precast it near players when we get a horde or something.

would be pretty interesting to see buff kits instead of health kits, especially on higher difficulty. i’d really like to see those. would even be interesting to see traps or something as an offensive utility item. like what if you could put something down that could stop some elites in their tracks for even a couple seconds, or at least slow them down, could make a pretty big difference and be exciting.

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I kinda miss the old healing mechanics from VT2, they were a lot more “on the go” and provided people with more immediate healing without having to herd the rest of the team onto it, also provided more possibilities for clutch plays which are always fun.

Its just kinda kills the flow of the game when you are in those situations where you are just standing around waiting for the medkit to do its thing.

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For context, I play on diff 4 and 5 (with friends). I should have started off by mentioning that I do think there is too much healing on even 4 and 5.

Yes, by limiting the medkit’s with more options such as a trap or buffkit, it would increase the value of finally finding that medkit.

Yes it’s like herding sheep sometimes and I do like that you have to find a nice “spot” to drop the pack. Like why does it have to be on the ground, cant you open it up and walk around with an AoE heal? Or staple it to an Ogryns back before he charges in?

well who says it would limit the medkits?? maybe we would just see more kits available. maybe there would even be an excess of kits at some times and you decide which one would be best to carry based on your party/mission status

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You’re right, we do have plenty of empty loot crates on the map. This goes into another topic that if a crate is empty , the box should just be open from the start.

Just seeing players drop a medkit on the floor, when the team is at full just to pick something else up is soo wild to me. This translates to “its ok because there is medicade coming soon.”

I like the current medkits function. They’re decent for setting up a beachhead when attacking a heavily fortified enemy position. There’s enough healing that I often feel players are being too cautious with the medkits we have. Although I think it’s probably better to be more careful with the medicae station charges.

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They feel unnecessary. If you had taken all medkits out before launch, people wouldn’t have realised something was missing. The most use they get in any of my games is allowing you to burst assassination bosses down quicker. Usually 1-3 get thrown down during the run to the drop ship because no one needed them.

Medicae servitors should be less common but always have full charges, although that may make corruption too much of a problem.

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Brainblast is absolutely the weakest part of the psyker’s kit at difficulty 4 and 5 and you should not be focusing on it as your primary goal. If you are just be a vet instead.

Use purgatus or voidstrike and learn your dodge and slide timings.

Otherwise i basically agree medicae are fine, its good to have them and they come in handy for high difficulty runs. The correct time to use them is whenever 2 plays have taken significant health damage without taking significant corruption. Thats more than enough value.

Blockquote Brainblast is absolutely the weakest part of the psyker’s kit at difficulty 4 and 5 and you should not be focusing on it as your primary goal. If you are just be a vet instead.

you have absolutely no idea that if you have the 6th rank perk for mind blast cast time/less peril generated buff on ult cast, combined with lower ult CD perk and potentially another perk or 2 for peril costs, that it can be practically the most powerful part of the entire psyker kit.

I can practically keep my MB buff ult at all times, just requires you having a target to mind blast available at all times, and starting your ult CD with 0 peril. precasting and using ult mid-cast to purge peril and remove the cast time of your first mb from your buff uptime (the first MB hits right after you disperse your ult, giving instant ult charge back of full mind blast for 10% of a mindblast cast time)

with the ult mb bast buff up, you can triple mindblast the highest level orgryn melee in full plate/carapace in like 2 seconds and they are already dead or close to it. with my current build i can get off 4 or 5 mindblasts before needing to quell. Also, my last cast of mind blast before quell is done with 85-95% peril most the time, and requires a quell to be done as soon as i cast, or i will explode. if i quell, i don’t explode, if I switch to a melee and hope it quells on it’s own, i’ll start to explode after 1.5 seconds or so almost every time.

Yea I guess this dives into people not pre-meditating the use vs the old ways of healing after you go down/injured.

True, and that’s the point. There’s usually enough healing to overcome mistakes. Which makes players unsure of when to use them.

Thats what I mean, I guess it’s a feather in the cap.

True.

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On some maps i really feel like the medstations are way too close to each other and this simply makes medkits far less valuable for any sort of attrition use purposes.
Also if you ever go down then medkit does absolutely nothing for you, which feels really backwards when you compare it to vermintide 2.
I honestly feel like medkits should have some sort of function to clear wounds/corruption. Even if it did it only for 1-2 people.

If medkits did bit more i feel like you could make stations have less healing in general, like make it more common to spawn with 1 or 2.

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There is more healing because the temp HP was removed and the damage spikes from ranged enemies can be brutal, especially for new or clueless players.

Maybe with some time there are going to be new modificators, such no pick ups or disabled med stations.

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I agree, but the damage spikes on higher difficulties become so brutal that they down you before you can drop a medkit. Not to mention the clunky aspect of actually trying to drop a medkit, where you have to look at the ground or press and hold left click.

Once your wound is consumed by corruption the medkit becomes trivial like @hgjw mentioned and you may as well wait for a medicade.

I hope so.

Agreed. When you can get through a Heresy run with 2 medkits remaining that were picked up way back at the start, there’s probably too much access to medicae heals.

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Depends on the group you get when your playing random public games.

If they did remove the medicea terminals at least he would finally be free of his endless torment.

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Even building into it like that for maximum quick BBing, you’re still putting out truly atrocious DPS. As you said, you’re still failing most 4 and 5 missions. At least on 4, you ought to be winning most missions if you’re decent at the game.

I fully understand that this build makes BB more useful than without that build, and if you enjoy BB, sure, go for it. But you are gimping your contribution to the team significantly. Psyker is in a bad/strange spot and needs buffs and changes overall, but trust me, relying almost exclusively on BB is not how you make Psyker viable with the current balance.

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you probably know that I am not only using mind blast. you seem like you don’t play psyker much. you probably don’t realize how powerful mind blast is when it can auto lock targets who peek any cover, and cast it while you are still in cover not looking at them, and you can use the 6th ult perk to put out mind blast twice as fast.

I’m actually pretty close to positive that ult buffed BB might be the highest DPS thing to do in-game right now

I mean he is battery powered, why not just rip him out the wall and strap him to the ogryns back. the true #5 to the squad.

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God, I want to mercy kill him with a bullet in his head. “No purpose… no purpose…” is absolutely gutting.

Must say though, the voice acting on that one is stellar.

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