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?