Daffodil-ComangliaWhy should the crossbow by itself have a higher heal rate at close range than the medigun in combat conditions?
Because the medigun auto aims and the crossbow doesn't. Also you sacrifice heals/minute if you miss, situational awareness while arrowing people, scout speed if you had a beam on a scout, and potentially your uber (or uber targets) if you switch away from your medigun.
"Because the medigun auto aims and the crossbow doesn't"
Are you implying it takes skill to shoot a teammate that WANTS to be hit? Shooting a demo who just took 230 and decided to simply Hold S doesn't take skill which is precisely why people complain about this. Think about it WHY should a player get rewarded for going down to sub 50HP and start moving in a 100% predictable way while still in a fight?
"Also you sacrifice heals/minute if you miss"
If you switch to medigun between shots you can maintain 33% more HP/s healed while missing 50% of minimum heal arrows, and again your target is almost always someone who wants to be hit.
"awareness while arrowing people"
Largely situational but it is a fair point, don't particularly see how this really calls for the crossbow to do 75 heals minimum though.
"scout speed if you had a beam on a scout"
This can be a fairly substantial trade off but only in specific situations where you're literally 1/5th of second from getting juggled, otherwise it would be dumb of a medic to not arrow a scout as a scout is best equipped to deal with the classes that could do that.
"potentially your uber (or uber targets)"
This is a great point but then again if you have uber and can make teammates invulnerable it doesn't matter what kind of heals the crossbow does per second cause you're dealing with invulnerable players.
Daffodil-I actually just don't get this idea that people have that its not ok for the crossbow to burst heal. Medic without the capacity to burst heal would be much weaker, and I would prefer if it was balanced so that you just didn't get uber from crossbow healing, because that would add more interesting trade offs to using it.
The burst heal of the mechanic of the crossbow is to good at close range long range it's also a bit to good but is less of an issue. As for the loss of ubercharge gain, it won't fix the root issue of the crossbow which existed before that mechanic was added to the crossbow in the first place.
Daffodil-The arguments about the crossbow slowing down the game are just plain wrong-
Not sure if you're responding to me still here but I don't recall having said the crossbow slows down the game recently at least. In terms of round by round play yeah it might be slower but between fights I'm pretty sure is alot faster. I agree with what you said here "for every push that can't happen off of damage there is a push that happens because a team was able to be healed up fast enough to go push."
marmadukeGRYLLSComangliaAlso my comparison to Malicious Activity wasn't meant to be as a comparison of game balance but to be a comparison to something Invite players/teams wouldn't notice as much because they can overcome it alot easier than other players/teams. Another similar comparison would be the blindness certain wealthy people have to how unfair certain aspects of the American Legal system is to poor people
what? you always always balance a competitive game around the highest level of play.
crossbow is the only thing keeping roamer afloat. if anything, remove the damage from it (or m1 shoots heal bolt, m2 shoots damage) because whiffing a heal arrow to have it do 70 damage instead is pretty stupid.
switching to a % based heal mechanic would probly be good. maybe like 37% minimum up to 75% at max. this keeps the 75-150 heal range for soldiers, but doesnt allow scouts to get healed for 60% of their hp from point blank range, and also makes arrows better spent on soldiers (much like health packs) because they get more value from them.
"what? you always always balance a competitive game around the highest level of play. "
Uh no. You balance weapons across the board in favor of the highest level of play not SOLELY on the highest level of play.
You probably didn't realize this but you actually proved my point on Invite players and more generally players who've played pretty much only 6s recently being blind to what it's like to play at lower skill levels or not in 6s at all.
"switching to a % based heal mechanic would probly be good. maybe like 37% minimum up to 75% at max."
I'd bet the majority of players who read this considered only the main 6s classes and forgot about this.
https://wiki.teamfortress.com/w/images/2/25/Av_robinwalker_heavy_uber.jpg
"37% minimum up to 75% at max."
So Heavy would now get ~125HP to ~225HP per arrow. So with a heavy a medic could maintain a HP/s of 87 with switching to medigun and assuming the arrow heals 125. 87HP/s is 21% more heals than max crit heals, sounds awesome right?
There are dozens of things in the game that could/should be buffed or nerfed that would be nearly or entirely inconsequential to invite or affect basically only Invite.
A crossbow that does 50 to 100 heals while players are in combat would be way more inline with a balanced game and make missing an arrow consequential rather than having to miss 2 arrows in a row. They should add a crit heal mechanic to the arrow that allows it to do it's current healing but after players have been out of combat for ~5s, and since arrows have travel time a roamer that's in the max heal range would probably still get more than 100HP per arrow anyway.
There you go -33% heals +add crit heals that occur 2x faster than stock but cap the HP gain at 75 to 150 depending on range. Medics still have a crossbow that's still better than medigun provided it hits but isn't insane. Medics still have viable burst heals. Medics still have an option to heal at range. Medics can still quickly bring up a full team to max health outside of combat. Finally Medics would still have a crossbow that could give a soldier who just bombed the enemy combo +100 giving them the opportunity to get that last rocket in, yeah it decreases the margin of error for the soldier should that happen but that's what SKILL is about.