You're screwed up, Tripwire. IF you were playing your own game, then you would know, that acidic rounds accounted a significant part of the battle medic's damage. By weakening acidic rounds, you weakened HRG Incision, Corrupter Carbine, HRG Vampire, even Mine Reconstructor, previously having a great DOT damage, which made playing with this least popular weapons rewarding and fun.
"Why take the right skills tree when there is a left one? Heal me while I tank with my face!" - an outraged CD player with third-party crosshair overlay will say, at the same time creating another topic about how HoE difficulty is to easy for him.
The entire left branch of skills is based on frequent cheap syringes that stacks buffs (with 101, 201, 301, Hemogoblin), or as an ultimatum crutch - blue gas that stacks buffs faster with less healing. For this simple reason, weapons with one slow but strong syringe are less profitable in left skills tree.
But very profitable in the right tree. A battle medic does not protect those who are already healthy by stacking buffs on them. He protects by PREVENTING the probability of getting damage by killing those he can kill, and heals only when it is really needed (the one big and thick heal burst - from Vampire's blood ball, from mine of Reconstructor, from Rocket of HRG Missle, from 50% syringe of Incision). Those he can't kill solo - he controls (bleeding debuffs, toxic panic, even tanking angry giants with the bat), allowing teammates to deal with them more easily while still preventing taking damage (which means no one need to be healed, except maybe you). Many of my games in HoE ended too soon in a way that a buffs-med came into an incomplete team of 2-3 people, and we lost due to a simple lack of ammunition, because that ballast not killing anyone, running like tail for those who did not need to be healed in the first place, expecting to them clear the map.
-Incision. I can live with less damage, it is still viable, but you made 2 buttons for what previously required just one. Also, in order to control the giants with toxic panic, now I have to sacrifice 50% of the syringe, risking with chance to not have it for badly damaged teammates. Why do I need these difficulties when it's easier to take Hemogoblin+buffs and not worry about it? Simple nerf for the battle meds.
-The Carbine was initially good in the left branch, due to the duration of the gas, but now none of his attacks deal DOT at all. WTF??? Exclusive nerf for battle meds.
-Mine reconstructor when accumulated, it gave an awesome big burst of heal for multiple targets + direct damage + DOT + toxic panic. It was a good analogue of HRG Healthrower for the right skills tree, often saving when the team was cornered. But the short distance, the physical projectiles that you should actually hit (especially those who are far away), or manually activate when needed, the damn slow weapon swap speed made it bad in emergency healing, especially for long-range targets (no syringe like on healthrower, as if it needed it, lmao). This gun from the category "big risk = big reward". Without DOT, the accumulation of a large mine does not make purpose (the amount of DOT was equal to the volume of the mine) except stacking on the floor which in practice turned out to be ineffective, unfortunately (big puddle bursts even if a teammate has 99/100 hp, and one wounded person can burst all your mines placed by you within last two minutes in a couple of seconds just running from/to something, but I love the idea of this gun actually). And why to spam small mines when there is an HRG Healthrower that goes through enemies and friends? Welcome to the dumpster. Nerf for battle meds.
-HRG Vampire. The ugliest duckling in the family got the most. In terms of healing with the ball, this was a mine reconstructor, only worse, even in better times. A mine reconstructor doesn't need medium-thick enemies nearby to be able to heal anyone. Also no healing button and slow weapon swap speed, made it extremely demanding to the feeling of the game flow. Vampire was initially worst in healing teammates, but now he is bad even in preventing damage. Alt-fire has lost DOT, which was one of the few giant killers in med's arsenal. They will say "git good, shoot to the head", but the this type of weapon is intended for maps / matches where carefree shots to the heads are impossible, where the enemy breaks through the fronts from every sides. Good luck sucking blood for at least a whole day, but the damage of both attacks is not enough for Tier 4 weapons IMO, or need more ammo pool (I still can deal with SC but FP just waste of time and ammo now). Just remove it from the game already, and no one will notice his disappearance.
If before "nerf of battle medics update" these weapons were practically unused by the overwhelming majority of players, now they are completely being scrapped, even by those enthusiasts who have mastered them for hard but effective use.
(Also there should have been another another paragraph about HRG Medic Missile, but this gun was broken from the very beginning and did not give any DOT from a direct hit of the projectile, only from gas, and I was too lazy to write a bug report)
You have castrated a unique style of play to please those whiners who do not play combat medics, and even more - they actively hate those who play battle medics, beforehand kicking from the server, even when there are no signs that they are not doing their job. (Yes, I am a battle med who copes with both healing allies and killing enemies, it is more difficult to do than being just a buff-bot, but it is more fun and in some situations even more helpful to the competent team.) Just leave one skill tree for every perk with boring passive bonuses to headshots, if the entire current balance of the game is built around this.
Sorry for my poor English, wrote this with the help of a translator. But I've been playing this game since Early access 2015, and I've never been so disappointed with the changes before, and I've never spammed "where is KF3" on the steam forum (I don't expect a reward from this). I would just like all the opinions and experiences of different players to be heard. At least for future games, if this was your final balance update.
"Why take the right skills tree when there is a left one? Heal me while I tank with my face!" - an outraged CD player with third-party crosshair overlay will say, at the same time creating another topic about how HoE difficulty is to easy for him.
The entire left branch of skills is based on frequent cheap syringes that stacks buffs (with 101, 201, 301, Hemogoblin), or as an ultimatum crutch - blue gas that stacks buffs faster with less healing. For this simple reason, weapons with one slow but strong syringe are less profitable in left skills tree.
But very profitable in the right tree. A battle medic does not protect those who are already healthy by stacking buffs on them. He protects by PREVENTING the probability of getting damage by killing those he can kill, and heals only when it is really needed (the one big and thick heal burst - from Vampire's blood ball, from mine of Reconstructor, from Rocket of HRG Missle, from 50% syringe of Incision). Those he can't kill solo - he controls (bleeding debuffs, toxic panic, even tanking angry giants with the bat), allowing teammates to deal with them more easily while still preventing taking damage (which means no one need to be healed, except maybe you). Many of my games in HoE ended too soon in a way that a buffs-med came into an incomplete team of 2-3 people, and we lost due to a simple lack of ammunition, because that ballast not killing anyone, running like tail for those who did not need to be healed in the first place, expecting to them clear the map.
-Incision. I can live with less damage, it is still viable, but you made 2 buttons for what previously required just one. Also, in order to control the giants with toxic panic, now I have to sacrifice 50% of the syringe, risking with chance to not have it for badly damaged teammates. Why do I need these difficulties when it's easier to take Hemogoblin+buffs and not worry about it? Simple nerf for the battle meds.
-The Carbine was initially good in the left branch, due to the duration of the gas, but now none of his attacks deal DOT at all. WTF??? Exclusive nerf for battle meds.
-Mine reconstructor when accumulated, it gave an awesome big burst of heal for multiple targets + direct damage + DOT + toxic panic. It was a good analogue of HRG Healthrower for the right skills tree, often saving when the team was cornered. But the short distance, the physical projectiles that you should actually hit (especially those who are far away), or manually activate when needed, the damn slow weapon swap speed made it bad in emergency healing, especially for long-range targets (no syringe like on healthrower, as if it needed it, lmao). This gun from the category "big risk = big reward". Without DOT, the accumulation of a large mine does not make purpose (the amount of DOT was equal to the volume of the mine) except stacking on the floor which in practice turned out to be ineffective, unfortunately (big puddle bursts even if a teammate has 99/100 hp, and one wounded person can burst all your mines placed by you within last two minutes in a couple of seconds just running from/to something, but I love the idea of this gun actually). And why to spam small mines when there is an HRG Healthrower that goes through enemies and friends? Welcome to the dumpster. Nerf for battle meds.
-HRG Vampire. The ugliest duckling in the family got the most. In terms of healing with the ball, this was a mine reconstructor, only worse, even in better times. A mine reconstructor doesn't need medium-thick enemies nearby to be able to heal anyone. Also no healing button and slow weapon swap speed, made it extremely demanding to the feeling of the game flow. Vampire was initially worst in healing teammates, but now he is bad even in preventing damage. Alt-fire has lost DOT, which was one of the few giant killers in med's arsenal. They will say "git good, shoot to the head", but the this type of weapon is intended for maps / matches where carefree shots to the heads are impossible, where the enemy breaks through the fronts from every sides. Good luck sucking blood for at least a whole day, but the damage of both attacks is not enough for Tier 4 weapons IMO, or need more ammo pool (I still can deal with SC but FP just waste of time and ammo now). Just remove it from the game already, and no one will notice his disappearance.
If before "nerf of battle medics update" these weapons were practically unused by the overwhelming majority of players, now they are completely being scrapped, even by those enthusiasts who have mastered them for hard but effective use.
(Also there should have been another another paragraph about HRG Medic Missile, but this gun was broken from the very beginning and did not give any DOT from a direct hit of the projectile, only from gas, and I was too lazy to write a bug report)
You have castrated a unique style of play to please those whiners who do not play combat medics, and even more - they actively hate those who play battle medics, beforehand kicking from the server, even when there are no signs that they are not doing their job. (Yes, I am a battle med who copes with both healing allies and killing enemies, it is more difficult to do than being just a buff-bot, but it is more fun and in some situations even more helpful to the competent team.) Just leave one skill tree for every perk with boring passive bonuses to headshots, if the entire current balance of the game is built around this.
Sorry for my poor English, wrote this with the help of a translator. But I've been playing this game since Early access 2015, and I've never been so disappointed with the changes before, and I've never spammed "where is KF3" on the steam forum (I don't expect a reward from this). I would just like all the opinions and experiences of different players to be heard. At least for future games, if this was your final balance update.