[Vote] (5-02) Medic I/II Adjustments

Approval Vote for Proposal #2


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ma_kuh

King
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Sep 13, 2022
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Proposal 5-02
Author: Ma_kuh
Medic I: This Unit and all Units in adjacent tiles Heal +5HP per turn.
Medic II: This Unit and all Units in adjacent tiles Heal +5HP per turn. This Unit Heals +5HP when Outside of Friendly Territory.

Reasoning:
Remove the up-front benefit of Medic I from the unit that takes the promotion, allowing it to more easily be picked off or forced away from the front line. It is a support unit, it's okay if it has no effect without allies nearby. As a side-benefit, it will help differentiate Survivalism self-healing and Medic healing on Scouts (although that's not a major area of concern for this proposal).


Counterproposal 5-02a
Discussion Thread: https://forums.civfanatics.com/threads/5-cp-nerf-to-medic-i-ii.684693/
Author: Anarcomu
Proposal :
  • Medic I - This Unit and all Units in adjacent tiles Heal +5HP per turn. -15%:c5strength: strength when attacking.
  • Medic II - This Unit and all Units in adjacent tiles Heal +5HP per turn. This Unit Heals +5HP when Outside of Friendly Territory. -15%:c5strength: strength when attacking.
Rationale :
Medic have apparently been due for a nerf ; this put the medic line further into the support role, whilst not taking back its defense capability, in contrast to what it was before.
 
Last edited by a moderator:
That's just reverting to vanilla Medic. I'm sure there was a reason to change it earlier.
 
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