[Vote] (5-02) Medic I/II Adjustments

Approval Vote for Proposal #2


  • Total voters
    88
  • Poll closed .
Status
Not open for further replies.

Recursive

Already Looping
Moderator
Supporter
Joined
Dec 19, 2017
Messages
6,292
Location
3008
VP Congress: Session 5, Proposal 2
Discussion Thread: (5-02) Add Counterplay To Medic I / II
Proposer: @ma_kuh
Sponsor(s): @Legen

Proposal Details
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).


VP Congress: Session 5, Proposal 2a
Discussion Thread: (5-02a) Nerf To Medic I / II
Proposer: @Anarcomu
Sponsor(s): @azum4roll

Proposal Details
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:
Status
Not open for further replies.
Back
Top Bottom