Metabolism

Post » Sun May 01, 2011 9:44 pm

I noticed that there is a glitch of some sort for metabolism. Even though the ability says nothing about a cooldown, and after you use it it shows no animation of a cooldown, It won't let me use it unless I wait about 10 seconds in between uses. This annoys me because I use metabolism A LOT. I was wondering if anyone knew anything about this.

Also, the other thing is more of an improvement I think they should give Metabolism. Did you notice that when you have any pips of extra health, whether It's 1 or 5, no matter what it comes from, It doesn't regenerate along with your health once it drops below the pip? I think that if you have the metabolism buff, that you should also regenerate all of the pips you have along with your health. (as an addition to what metabolism normally does).
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casey macmillan
 
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Post » Mon May 02, 2011 3:08 am

Health is meant to only regenerate to the current pip. It make Medics more valuable.

I'll agree that it makes Metabolism less useful though - I just removed it from my build on my last respec, because it wasn't getting enough use - only really hit high-priority targets with it, not much else.
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dav
 
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Post » Sun May 01, 2011 7:29 pm

only really hit high-priority targets with it, not much else.

See that's what I used it for at first, but just recently last night something clicked and changed part of my medic play style. Now I don't give health buff to anyone or myself unless they are at 50% or lower health. And I give Metabolism to everyone except bots. Basically, I use metabolism as my standard buff, it seems to keep people alive better than 2 pips of extra health that are technically temporary. Just thought I would mention my "breakthrough" in my medic play style. :]
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Love iz not
 
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Post » Sun May 01, 2011 2:55 pm

Health buff restores all pips. Metabolism restoring them is a good idea.
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SEXY QUEEN
 
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Post » Sun May 01, 2011 9:16 pm

Metabolism restoring all health pips would be too much, imo. it would negate normal health boosts after the inital buff on someone each life, or overcomplicate things when you're trying to work out who to buff health on and who to buff metabolism on. I find the health buff is more useful to me, as a Light, than Metabolism, but for Heavies, I can see Metabolism being pretty good - Lights just don't have the health for fast regen to be that valuable - when we start taking the hits, we go down too fast for regen speed to be quite as important, Heavies have a bit more of a buffer before dropping, and less risk of being one-shot even with that base level full.

A good idea you gave me though, which would make Metabolism slightly better, while not undermining the usefulness of the regular buff...

Metabolism does what it does now for regen speed. It also gives +1 health, and immediately starts health regeneration on the target. Yes, only 1 point of health. But that's enough to tip you above your base health bar, or the current pip, if you've got another pip for the health to build into, and beginning the regen instantly means it's also going to effectively buff your target's health by 1 pip when you use it.
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amhain
 
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Post » Sun May 01, 2011 9:20 pm

Metabolism restoring all health pips would be too much, imo. it would negate normal health boosts after the inital buff on someone each life, or overcomplicate things when you're trying to work out who to buff health on and who to buff metabolism on. I find the health buff is more useful to me, as a Light, than Metabolism, but for Heavies, I can see Metabolism being pretty good - Lights just don't have the health for fast regen to be that valuable - when we start taking the hits, we go down too fast for regen speed to be quite as important, Heavies have a bit more of a buffer before dropping, and less risk of being one-shot even with that base level full.

A good idea you gave me though, which would make Metabolism slightly better, while not undermining the usefulness of the regular buff...

Metabolism does what it does now for regen speed. It also gives +1 health, and immediately starts health regeneration on the target. Yes, only 1 point of health. But that's enough to tip you above your base health bar, or the current pip, if you've got another pip for the health to build into, and beginning the regen instantly means it's also going to effectively buff your target's health by 1 pip when you use it.

What you said makes a lot of sense, but i dont think giving it the ability that i said would make the original health buff useless, just because of the fact that no matter what, the original buff is INSTANT full health with pips, and not health over time. And besides, I wouldn't mind having metabolism slightly better than the original health buff, because everyone has the original health buff without putting any poiints into medic, while you actually have to put points into medic to get metabolism, therefore, it would be okay for it to have a slightly better purpose than the original health buff, imo anyway.

And by the way, just as a side note, I worry about keeping players alive more than reviving them when they are down. (but obviously still do both)
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Vickey Martinez
 
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Post » Sun May 01, 2011 10:55 pm

What you said makes a lot of sense, but i dont think giving it the ability that i said would make the original health buff useless, just because of the fact that no matter what, the original buff is INSTANT full health with pips, and not health over time. And besides, I wouldn't mind having metabolism slightly better than the original health buff, because everyone has the original health buff without putting any poiints into medic, while you actually have to put points into medic to get metabolism, therefore, it would be okay for it to have a slightly better purpose than the original health buff, imo anyway.

And by the way, just as a side note, I worry about keeping players alive more than reviving them when they are down. (but obviously still do both)

Yeah... Like I said, Light characters (imo as a fairly experienced one) benefit FAR more from extra health than from better regen.

Your suggestion would probably make Heavies OP, because they'd be able to hide and regen quickly to a RIDICULOUS amount of health - as it stands, if they take a bit of a beating, they can recover faster with Metabolism, and step out mostly-healed, but you can chip away at them to a point before being forced to rush them in cover when you're weakened too. if you know every time they hide, they're going to come out completely untouched, you're going to be forced to rush them and hope for the best. Even Medium vs. Light will be able to do this at range. it would slow down gameplay MASSIVELY, and shift the advantage in favour of larger bodies with more health.

Heavies already get more of an advantage from metabolism than Lights and Mediums are in between - which is fine, and in a sense, Lights gain more from Health Buffs, which balances it - this would unbalance it in favour of Heavies.

Again, this is just my perspective, but I think there's a reason SD did what they did, and I think my suggested fix would be more balanced.
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c.o.s.m.o
 
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Post » Mon May 02, 2011 1:31 am

Yeah... Like I said, Light characters (imo as a fairly experienced one) benefit FAR more from extra health than from better regen.

Your suggestion would probably make Heavies OP, because they'd be able to hide and regen quickly to a RIDICULOUS amount of health - as it stands, if they take a bit of a beating, they can recover faster with Metabolism, and step out mostly-healed, but you can chip away at them to a point before being forced to rush them in cover when you're weakened too. if you know every time they hide, they're going to come out completely untouched, you're going to be forced to rush them and hope for the best. Even Medium vs. Light will be able to do this at range. it would slow down gameplay MASSIVELY, and shift the advantage in favour of larger bodies with more health.

Heavies already get more of an advantage from metabolism than Lights and Mediums are in between - which is fine, and in a sense, Lights gain more from Health Buffs, which balances it - this would unbalance it in favour of Heavies.

Again, this is just my perspective, but I think there's a reason SD did what they did, and I think my suggested fix would be more balanced.

Well played sir, i agree with you. But what about the glitch? I would really like to get more feedback on that than the idea I had...
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evelina c
 
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Post » Sun May 01, 2011 8:17 pm

As for the glitch... Really not sure... I can say that most abilities have a cooldown, and that I haven't been able to select Metabolism immediately after use either, so I can confirm it's the same on the PS3 version. It MAY have been a late implementation for balance reasons, that missed a mention in the description (although if it was I think it was a mistake)...
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Kayla Bee
 
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Post » Sun May 01, 2011 11:20 pm

As for the glitch... Really not sure... I can say that most abilities have a cooldown, and that I haven't been able to select Metabolism immediately after use either, so I can confirm it's the same on the PS3 version. It MAY have been a late implementation for balance reasons, that missed a mention in the description (although if it was I think it was a mistake)...

I would also like to add that I am able to select the ability immediately after use, but the "Hold X" doesn't appear on the target, as if they are already buffed, even thought they are not. So most of the time im guessing at whenever the "cooldown/glitch" is done because there is no real show of a cooldown. And i also have to guess at whether I have the glitched cooldown thing, or if the target has the buff already.

Im simply suggesting that SD looks into this and either gives us an answer, or fixes the problem.

And I created the post to get feedback from others who may or may not have experienced glitch. But to tell you the truth, I'm starting to think that a lot of medics don't actually use the ability often, if not at all.
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Natalie J Webster
 
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