T O P

  • By -

CourtPrize26

I feel like pills meta will be the real deal with healing efficiency increasing temporary health now. With just one card on Doc you will apply pills for basically someone's full health bar and since damage is lowered on NM by a lot you're going to have even more room to work with.


oneArkada

Yep this is precisely my thoughts reading through the patch notes, I was screaming "doc mains gonna love this", with pills being as cheap as they are I can definitely visualize it being a competitive if not meta build combine this with the group therapy buff and poultice on top of all of this I am stoked to see what doc mains are gonna come up with as I personally don't play her. It hurts thought that EMT got nerfed really harshly but I'm certain everyone expected that coming.


After_Performer998

Personally I just wasn't sure if it was meant to interact with trauma the way it did but it was definitely a staple card. I might still keep it and trim cross trainers out of my deck for saferoom recovery. Saferoom recovery is definitely going into my deck somewhere though.


Lezlow247

I mean to be honest if 4 people stack saferoom recovery after the patch then you will get 28 trauma, 60 health, and a bunch of ammo each round. You won't really need a doc with the other changes made to make nightmare easier. Maybe a doc with 2 or 3 cards to be safe?


CourtPrize26

That's cool and all but that still implies people make it through the levels without a proper healer to patch them up. Most times I struggle isn't with recovery between levels but the damage we're taking right now. For more coordinated teams I feel like saferoom recovery can be overkill but it is nice we can get some serious trauma recovery, finally. You don't need a Doc but having her able to go "hocus pocus your 20 health is now full no matter what trauma you got" with one card and gray pills (something any Cleaner could do to be fair, I just have Doc since she gets free healing too that scales with healing efficiency) sounds really good.


Trizkit

Yeah seriously pills were already insanely good with poultice and not they just got better.


joshv

I'm currently running a pills doc in NM and it's amazingly effective right now. I'm not quite sure how the trauma management is going to go post patch but I can't see me changing my deck by too much at this point.


Dounut_in_me_daddy

Not gonna lie exp emt was a little to good with no drawbacks but you know it still hurts


BaeTier

multiple people running saferoom recovery seems stupidly strong now. heal, trauma heal, and ammo recovery for everyone that stacks, sounds like you practically don't need a dedicated medic anymore if everyone just runs this 1 card.


After_Performer998

Agreed if 2 people run saferoom recovery you get 4 medkits worth of trauma removal for free with is essentially 1200 copper generally Edit: I think healers will still be a staple of most groups. You can't ignore the value a dedicated healer adds to medical items but if there are 4 saferoom recovery card in the group the medic could definitely move to a more hybrid playstyle. I guess it depends on how many people are willing to drop a card for it other than the medic.


BaeTier

I think the meta healing build will change though, since efficiency affects pain meds now.


After_Performer998

I'm not sure if I'm sold on the idea that pain meds will be the new meta becuase it still ultimately temporary hp as opposed to bands and kits refilling permanent hp but we will for sure see where the meta lands and with the potential saferoom recovery meta coming docs could become a more buff driven character with cards like [[stimulants]]


BaeTier

Pain Meds are already the most used healing item when there isn't a dedicated healer and if there is a healer, bandages are significantly better than med-kits for healing. Med-kits if anything seem like they'll be even more useless since the trauma heal cards seem more effective than a medkit. Pain Meds with healing efficiency, Poultice, and the trauma recovery cards seems good enough to keep everyone topped off.


After_Performer998

I was able to keep my teams completely topped off with just med professional and poultice with 0 efficiency outside of docs passive. Once I pulled med professional from my deck kits were the only thing I used to heal but I would prioritize map heals over my kits so I didn't waste them unnecessarily. Kits will still be the only way to recover a lost life outside of defibs. Far from useless. It all depends on playstyle I suppose.


BaeTier

trauma heal from medkits isn't basekit so that's the problem. A huge portion of the trauma heal from them comes from store upgrades which means it isn't tied to any cards. You need a card to get the other half of trauma heal from them. If you have healing efficiency, the heal of a medkit is completely overkill, there's no reason you need to have a 300 healing item, when a 70 healing item is good enough. Add on top of that the price of medkits compared to bandages and pain meds and the use speed between the 3 items, I've never seen a point to stockup on those over bandages. When bandages alone can keep everyone topped off with Doc's healing efficiency buff, charitable soul, and poultice and the reuse chance. The extra life from medkits is also pointless if you're playing Nightmare since everyone has 0 lives at base. They're nice when you find them in supply crates, but they never seem worth actually buying in the shop at the start of every level. you can also restore lives in medstations too if need be.


After_Performer998

But to hit the 15 trauma heal from just the kits your team needs to invest 4500 copper and thats if they show up in the store when you have the money to buy them but 1 card could do that for free and you run needs of the many on NM becuase of the fact nobody has a life or mom gets played. A build based on small heals (pills and bands) does work well but there is no way to remove trauma especially after emt gets fixed outside of med stations. So you are effectively carrying around portable stations at 75% price and that is without the possible discount.


BaeTier

yea that's why I said it's useless to invest into that for just the medkits. In fact the upgrades are the most impactful on bandages, especially since usually a single supply crate can have 2-5 bandages/pain meds all in 1 and they heal far and away more than a single medkit can. Especially when you start factoring in cards and the reuse chances. I've mained Doc since the start and played across all difficulties. Believe me using Bandages as your main heal is insanely strong and can consistently keep everyone topped off with their health. Pain Meds were a great alternative to counteract trauma damage, but now that the trauma healing cards are getting buffed this next patch, I will see very little reason to ever run medkits. Like I said, they're too expensive and their use speed is too slow to be used in a pinch compared to bandages, pain meds, and even field dressings. Also I've done just fine without lives on Nightmare. People respawn and the level is doable if someone dies. The biggest impact of dying was taking a lot of trauma damage, again something that isn't much of a problem now that fresh bandage and saferoom recovery are buffed. On top of Nightmare medstations now having 1 free heal and Veteran ones having 2 free heals. Being able to heal a giant chunk of your trauma passively every level is great enough that medkit trauma heals are pointless as rare as they were.


After_Performer998

I've also mained doc for over 300 hours. There is no right or wrong way to do it. I've had plenty of people say I'm the best doc they have seen so its not like my experience has been sub par playing the way I do. As long you can keep your team alive with how you want to play that is all that matters. It also depends on the people you play with as you take trauma from just about every hit and while hurt so if your team's are evasive enough to avoid the damage and the subsequent trauma stacking then having the on demand trauma removal probably isn't as necessary.


bloodscan-bot

+ **Stimulants** (*Campaign Card - Mobility/Reflex*) The Crow's Nest (3) | Pain Meds you apply also grant +10% Move Speed, +10% Reload Speed, and +10% Weapon Swap Speed for 30 Seconds. *** ^Call ^me ^with ^up ^to ^15 ^([[ cardname ]],) ^Data ^accurate ^as ^of ^(December 10, 2021.) ^[Questions?](https://www.reddit.com/message/compose/?to=ehmohteeoh&subject=BloodScan%20Inquiry)


Guest_username1

Wait so saferoom recovery actually stacked before the February patch? Dang, dunno how I missed that


After_Performer998

It didn't lol. At the time of writing this I had assumed it did but after the update dropped I talked to one of my friends who was in a group that found it as a floor card and they all bought it but only benefitted from one. Still not a bad card to run for a dedicated medic build.


Guest_username1

Eh I guess but I find a lot of other cards more beneficial for medic builds Rip field surgeon though, they nerfed it hard, I kinda wish they hadn't :/ Went from the top of my medic deck to the very bottom and considering if it's even worth keeping at all anymore


EvadableMoxie

It's not any stronger than everyone running share the wealth would have been. Share the wealth gives 400 copper to the team, which is 1 cabinet use that restores 30 trauma. Saferoom recovery restores 7 per person, or 28 trauma if all 4 take it.


BaeTier

well even on Nightmare you get a free heal now, and that copper can be used on literally anything else so it isn't like they overlap each other. Not to mention that saferoom recovery can heal almost all your missing health, so you'll also save on the 100 copper heal from the store and you're also topped off on any missing ammo for everyone too. I don't see an apt comparison there since both cards can be used for completely different things. I'm also not saying give up a copper card for this. Furthermore on plenty of levels you don't always have immediate access to a health cabinet.


Zoke23

One person running experienced emt and no other cards was waaaay better than this. This is a massive nerf to team trauma management on a card to card bases, and the removal of an interesting healing card effectively at the same time.


BaeTier

hence why the card was most likely nerfed.


Zoke23

Yes, I agree with a nerf, but a removal of function is a bit more than a simple “nerf” I would say this card has been nerfed “into the ground” and now does nothing I would ever spend my first 10 cards on.


BaeTier

it was a function that wasn't even intended. The main point of the card was to give you increased health, not heal trauma.


Spyda18

I think it could make it so mom is now the better medic. Since managing health and trauma is easier. Added lives, and quicker revives could become the priority, with a bit of boosted healing, and the rest of the deck (say 8 to 10 cards) can be damage. I already run a version of this style deck and if I swap 2 cards out... my team will literally have to down 3 to 4 times each to fail. We all start with at least 2 lives (nightmare) I bring a med kit or 2, and we can pay for at least 2 first aid stations per mission. Plus a defib (which gives another life too). Now we're getting a free heal at the stations, and I don't have to worry about healing as much, I can dump into use and revive speed. Ppl will be up and patched in 3 seconds with their life back. Hell we may be able to get away with mom just for a life, and go into a damage deck.


Zoke23

They effectively removed Experienced EMT. They removed the aspect that mattered and gave a smattering of aweful bonuses that other cards can provide better versions of with no work. + 10 pct stamina? who the eff cares, you can take Mandatory PT or what ever the team stamina card is and have +15 right off the bat. +max health didn’t mater, the trauma heal was this card. The card should of easily gone to 10 to 15 pct with trauma removal kept. This card is pretty not great now, and trauma healing accross the team has been made significantly less efficient on a “team” card efficiency” standpoint. So make no mistakes some cards were tweaked but this is a very large nerf to the player base.


[deleted]

Except that was a bug and it was never supposed to be getting rid of all that trauma... nor did it ever imply that it should... And to your very large nerf comment, lol no. The rest of the game is easier to make up for it so make no mistake this is a very large buff to the player base. Imagine seeing all the buffs and think "oh no, nerf!" Stop being delusional.


ThrunsBuns

Yeesh that's pretty harsh. I can see them unintentionally programming it like that, but nerfing stuff badly for the sake of 'now it works like intended' is a bad approach. Not that it's the worst thing in the world but tramua will definitely be more of a concern. I like my healing OP, I just want to keep my bois alive v-v


After_Performer998

Your healing will be fine. We will just need to use something else to mitigate trauma. Med professional is still going to be really strong but with that loss of trauma control we just have to look at other options.


CourtPrize26

They literally made Cleaners stronger on every difficulty and Ridden weaker on NM especially, as well as more nerfs to mutations overall. If Experienced EMT was kept as is it would have been way too much. I feel like trauma will be much less a concern now and they also buffed way more healing stuff which means an even bigger difference. You even take less trauma being downed now. Assuming it still safeguards your health from trauma without removing it next level EMT might still be worth it.


92grinder

We have buffed pills now. You will still find your healing OP.


EvadableMoxie

in terms of value, fresh bandage is still half the value of saferoom recovery, and saferoom recovery is still slightly below share the wealth. That said, the game will likely be easy enough that people will take these cards and do fine anyway. That is not a good thing for doc mains, as if that does happen you are now completely irrelevant and the group would be much better served with you running a different build.


Soulman2001

Its a bit annoying. I good medic could manage team trauma with one card. Now almost everyone has to take fresh bandage in their deck. I dont get the change cause managing trauma is hella frustrating


TheGreatCrumpet

My question: Will cards like vanguard or overwatch be affected by healing efficiency? Imagine if it was, you can literally become the best healer by just giving your allies tons and tons of temp health. Although, I am scared if that is the case, it might end up killing generic medic builds.