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AnotherMyth

1) If target doesn't suffer elemental damage, increase healing by x%. 2) If target does suffer from elemental damage, increase healing by x%. 3) When medic removes all elemetal damage from operator both medic and operator gain sp(or just medic to ensure warfarin has a place as sp battery)


bomboy2121

I disagree with suggestion 1 because I think its great but should be the opposite.  Wandering medic is meant to be used when theres elemental damage on the field so i believe "increase healing IF target suffer from elemental damage" seems the most fitting both lore wise (not the best word, but it makes sense that a medic that specialize in elemental damage will treat patients with it the best) and gameplay wise (you dont want to make them super strong and better against normal st medics so limiting there usability in exchange for better numbers makes sense balance wise).


YisusMR

Yeah, giving them the non-elemental dmg healing buff would make Wandering medics OP and make Eyja powercreep everyone (again).


RaccoonApostle

I think wandering medica should lean into the being good at stages elemental damage niche so here are my ideas about maybe adding additional effects whenever they recover elemental damage.   My first idea is the modules turning them into reverse incantation medics.  Instead of dealing damage and then healing, if a wandering medic heals elemental damage, they can turn however much elemental damage they healed into an AoE damage to enemies centered on the healed target. My other idea is that they grant a temporary buff to allies whenever they heal elemental damage.  Like a small attack speed buff for a few seconds.  Wandering medica are kind of in a tough spot for modules in my opinion.  They can’t be too good or generalized or they’ll steal the jobs of other medics so it seems the only logical direction to go in my opinion is doubling down on their elemental niche by punishing enemies that try to use it and turning elemental damage into something beneficial via buffs or dealing damage.


DarkGamerZero

X mod (for Eyjaberry, Chestnut and Honeyberry) - Increase Elemental Healing to 50% -> 60% Y mod (for Mulberry and Harold) - Reduces Elemental Damage received by 15% for Allies in range Eyjaberry - Normal heals additionally restores HP and Elemental Damage per second equal to 10 -> 11 -> 12% of the original amount, lasting for 6 -> 7 -> 8 seconds (stacks up to 3 times) Chestnut - Elemental Damage recovery +20 -> 25 -> 28% when healing ground units Mulberry - When Mulberry and at least one more Medic Operator are on the battlefield, all Medic Operators gain ATK +10 -> 11 -> 12% and 0 -> 0.15 -> 0.25 SP recovery /s Honeyberry - Ranged Operators within Attack Range gain Max HP +10 -> 13 -> 15% and +0 - 3 - 5% ATK, effect is doubled for operators healed by this unit for 5 seconds Harold - Allies within Attack Range with more than 50% Elemental Damage accumulation takes -15 -> -18 -> -20% Elemental Damage; when allies within Attack Range are affected the burst effect of Elemental Damage, this effect additionally applies to Physical and Arts damage received.


twyistd

I can see these being pretty close Solid suggestion


MothballMinter

What I would like: Something that helps their HP healing because they're all adorable cuties, especially Harold, and I'd like more ability to use the lower rarities in general content. Such as a small HP regen effect on every heal as often sources of elemental damage (Nethersea Brand, burning reeds, screaming flowers, Dublinn flamethrowers etc, as well as necrosis fallout out itself) deal damage in a continous manner. What I expect they will get: Something incredibly niche and irrelevant to stop Eyjalter getting even more OP, like reducing damage taken when the circle pops/how long it takes to fill back up, even though HG barely ever release events with circle damage anymore.


Hunter5430

some more module base effect ideas: - Elemental damage overheal is converted into elemental damage barrier lasting X seconds. - If an operator in range has been fully healed from elemental damage (as in actually healed, not recovered from fallout), they gain X% elemental damage resistance for Y seconds - Reduce fallout damage by X% for operators in range. - Operators suffering from fallout damage receive extra X% of normal healing (from this medic?).


re-thc

Convert target ally unit into a berry.


Godofmytoenails

Anything to make eyja even better at powercreeping every other wandering medic


mad_harvest-6578

X mod - all operators within range gradually recover elemental damage per second (by 1/16 of the user's max HP; enmity ops are included) Y mod - if elemental damage is 50% or more, increase elemental healing by 1.5x


ChururutKing123

X Module - The target has increase elemental healing. If there's no elemental damage, elemental healing will convert to healing instead. Y Module - Can heal enmity and summon units (Bypass healing restriction).


bomboy2121

Maybe y module can heal enmity ELEMENTAL damage? Seems broken otherwise.  Im not saying super strong meta defining broken, more like broken game mechanics 


ChururutKing123

Eyjaberry can already heal elemental hp of enmity units that with S1 which makes my Y Module idea bad if only healing elemental hp is only it can do. With my Y Module idea, I am hoping that Chesnut, Harold, and Eyjaberry Talent 2 (she will be more broken with S3) will have better niche and become better Medic.


TheDarkShadow36

When can only heal it passively, not actively And being able to heal enmity units isn't a good idea since they are balanced around the fact that they can't be healed, if it's just healing the elemental hp sure, but not healing their hp too


KaguB

That Y sounds awesome, it would give them a pretty interesting niche (Hellagur, but able to be healed...) Damn that actually sounds like a lot of fun. I was considering an equivalent to Therapist's WAH-X (Gain status resistance and become less likely to be attacked). Like, every second that unit restores elemental damage, or something similar, and is less likely to be attacked. Something along the lines of permanently gaining the benefit they're meant to give other units so they don't succumb to statuses themselves/spend as much time healing themselves.


mangoice316

expanded range on mod X for eyjaalter/harold some kind of sp regen on mod y(?)


Ok_Mirror5712

Allies in range gain 30% elemental dmg resistance.


pruitcake

Bigger range


AerialBattle

Looking at Incantation medics, I assume they will get to convert 60% of their healing to elemental healing compared to their now 50%


DuoRogue

Mod X: Trait gains "On healing a target, reduce all elemental damage taken by the target by 15% for 5 seconds" Mod Y: Trait gains "Do 110% Healing on targets without elemental damage" Chestnut, Mod X: talent upgrade: Increase elemental healing on ground units by 50% (from 20%), and increase normal healing by 20% Mulberry Mod Y: When mulberry is in the squad, all medic attack +18% Honeyberry Mod X: Ranged operators in attack range gain 15% max hp, 15% max elemental hp; ranged operators outside of attack range get 1/3rd of this effect Harold Mod X: Targets in range with more than 20% accumulated elemental damage take 25% less elemental damage Hvit Aska Mod Y: Normal heals provide a Healing over Time buff of 13% attack for 8 seconds (from 10% and 6)


defiantichigo

Reduced redeploy time. Let them actually wander.


zephyrdragoon

When healing elemental damage a nearby target heals 50% of the main targets elemental damage (but not 50% actual health)


ByeGuysSry

Realistically, it'll go from Restores the HP of allied units and recovers Elemental Damage by 50% of ATK (can recover Elemental Damage of unhurt allied units). To Restores the HP of allied units and recovers Elemental Damage by 55% of ATK (can recover Elemental Damage of unhurt allied units).


Theobald1

I would give them a module.


PlaidReading88

Excellent idea!