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Doc bag with skill aced lets you heal 8 times. FAK aced almost doubles that to 14 heals.
Dog bag lets you reset downs, but FAK let you deploy it one at a time, making it more accessable vs a dedicated spot to heal.
dodge builds still need them; grinder is the new dodge, I think.
With other changes to Infiltrator/Muscle/Hostage Taker etc. there just seems to be loads of ways to recover hit points as is anyway.
I'll take the Med bag that can prolong the survivability overall for longer by recovering incapacitates any day over a minor health top-up.
No comment on dodge builds or dodge players though, not my cup of tea.
But as i find inspire a must have i nornaly have 8 meds and unless you ace faks there is no point in putting points into them imo.
FAKs aren't that helpful anymore ever since alot of perk decks regen hp too.
If Dodge as MasterFugi,use Med Bags Aced to easily recharge downs after you abuse Swag Song.Use the 12 points Medbags provide to only spend 6 skillpoints & unlock Inspire.
If Armor as MasterForcer...you have ♥♥♥♥♥♥♥ Muscle & Infiltrator. No need for FAKs at all.
Deploy time is negligible since you only have to deploy a medic bag once (or twice, of course).
It's a toss up between 8 uses and 14 uses. It's only a difference of 6, but FAKs don't reset downs. So you get anywhere between 24 and 32 downs with medkits (depending on if someone has nine lives), whereas you don't want to go down at all with FAKs.
Thing is, there's so many perk decks that heal now. Grinder, Gambler, Infiltrator, Muscle, Sociopath- there's a lot. With some careful play, getting your health back shouldn't be a problem. They basically replace the need for FAKs. Meanwhile, you can't replace the down resetting ability of a medic bag.
Ideally you'll want a mix though. Your team probably won't go down 24+ times per heist, so if someone else has aced medic bags, you're better off bringing FAKs and preventing people from going down as much.