Simple as the title makes it sound really…
Obviously I will try and explain my reasoning a little bit here, with both sides of the argument. My first major reasoning behind such a change would be to help preserve the individuality between each of the Mercs straight after a revive. For instance, lets say that both the red team and the blue team have a Sparks that is going to tap revive one player each from there team that will duel it out in a 1v1. Currently, due to it being a set HP revive, if both players were revived at the exact same time the player that has the advantage going into a duel is the one with the fastest weapon, fastest movement or smallest hitbox (in most cases). This means a BLUE teams Rhino, Fragger or Thunder would all be at a disadvantage (or at least not have any advantage) vs a RED teams Proxy, Aura or Kira and I personally find this strange.
Let me be clear, I can see one reason behind why Splash Damage may have chosen to do things this way, maybe even 2-3 reasons at a push…
1, They purposely wanted to make this situation not an advantage to higher HP Mercs.
2, Offsets how easy to down low HP Mercs are.
3, Consistancy for the person doing the revive.
All of these are fine reasons and there is nothing inherently wrong with the way things are done now. It’s just, I believe doing percentages would be better for a few reasons.
1, I believe a tank for the most part should maintain their advantage through a revive.
2, You get out exactly what you put in as a Medic.
3, It helps offset the already easy to gib high HP characters.
4, Helps offset hit box size.
5. Helps offset speed.
The overall difference would not be as “crazy” as it may seem. For instance it would work out like a tap revive that would give Aura 20hp would give Thunder 40hp. The biggest difference I suppose would be the value of charging defibs because 1 second charge may be worth 60hp on Aura and 120hp on Thunder.
To reduce this, you could have a tap revive be like 30hp on all Mercs with the percentage value only being applied to extra charge (and I really like this idea). So a tap would be 30hp on Aura and 30hp on Thunder but a 1 second charge would be 70hp for Aura and 110hp for Thunder, so you would maintain but keep control of the higher hp advantage.