drinde -> RE: TLaPD weapons too strong!!! (9/23/2011 23:04:02)
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Oooo, thought of a new way to stop Heal-Looping. In a Battle, you use Field Medic, it goes into a 4 turn cooldown. After you use it again, it goes into a 5 turn cooldown. And so on. Frenzy should work like the Robot, cooling down with Field Medic. Also. Instead of Static Heals, how about this? A LV-UP of Field Medic allows the increase of the maximum of the Heal. For example, a LV1 Field Medic can heal up to 40 HP, no matter the Support. Then, a LV2 Field Medic will be able to fill up to 44 HP, if your Support can cover it. So if a Normal Field Medic does +35 HP with a +8 from Support, a LV1 Heal still gives +40 HP, while a LV2 Heal gives +43 HP. I think the range should be +4, +3, +3, +3 +2, +2, +1, +1, +1.
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