Critical Heals (Full Version)

All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Suggestions



Message


Elloisoul -> Critical Heals (9/27/2012 2:34:44)

What if theres a chance our medic gets Critical and we get a extra 5 HP when we get Critically heal




XapApp -> RE: Critical Heals (9/27/2012 2:44:18)

Sounds sorta weird and I don't think it should be called Critical Heal though, maybe. It's an interesting idea, I'll wait until other players post their opinions then I'll decide if I should support or not.




Stabilis -> RE: Critical Heals (9/27/2012 7:40:22)

I would not recommend this: basically, a heal is a pure change in health only differenced by character level and Field Medic level. Heals can not be blocked, deflected, apply to rage, increase or decrease in battle, and you are proposing a positive effect on Field Medic without a negative effect to balance this. If you proposed something negative such as the possibility to heal at only 50-75% then I would support this more.




rayniedays56 -> RE: Critical Heals (9/29/2012 7:37:51)

Did you get this from the Dragon Rider heal in DF? Where it has a chance to go criticaL and heal double?


I support.


However, make it like this...


Healing offers a scaling percentage to Critical heal, healing 20% more of the heal.


Meaning...

(for level 35)

level 1: 33 HP (chance to crit heal at 5%)
level 2: 36 HP (chance to crit heal at 7%)
level 3: 39 HP (chance to crit heal at 9%)
level 4: 42 HP (chance to crit heal at 11%)
level 5: 45 HP (chance to crit heal at 13%)
level 6: 48 HP (chance to crit heal at 15%)
level 7: 51 HP (chance to crit heal at 17%)
level 8: 54 HP (chance to crit heal at 18%)
level 9: 57 HP (chance to crit heal at 19%)
level 10: 60 HP (chance to crit heal at 20%)



Say I am a TM with level 7 Field Medic.


I heal, and with 17% chance at crit heal, I somehow manage it.


So, 20% of 51 HP is 10.2, which rounds to 11

This means that you will heal 62 HP instead of the usual 51 HP.


A MAX FM would heal (if crit heal) at 72 HP

*ways to stop abuse*

AFTER Crit heal is used, there are no more crit heals available. Meaning the ability to critically heal is gone after 1 use in 1 battle.




deltaknight7 -> RE: Critical Heals (10/1/2012 22:31:59)

no if its based off luck then no its annoying enough when someone wins from a crit or block




Elloisoul -> RE: Critical Heals (10/4/2012 8:04:52)

This idea of a critical heal is what i got from AQW when i would heal sometimes it would get critical and heals more than it normally does and i was thinking if these critical heal can be implemented in ED too




Stabilis -> RE: Critical Heals (10/4/2012 8:19:28)

^

That is a nice thought, but do consider that AQW is not about balance they are about art and animation. ED is more about balance than AQW so this becomes more tense to work with than at AQW.




Mother1 -> RE: Critical Heals (10/4/2012 9:28:55)

Not supported. While I don't mind the luck factor in the game dealing with blocks, stun, deflection, and crits healing just no. Support got nerfed because of this, and if they add crit heals people will start abusing support once again to get the crit heals. It would become be a support build or die.




rayniedays56 -> RE: Critical Heals (10/4/2012 10:10:26)

Support would have no say over critical heals, mother1...

As stated in my post WHY I support it, you can see that it is at a fixed percentage to critically heal.


I think I confused you with the "Critical" part you saw. I will rectify my saying:


Critical heal would scale only by the level of the heal obtained, NOT by any stat what so ever.

I also have made the critical heal at a VERY low chance. Even with the 20% chance to do this, remember that i wrote that it caps 1 at a one time usage per battle.

Even if an Immortal Tech Mage was ABLE to do this (the immortal mages were the support/heal mages where heal scaled by support) they would only be allowed 1 crit heal a turn IF they manage it


I hope that answered your question :)




Mother1 -> RE: Critical Heals (10/4/2012 11:17:51)

I didn't read your scale Raynie I read the OP post when I said that. However even with this I still couldn't support. The luck factor already affects stun, blocks, crits, and deflections. Adding it to healing even if it is one time would OP tank builds who use high healing.

Also here is another factor you didn't take into account. The war weapon which powers up crits. If someone has this weapon on and they score crit heal they will gain even more then the normal crit heal which can negate most if not all damage. It would be unbalanced even for one time and while I don't mind the luck factor in some ways I would mind it for this since with the combo I mentioned it would be OP.




rayniedays56 -> RE: Critical Heals (10/4/2012 11:56:55)

The war weapon powers up all critical DAMAGE.


Massive strike does NOT add damage to your initial damage. It instead ignores MORE of the opponents defenses. So massive strike would have NO effect what so ever on Critical Heals.




TRizZzCENTRINO -> RE: Critical Heals (10/4/2012 12:00:58)

this should be called medic overide, and @mother1 the war weapons only power up critical damage. so the name medic overide suits it




Mother1 -> RE: Critical Heals (10/4/2012 12:11:02)

only because nothing only offensive moves do crits not defensive. But still I only said that because it power up crits and even if it isn't a strike it is still a crit.

Every move that in the game has a positive and a negative even if they are unblockable or can't be deflected. Adding this move to the game without a negative would be unbalanced as well as I stated before tanks who have high healing will benefit more from this more then anyone since they are the builds that have the highest healing. This as I stated would make them even more OP then they already are and more complaints would come in.

Healing is balanced as it is there is no need to make it unbalanced.

But if you were to added the negative to the healing as I said before of it only doing half (as a deflection) for the same chance rate as the crit then it would be more balanced since it has a positive and a negative effect.




Elloisoul -> RE: Critical Heals (10/14/2012 6:36:17)

Well mother1 we can try too add a heal overheat but instead of having ur hp heal less instead maybe we can make ur Cool down instead of 4 turns it will be 6




arthropleura -> RE: Critical Heals (10/21/2012 3:11:52)

Jesus, I have enough trouble fighting tlm juggers with only around 70% win chance. no way in hell am i supporting this, a tlm heals about 2-3 times in a game fighting me. thats around 50% crit heal chance o_o. also, that would destroy the whole point of a heal not recovering enough mana to heal again




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.109375