santonik -> FIELD MEDIC AND (NEW FIELD MEDIC) (4/25/2014 16:35:01)
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Medic heal -------------------------------------------- Tech mage and medic heal. This can be extreme OP. Why i think this way. Techmages destroy opponents energy to purpose and looping own energy and healing every way what is can. 5 lvl medic heal cost only 250 and can give very much HP. (about 500-520) Heal looping (GODS) must be nerf. Maybe medic heal can be remake totally? Other thing is this high HP,high DEX and high STR build can heal exellent ways todays. they can doing heal looping too. (very effective) Today everyone has equal value in this Field Medic skill. This new Field Medic could be lower. (what is it now) Stronger if you invest enough SUPPORT (stats) SUPPORT impose heal strength. The more SUPPORT -> the more should the HP back. Even this thing would be possible. 1lvl heal could be improved by more than 10 lvl heal. For example, Max support player vs minimum support player. Since this amount SUPPORT much more than in the past. This new proposal would shape the game to some extent. Minimum support the players do not heal should be good in any way. correspondingly high support players of the game would get the best heal skill. (Field Medic) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- NEW FIELD MEDIC Heal affect whit Improves support (hopefully i writing rigths) Heal affect Level 1: 120 Health Points (This moment this is about same power than todays BUT support rising affect alot) Level 2: 145 Health Points (this all can be modify) Level 3: 170 Health Points Level 4: 200 Health Points Level 5: 225 Health Points Level 6: 250 Health Points Level 7: 275 Health Points Level 8: 295 Health Points Level 9: 315 Health Points Level 10: 330 Health Points Improves With: Stat (Support) 200 support: factor is 1,75 (1lvl skill whit 200 support 120x1,75+120=330HP) 10lvl field medic whit 200 support 330x1,75+330=907,5HP 150 support: factor is 1,3125 (1lvl skill whit 150 support 120x1,3125+120=279,81HP) 330x1,3125+330=764,775HP (this little black text is max lvl skill) 100 support: factor is 0,875 (1lvl skill whit 100 support 120x0,875+120=225HP) 330x0,875+330=618,75HP 50 support: factor is 0.4375 (1lvl skill whit 50 support 120x0,4375+120=172,5HP) 330x0,4375+330=474.375HP 45 support: factor is 0,39375 (1lvl skill whit 45 support 120x0,39375+120=167,25HP) 330x0,39375+330=459,9375HP 20 support: factor is 0,175 (1lvl skill whit 20 support 120x0,175 +120=141HP) 330x0,175+330=387,75HP 17 support: factor is 0,14875 (1lvl skill whit 17 support 120x0,14875 +120=137,85HP) 330x0,14875+330=379,0875HP Factor can be changes better in this game. (0,14875~1,75 factors) ----------------------------------------------------------------------------------------------------------------------------------------------- Energy cost 170 Energy (+20 per skill level increase) This is same what old field medic. Basically same energy cost. Level 1: 170 Energy Level 2: 190 Energy (this can be modify better suits in game) Level 3: 210 Energy Level 4: 230 Energy Level 5: 250 Energy Level 6: 270 Energy Level 7: 290 Energy Level 8: 310 Energy Level 9: 330 Energy Level 10: 350 Energy This is GREEN FRUIT Help desing this ^^ Is this too strong? Is idea ok? it can be modify again. Bettersuits in this game. idea is only important. What do you think this support rising heal idea?.What do you changes? And why? etc.
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