Medic heal (need nerf?) (Full Version)

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santonik -> Medic heal (need nerf?) (12/14/2016 15:22:27)

This need nerf something ways.


Heal looping is extreme powerful and 1 lvl medic heal cost only 150 energy. It heal 408 hp. Critical heal healing 490 hp.

Think high damage player. those cost about 250~300 energy and doing 100~400 damage. Really depent opponent. And now thinking that medic heal. 1 lvl medic heal healing guarenteed 408 hp.
Every build can use. that is not nothing wrong. bad side is heaviest tank can heal looping too effective ways. (counter build/s cant be do them job)

I really think medic heal need cost more energy or it need nerf. (1lvl medic heal) healing power 408 to 300~350. (i know it is big nerf) idea in behind this.

energy user damager vs healer. who win today. I say healer. Because healing is very low cost skill benefit is excellent.


What if both skill is (somehow) equal. energy user damager vs healer. who win today. what if healer can healing only 300~350. (1lvl medicheal) this give more attack benefit. Still tank can be tank. Only issue is this. they need more invest
skilltree points to medicheal. if they want really good heal. 408 hp heal is too strong now.


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Alphaeus -> RE: Medic heal (need nerf?) (12/15/2016 19:25:25)

Heal looping has been around for a long time.

I agree that the scaling of the medic skill is done poorly (it starts too high), BUT...

The fact is that heal-cycling is not an automatic win -- The only circumstance where they become OP is when paired with poison skills. Even then, if you play well you can beat most heal-cyclers.

In light of the other far more major imbalances present in the game, however, I don't see this being fixed any time soon.




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