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6 years ago
"nabokovfan;c-1926122" wrote:"Athen_Greeco;c-1925935" wrote:
I think the issues comes from your example:
Let's say I had two glasses of water. One full, one halfway. I can either dump some water from the full cup, or I can add water to it from another source.
Adding to “it from another source” is healing period. Luminara heals in this fashion. That isn’t equalization of the two; and this is why equalization is NOT blocked from healing debuffs because it is not healing, it is taking from the existing health
Taking it from another source would be the hive mind. There is no reason to "dump some out! The point is, and the way it should work is that health is a finite resource. As I said in the original post, if we want to "add health" when we equalize that's an entirely different discussion. What I am talking about is equalizing health values, you make the two cups equal by putting some from one to the other. You are not using outside sources, it is not healing, it is equalization. At the end of the event, both characters have the same amount of health.
If you're talking about the game right now, take a test tube and fill it halfway then take a cup and fill it full. For those to equalize you drop a small amount from the tube, and the cup takes a massive loss of water. Again, you shouldn't be using percentages for bugs, it should be one volume of health and protection split amongst the characters.
The way people use the word finite in these situations has some different interpretations. There are at least 2 opportunities for health regeneration on the team besides the individual health steals. Typically when we call something finite it isn't referring to something that could be regenerated and replenished like crazy, especially enhanced with speed mechanics. Also can greatly be enhanced by stacking + health and + health % mods. The perspective that many attackers against Genosians are experiencing is not that their health is finite, but infinite.
Just saying.
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