9 years ago
Protection + Healing immunity
I was looking forward to this patch in the hopes that it would fix the glaring problem of tanks not being able to tank properly and healing being somewhat trivial. After a few days, I've come to the c...
"cosmicturtle333;316407" wrote:"Preemo_Magin;316087" wrote:"cosmicturtle333;316080" wrote:
Increasing HP would have made healing OP.
No because we didn't need a huge HP increase, and nobody was using healers in Arena anyway.
Also, current mechanic means healers can only heal a char when below 50%. To make use of the full heal potential now a char needs to be 25% of total original HP + Protection....meanwhile you hit like a wet noodle.
Bad mechanic
The OP specifically stated ' Increase the health pools and effectiveness of armor was the answer'.
This is my response to a guild mate last night regarding what would have happened if instead of protection it was an increase to HP.
'At level 80 Lumi will have her heal reduced down to a three turn cool down.
She will have 14509 hp and 13841 protection. If they had of added it all together she would have had 28350 health. Healing for 12756k every three turns with an additional 5620 heal at the start of their next two turns.
Sorry, but that is completely OP.'
Fortitude should not be equal to 90-110% of a hero's health. It should be equal to 25-75% depending on the hero. E.G. 25% for Rey, 75% for Boba Fett.
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