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Healing Blast vs. Healing Sphere  XML
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RoadKill v3.4

Wicked Sick!
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Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
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here here anything to make teamwork more likely is good by me
Healing sphere always seems weak for the adren cost

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Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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Szlat wrote:
On reflection, I think it will not hurt to up the healing sphere to 15 health given per sec instead of 10, and reduce the cost from 9 to 7.

At the moment the return back from the blast far exceeds the sphere. With this change, running a sphere for 7 seconds will give everyone in the sphere 105 health. A blast for the same cost will typically heal the same people between 100 and 300. So we are not giving more points to medics, just increasing their options. But it may encourage other players to throw their adrenaline at the medic to keep the sphere running.

Similarly, I think the damage sphere could come down from 12 per sec to 10 per sec. A damage sphere will not stop players getting killed, but can get them out of a tight situation. 


Thumbs up on improving the Healing Sphere and Damage Sphere.
 
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