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Healing Blast  XML
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Shantara

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Joined: 12/19/2004 18:35:28
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I think the Healing Blast is overpowered for its cost. With just level 1 adrenal drip, I can get 50 adren easily. Perhaps increasing the cost, and decreasing how much it can do? Or its radius?

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Moof

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I disagree. Think of how nuanced the superweapon blasts are: it can be obstructed by practically anything, even other players. While some blasts will be the equivalent of a superultramegakill on a Titan wave, others won't hit anything you want them to.

However! If you still think it's overpowered, then it's overpowered.

I would make a small change to the radius. Balancing this thing is going to need a light touch, though.

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Szlat

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Joined: 05/18/2005 18:32:41
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The most difficult bit is getting the sphere size correct. I made it configurable so it could run as a 500, 700, 900 or 1100 sphere. 900 is the default. Just try changing it in the ini?

EDIT: Duh. I was thinking about the Healing Sphere. The HealingBlast has the following configuration:
Code:
 AdrenalineRequired=50
 BlastDistance=1500
 MaxHealing=400.0
 MinHealing=50.0
 DamageRadius=2200.000000
So, we can tweak the adrenaline higher, or change the amount of healing done, or change the radius in which the blast works.
BotFodder

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Szlat wrote:
Duh. I was thinking about the Healing Sphere. The HealingBlast has the following configuration:
Code:
 AdrenalineRequired=50
 BlastDistance=1500
 MaxHealing=400.0
 MinHealing=50.0
 DamageRadius=2200.000000
So, we can tweak the adrenaline higher, or change the amount of healing done, or change the radius in which the blast works. 

Sphere is a whole nother thing. I think it's very powerful - I don't know about "too powerful" though. But if you're the only medic on and you can get 8-9 somewhat wounded individuals near you each wave, you're going to clean up big time buddy. 2000 xp in a map easy.

Blast - yeah, was configured to heal a lot of people up to max for only 50 adren - cheap cheap! Maybe if we bumped it to 150 adren in cost, or made it heal based on how close the healed folk were to the center, that would be better ... dunno how it's coded really so I'm firing blindly with some of my suggestions ...

Looking at your config maybe we should look at 25 min, 300 max, smaller radius, 100 adren? (assuming it does different amounts of healing at different radii)

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Szlat

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BotFodder wrote:
Blast - yeah, was configured to heal a lot of people up to max for only 50 adren - cheap cheap! Maybe if we bumped it to 150 adren in cost, or made it heal based on how close the healed folk were to the center, that would be better ... dunno how it's coded really so I'm firing blindly with some of my suggestions ...

Looking at your config maybe we should look at 25 min, 300 max, smaller radius, 100 adren? (assuming it does different amounts of healing at different radii) 

Yes, it does more healing the closer you are to the explosion point. 400 at the centre, 50 at the edge.
Once people know where it will explode they will try to get as close as they can. I didn't want that too obvious, so I put a small blue star there. I didn't want it instant, or delay too long so too many could get there. So it is set for a 2 second pause.
We will need to tweak over time as players get used to it.

I hadn't considered that medics had adrenaline drip, so we probably need to up the adrenaline cost and decrease the maximum healing to perhaps 300. In a way you can to compare it with "how many people could a medic heal with a triple running with that amount of adrenaline?" (although I know they don't get given a triple on spawning).

I'll leave the debate to Bot and Shan, who know alot more about being a medic than I do
 
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