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Shaft's Healing Emitters Tweak


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Now that this overpowered augment is out for everyone with a battle pass to use, I thought of something that might fix the problem where a player with this augment can make any teammate immortal by healing constantly due to less reload of shaft and "Heals similar to damage taken without armor". Now a fully armored titan can have its health almost full restored while dealing with an enemy with this augment. It might take a while for the enemy to bring down the health of the titan to the amount of health before it was healed. And by the time the enemy had almost fully reduced the titan's health, shaft's reload is over and it can heal the titan back to full health in an instant and the cycle goes on. I've experienced this myself and it's very annoying.

My suggestion is: Protection module equipped against shaft also results in a decrease in HP Gained from a shot by a healing emitters bearing shaft.
 

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Declined

The reason I am declining this idea is because it doesn't really make sense, It's like players would be healed slower by an Isida because they have a protection module against Isida.

 

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3 hours ago, It_Aint_Too_Late said:

 

It shouldn't. At the most, I would strip off the reload speed from the healing Emitter.

As Spy said, it's like you use Ocelot and a friendly Isida ended up healing you less.

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4 hours ago, Spy said:

Declined

The reason I am declining this idea is because it doesn't really make sense, It's like players would be healed slower by an Isida because they have a protection module against Isida.

 

I wonder if anything else other than my suggestion made sense.

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