#More clarity regarding some mechanics like "Heal on kill" in-game.
93 messages · Page 1 of 1 (latest)
It's super frustrating as a mechanic to begin with, and the lack of any transparency regarding it makes it exponentially worse
I'm in the school of thought that heal on kills should be entirely removed from the game tbh
Or at least moved to team wipes
moving to team wipes removes the whole point of it as a comeback mechanic
but I can agree its annoying at times
On paper it's meant as a comeback mechanic but all it does is makes duelists even stronger than they already are
It gives every duelist the same problem Shiv from Vive currently has, e.g. the ability to duel a whole team
Heal on kills is rarely a good mechanic in any of the games I've played to be honest
Sure it opens up the possibility for clutches, but the problem is it also accentuates the positive feedback/gameplay loop a dominating duelist gets
Bap is currently pretty much a stat check simulator and heals on kills is just another stat in the pile IMO
skill issue
???
On the other hand, a non-duelist would never ever be able to win a 1v3 without it. For example the best sash player manages to 1v3 with a full offensive build and getting resets
if entire team getting wipe by duelist then idk what to tell you
on the same vein, you can play duelist and climb yourself
since this mechanic is so OP in the game
in a world where the duelist makes 1 mistake = he gets wiped
but the team has to make tons of mistake for duelist to 1v3 team
only valid suggestion from this feedback is item rarity concern
game being stat-checky is a good concern to have
Opinions are allowed 
can there be a tooltip for heal on kill?
maybe can add that but
mechanic exists cuz its a good mechanic
otherwise duelist like skinny sash chuck sofia non-viable
True could have a little icon in the bottom right
Mechanic exists because the devs put it in, not because it's inherently good
don't put others down for having an opinion thank you
They definitely want to focus on casual play first
whats ur point
i dont believe heal on kill is the reason duelists are strong atm
in fact, heal on kill is one of the main reasons why duelists are viable given the gap between range and melee
Heal on kill allows duelists to duel whole teams though
Which is antithetical to what a duelist is
Instead of being all in on a character or in and out, it gives them the option to just stay in the fight
So you get a character who's good at locking down single targets and doesn't get the drawback they should have e.g. not having good follow up after their dive
Good feedback
Agree this is unintuitive until you just know it's a thing - and something that dramatic that can entirely turn fights should be more displayed
if ur in a scenario where 4 players form different teams have 10% HP, then there was a lot that went wrong before that scenario could be unlocked
i think the root cause of heal to kill feeling sticking is its a clear indication of a bigger root problem
which is that item diff is strong, and theres too few objectives in the midgame
healing to full health also takes 1 second to activate so this doesnt happen
its not like you down someone and instant full health
i mean the root cause is that this game ranged is way more favoured than melee
1 melee, 2 range comp will always beat 2 melee 1 ranged
unless you have all 3 melee running style pin
if we remove heal to kill, half of bapbap roster would need buffs
not a joke.
also funilly enough we complained about this 6 month ago - and dev consensus was that it was good to have cuz it was high octane and more fun
so there are multiple reasons why its in the game
As opposed to the current half of the roster that's unplayable
If they want a high octane game, sure put mechanics that favor duelists but don't try to make non duelists work in that environment
most champions are viable right now
lol
theres only 1 champ I can think of that is complete shit
(Sashimi)
the rest occupy the game within the top ranks
Kiddo is nearly unplayable in duos
I agree for trios, duos not at all
oh - I mean for trios
game is balanced around trios
in duos its dive heavy comps
anna, skinny, froggy, sofia, jiro, etc
but 1 range 1 dive can work well too
conversly if you make non-duelists too strong
then heal to kill is even more broken on them
you actually just never have to give positioning if thats the case then
just power through with range gap and then get full heal to do it again
you become both a tank and a ranged nuke dmg dealer
heal to kill is actually meant to favoured duelists lol
for this reason
are you talking about in trios or duos
or just in general
in trios its def needed, maybe duos could be nerfed
but tbh - heal to kill changes are at bottom of the list of things that they need to update
i just think its a biproduct of other shortcomings
Whole game
Poke/zoning characters have a terrible time
It's exponentially better to be able to lock down and instantly delete someone than anything else thanks to how strong on kill heal is
Plus one of the points André brought up is really important I think, a team that's trading blows evenly but loses a team member first will actually have an advantage, even if both teams would lose a player at the same point in the fight
That just feels terrible
the team that loses a member first will get wiped on the 2v3
unless third party comes in lol
i mean for duos its maybe different
but generally same is true for duos
they lose the position immediately when 1 perso ndies
Assuming they're going blow for blow and both teams would lose a player at the same point in the fight