#More clarity regarding some mechanics like "Heal on kill" in-game.

93 messages · Page 1 of 1 (latest)

past stirrup
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You heal 25/50% of ur hp based on how many teammates u have alive. The "last resort" buff is basically counting how many dead teammates. In the same way the shop only gets 1 dead teammate reduction as a max in duos

narrow axle
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It's super frustrating as a mechanic to begin with, and the lack of any transparency regarding it makes it exponentially worse

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I'm in the school of thought that heal on kills should be entirely removed from the game tbh

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Or at least moved to team wipes

heady ridge
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but I can agree its annoying at times

narrow axle
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On paper it's meant as a comeback mechanic but all it does is makes duelists even stronger than they already are

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It gives every duelist the same problem Shiv from Vive currently has, e.g. the ability to duel a whole team

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Heal on kills is rarely a good mechanic in any of the games I've played to be honest

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Sure it opens up the possibility for clutches, but the problem is it also accentuates the positive feedback/gameplay loop a dominating duelist gets

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Bap is currently pretty much a stat check simulator and heals on kills is just another stat in the pile IMO

feral nebula
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skill issue

heady ridge
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???

twin girder
feral nebula
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if entire team getting wipe by duelist then idk what to tell you

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on the same vein, you can play duelist and climb yourself

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since this mechanic is so OP in the game

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in a world where the duelist makes 1 mistake = he gets wiped

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but the team has to make tons of mistake for duelist to 1v3 team

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only valid suggestion from this feedback is item rarity concern

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game being stat-checky is a good concern to have

twin girder
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Opinions are allowed ChuckNerd

feral nebula
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yep

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mine is allowed too

twin girder
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It's kinda personal preference

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ya I agree with u

feral nebula
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can there be a tooltip for heal on kill?

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maybe can add that but

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mechanic exists cuz its a good mechanic

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otherwise duelist like skinny sash chuck sofia non-viable

twin girder
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True could have a little icon in the bottom right

narrow axle
heady ridge
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don't put others down for having an opinion thank you

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They definitely want to focus on casual play first

feral nebula
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i dont believe heal on kill is the reason duelists are strong atm

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in fact, heal on kill is one of the main reasons why duelists are viable given the gap between range and melee

narrow axle
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Heal on kill allows duelists to duel whole teams though

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Which is antithetical to what a duelist is

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Instead of being all in on a character or in and out, it gives them the option to just stay in the fight

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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

eager radish
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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

feral nebula
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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

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i think the root cause of heal to kill feeling sticking is its a clear indication of a bigger root problem

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which is that item diff is strong, and theres too few objectives in the midgame

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healing to full health also takes 1 second to activate so this doesnt happen

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its not like you down someone and instant full health

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i mean the root cause is that this game ranged is way more favoured than melee

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1 melee, 2 range comp will always beat 2 melee 1 ranged

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unless you have all 3 melee running style pin

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if we remove heal to kill, half of bapbap roster would need buffs

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not a joke.

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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

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so there are multiple reasons why its in the game

narrow axle
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As opposed to the current half of the roster that's unplayable

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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

feral nebula
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most champions are viable right now

narrow axle
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lol

feral nebula
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theres only 1 champ I can think of that is complete shit

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(Sashimi)

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the rest occupy the game within the top ranks

narrow axle
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Kiddo is nearly unplayable in duos

twin girder
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I agree for trios, duos not at all

feral nebula
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oh - I mean for trios

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game is balanced around trios

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in duos its dive heavy comps

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anna, skinny, froggy, sofia, jiro, etc

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but 1 range 1 dive can work well too

feral nebula
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then heal to kill is even more broken on them

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you actually just never have to give positioning if thats the case then

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just power through with range gap and then get full heal to do it again

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you become both a tank and a ranged nuke dmg dealer

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heal to kill is actually meant to favoured duelists lol

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for this reason

narrow axle
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And I argue they don't need it

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Because of their 1v1 strength

feral nebula
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are you talking about in trios or duos

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or just in general

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in trios its def needed, maybe duos could be nerfed

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but tbh - heal to kill changes are at bottom of the list of things that they need to update

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i just think its a biproduct of other shortcomings

narrow axle
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Whole game

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Poke/zoning characters have a terrible time

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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

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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

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That just feels terrible

feral nebula
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unless third party comes in lol

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i mean for duos its maybe different

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but generally same is true for duos

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they lose the position immediately when 1 perso ndies

narrow axle