You're right...this sounds terrible. Did you already sign up for a zerg guild? Why in the seven fucks are people wanting less combat healing? Youre making expensive potions even more meta. You're also talking about a drastic change in combat. And you're advocating for more numbers to have a significant advantage. Especially with the "zero heal if hit while waiting on a bandage". Youre essentially making mages overpowered and I can already see mounted mages sitting behind the fight whose only purpose is to heal. It would be nearly impossible to win outnumbered this way.
I hope SV ignores this entire thread if I'm being honest. The suggestions some of you guys are pulling out of your ass are dangerous...
Spots are hit.
You do know that if you get more in combat healing so does every single zergling in a blob.
Give a man 100 tries and he will suceed numerous times, give him ten he might get a couple but give him 1 try and most people wont suceed.
The less combat healing that is present the quicker bad players die and the more impact every single skilled player will have.
This is evident in MO1, early MO had little to no in combat healing and skilled groups could take on insane numbers. Remember we used to rely on resting like in MO2 at one point.
Increase in combat healing and you gain late MO1 where skill meant little to nothing.
Having no combat healing in a game that is full loot is horrible, just look at life is feudal. Not being able to come back from a tiny slip or a surprise attack when you can lose hours and hours of work is dumb as can be, especially when it only really doesn't hurt thick ass groups since they can just cycle out people easily. I guess I expected more from old players but.... dear lord man. If you can't finish someone off then that's your own fault, hitting a corrupt and fireball aint hard, i sling em miles away everyone turnin to dust.
Hit the spot yet again I see.
Lesser skilled players who cant stay alive except with extra lives always claim this as they need those extra lives in order to get kills and survive. I understand.
Anyway im not saying get rid of all healing. I mean we have bandages, resting, potions, mage healing, healing foods and passive regeneration.
Why not limit the amount of healing all around by giving each lower healing properties.
Make and promote active training to rise above the simple peasantry that deem their time spent training and honing skills less important than other time consuming activities.
Those skilled and believe in the value of training and honing skills should want as little room for error as possible in a skill based game.
It does. Everyone is getting their stupid little ideas in their head that they think sound cool and realistic without any regard to how it will actually effect the game itself. Its why I've said recently that I kinda dislike Devs even listening to their community on topics like this. You see some insane suggestions come up that just may plant a seed in their head to make some horrible change.
Bandages and healing were fine in MO1 guys. Let's focus on the shit that actually didn't work first yeah?
Which bandages and healing do you refer to ?
You do realize they have been changed over and over throughout MOs life ?
You talk about taking away the ability to fight zergs, but healing was the number one thing that allowed you to fight zergs in the first place. It sounds more like you have an issue with people wearing high-tier metal armors than anything(which only became meta because of dupes and mines).
Also well timed corrupts my friend....thats what counters healing. Remove purify pots if you want. We were just fine without them in the past.
Kinda very wrong there.
Zergs was easiest to fight earliest in MO history getting harder the more healing got put in/buffed during its life.
What is this talk about bleeds? Have they said they are adding them? What purpose would they serve and what would apply them?
They have talked about it since pre MO1 closed beta. Who knows, they did add piercing, blunt and slash so long ago.