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i like your adjustments, i will post your version later (or maybe you could do it yourself)I really like the idea of consumables! It would be interesting if...
What if the received healing amplification increased from 0% to X% for each spent charge?
It is very dangerous for developers to use received healing amplification because characters can become immortal. If, for example, this item is upgraded to a healing booster, then you can use this mechanic for the healing booster itself, thus, supports and others will have to put in a lot of effort. Of course, leaving 15-20% so that the item is not completely useless at start.