Patron's Sacred Tear

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.
 
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.
i like your adjustments, i will post your version later (or maybe you could do it yourself)
love your pfp btw
 
I think this consumable is very interesting. The updated version is definitely a mistake though. It complicates the base stats unnecessarily, though the real mistake is making it a component of healing booster. That would make healing booster cost 500 more which there's just no reason for.
 
I don't particularly like the idea of removing healing amp. After all, without it, the item can only heal by 300 hp in total. The Healing rate seems like a more worthwhile purchase. If you increase the returned health, then the item may be too effective for a quick rush to the enemy. If you increase the number of charges, then later it will become useless as the enemy's damage increases, taking into account the cooldown. Perhaps it's worth adding 8% h. amp right away, not just a little bit. after the charges run out.
About the healing booster...

I don't like that the item is not so useful for supports. A 25% increase in healing is not as good as it seems, and Heal Reduction Resistance is useless in many cases. The only useful thing is the rescue beam, but I don't want to waste a saving teammate on healing. Even in this case, 26% or 32% do not make the item for 3000 so useful in this sense, even though it is intended for a different purpose.

I meant increasing the usefulness of the healing booster due to the player's efforts, thus it will be more effective when charged than its current version. And it is not so effective for those who are not going to intentionally spend their efforts on it.
However, you may have more experience looking at your profile. I tried to weave this item into the existing ones.
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