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Beaten down, and can't get up again.
#25
"Spoops" Wrote:Please stay on topic Yark.

Yark is on topic, let me clarify.


In most RPGs that when healing output is higher, then damage is lower. An opposing side can take advantage of that and gain the upper hand in terms of tactics and tempo. The same is true for this game since just having the threat of interference or silence causes healing output to go down, not having to actually use those status effects. A strong pvp group then can take advantage of this and threaten those status effects while doing more damage output then healing's output.

That said, reviving from badly beaten already incurs a high penalty to momentum for more then 1 turn and all sources of reviving that I've used have limitations to prevent abuse already. Adding in a 50% healing reduction wouldn't solve this problem, it would just further extend the battle by causing more turns being used to restore the revivee.

How reviving becomes abused is actually if there are multiple sources of revive available (and there are, anyone can use Sal) Preventing another revive for 3 or more turns after a previous revive would prevent this abuse moreso if there are multiple supports.
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