07-23-2023, 03:18 PM
So here's a simple suggestion, since AOE healing is known to be an utter pain in the ass for teamfights, mostly due to negating entire turns of attacking and actions for no more than 3 momentum, often blocking a team with most of it's firepowering options shut down into an eternal struggle.
So here's a rather simple suggestion-
For each player ally healed, healing gets -15% efficient, capping at around 60% total efficiency. Healing would definitely remain extremely strong that way, but it actually would mean a side that does not have it's own AOE heals/ ways to disable opposite healing would stand a chance in a teamfight.
also nerf gentle ember quetal ty
So here's a rather simple suggestion-
For each player ally healed, healing gets -15% efficient, capping at around 60% total efficiency. Healing would definitely remain extremely strong that way, but it actually would mean a side that does not have it's own AOE heals/ ways to disable opposite healing would stand a chance in a teamfight.
also nerf gentle ember quetal ty
066: Birth of the Robot Emperor