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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
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| | | |-+  Discuss: Healers
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Author Topic: Discuss: Healers  (Read 7951 times)
Bullet
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« Reply #30 on: February 18, 2017, 01:46:52 am »

Another simple solution might be to just give the chapling more hp, say 100 or 150. Its attacks are so weak and its item-slots so few such that any flexible offensive unit it will never become.
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Daemon
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« Reply #31 on: February 18, 2017, 07:50:23 am »

The reason we're trying to find some special effect like a 'religious shield' is that his physical constitution and lack of armor doesn't justify having more HP than an armored Nomad and close to a super-fit Savage. Chaps aren't buff Smiley.

Anyway, thanks for your input and fresh ideas, Bullet, and keep them coming. Even if most people on the planet can't agree on simple things, don't think that me or anyone in the Newerth team mind these talks even if and when we have different opinions. Progress can be achieved in 2 ways: co-operation or conflict. Re-balancing section is kewl: it uses both.
« Last Edit: February 18, 2017, 12:30:45 pm by Daemon » Logged

drk
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« Reply #32 on: February 21, 2017, 02:00:43 pm »

In the past I though that healers could be more useful and much more interesting as units if they got some kind of debufs. Just as example: chap, who's healing skill 'immobs a bit' (not like a real immob) an enemy, or a shaman who can turn off enemy's mag/elec.
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