CaptainPie
Green Slime
I am aware that this has caused a lot o' controversy but hear me out and this might just work.
I am also aware that this might have been mentioned somewhere in this forum but this is "my" 2 cents on the matter.
Ok, so we start with the healing in the game, some have said that it can break the game, some are not so oblivious because they know that if implemented correctly there "can" be a healing system in the game that does not break it.
For example, my idea o' a healing system in a game that has auto regeneration on its "mana" system, would be a resource drain.
Much like the "Beserker Style", but I think that one drains it too fast to even be viable.
What I mean as " resource drain " would be a type o' regeneration, not an instant heal, the skill would regenerate your health slowly, starting at 2~3 points at bronze 1 every 10 to 15 seconds.
Now most o' you will be saying " Yeah that's neat but by the time it heals me my energy would have ran out " that is not quite accurate, the way I had in mind is that it would "only" take away energy when it ticks to heal you, so everytime it heals you it takes away "mana" from you.
That would be a good way to implement healing in the game and still having it balanced, its not game breaking because you still have that 15 second window where it does not heal you and you are prone to losing the time and mana spent, also the amount healed is not that big so you have to play carefully if you want it to have an effect.
Another way o' doing it would be having the skill take mana like any other, for example " Protect " and give the player a buff that heals overtime for a duration " a decent duration come on people " with a small heal amount.
For multiplayer play it could act exactly like a "Support" Skill buffing the whole party much like "Protect" ( I like Protect)
For visual effects it could be easily done with some flashy lights and the possibility o' green numbers jumping out o' your character "much like the damage numbers just in a different colour" indicating that you were healed at that moment.
This healing skill could be removed or locked from the Arcade to keep its difficulty intact " so that people don't abuse it between rooms "
That is my take on healing in this game, I actually want everyone that reads this to state opinions about this because this matter is interesting in a game like Secrets of Grindea, I want to know and see different opinions and how you guys would make it work without breaking the difficulty the game has, also if you happen to find some holes in my idea feel free to add to it and make it better, we as a community need to state our ideas and be open to molding, so have at it!
Cheers, CptnPie.
I am also aware that this might have been mentioned somewhere in this forum but this is "my" 2 cents on the matter.
Ok, so we start with the healing in the game, some have said that it can break the game, some are not so oblivious because they know that if implemented correctly there "can" be a healing system in the game that does not break it.
For example, my idea o' a healing system in a game that has auto regeneration on its "mana" system, would be a resource drain.
Much like the "Beserker Style", but I think that one drains it too fast to even be viable.
What I mean as " resource drain " would be a type o' regeneration, not an instant heal, the skill would regenerate your health slowly, starting at 2~3 points at bronze 1 every 10 to 15 seconds.
Now most o' you will be saying " Yeah that's neat but by the time it heals me my energy would have ran out " that is not quite accurate, the way I had in mind is that it would "only" take away energy when it ticks to heal you, so everytime it heals you it takes away "mana" from you.
That would be a good way to implement healing in the game and still having it balanced, its not game breaking because you still have that 15 second window where it does not heal you and you are prone to losing the time and mana spent, also the amount healed is not that big so you have to play carefully if you want it to have an effect.
Another way o' doing it would be having the skill take mana like any other, for example " Protect " and give the player a buff that heals overtime for a duration " a decent duration come on people " with a small heal amount.
For multiplayer play it could act exactly like a "Support" Skill buffing the whole party much like "Protect" ( I like Protect)
For visual effects it could be easily done with some flashy lights and the possibility o' green numbers jumping out o' your character "much like the damage numbers just in a different colour" indicating that you were healed at that moment.
This healing skill could be removed or locked from the Arcade to keep its difficulty intact " so that people don't abuse it between rooms "
That is my take on healing in this game, I actually want everyone that reads this to state opinions about this because this matter is interesting in a game like Secrets of Grindea, I want to know and see different opinions and how you guys would make it work without breaking the difficulty the game has, also if you happen to find some holes in my idea feel free to add to it and make it better, we as a community need to state our ideas and be open to molding, so have at it!
Cheers, CptnPie.