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Post by modular on Oct 23, 2016 12:18:27 GMT -5
Currently, this ability appears to do 8 ticks of 7 HP per. It's duration seems to be around a turn or so (10 rounds).
I'd suggest increasing the HP by front-loading it, so that the first three ticks do more healing, and it degrades down - with a tail duration of one or two rounds without HP.
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Post by Lugwy on Oct 23, 2016 20:14:01 GMT -5
Another suggestion: Make freezing duration slightly shorter, but backload the healing (such as a large burst at the final round) to encourage players to sit out the whole duration. Front-loaded massive healing seems a bit too unbalanced.
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Post by modular on Jun 8, 2017 10:14:20 GMT -5
Cryostasis duration is too long for the amount of healing it does - it does 13 per tick for me, and I've rarely seen anyone sit out the full duration unless they are eating aggro.
In that amount of time, Triaging can heal twice or more HP.
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Post by modular on Jun 12, 2017 21:15:59 GMT -5
Cryostasis continues to hang because of parries, and other end of round issues - rendering it very unresponsive, slow, and nearly useless as a rescue option.
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Post by drunkensolamnic on Jun 12, 2017 22:42:19 GMT -5
I like the idea of front-loading it so that when it does fire off through the difficulties its a good solution to the imminent wipe.
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Post by modular on Jun 16, 2017 18:11:35 GMT -5
The ability is remarkably slow to fire - most of the time, it either gets hung up on a parry check, or it takes so long to go from the beginning of the round to taking effect, that the target simply dies before it gets there.
Right now, the ability is simply neither especially fun to use, nor effective at it's role as a rescue tool - nor particularly liked or enjoyed by other players - no one rides it out for the healing.
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