PoE 1 Xbox servers are restarting in: .
They should be back up in approximately .PoE 1 Sony servers are restarting in: .
They should be back up in approximately .Overheal beyond 100% HP
What's overheal
Let's say I have full and I drink a potion. Instead of it doing nothing like in POE right now, it would still overheal me i.e. to 120/100 HP. That extra 20 HP will rot back to 0 depending on how much extra health is present, even when the potion is healing. Existing example: the mega-health item in Quake 2, healing guns in team fortress. Why's overheal great to have + Potions and life leech contributes regardless of build and defense. + Regarding potions, it adds a meaningful choice between healing for less and having to heal when it's more dangerous. Kinda like the choice of reloading weapons in the middle of the battle when the clip is only half empty. My suggestion + Add the ability to overheal to temporary healing effects such as potions, devouring totem and life leech. Static and percentage-based permanent regeneration from items, auras and passive abilities cannot overheal. + There isnt a hard cap to the amount overhealed. The extra health diminish overtime, tentatively suggested to be at around 7% of the current extra health per second, which translate to around a 10 seconds half-life. This "rot" serves a soft cap as well as making sure it's situational. + Percentage regeneration reduce the rot rate, making melee character overhealled for longer period. For example a character that regenerate 5% total life per second will have a rot rate of 7%*.95 = 6.65% per second which's translate to around an 11 seconds half-life. + Overheal doesnt count toward maxHP and thus doesnt save characters from status effects. + Overheal can heal into the reserved health pool, but isnt considered to reserve aura or checked for low life. Thus a character with 65% HP reserved still benefit from low-life effects regardless of overheal and a character with CI still cannot cast any blood magic aura. + To visually represent, the "blood" in the HP globe changes shade toward white (becomes pink) with the whiteness depending on the extra amount healed. Morever, the edge of the screen also white out accordingly. Technically it should be a redout but I dont think players would perceive red = good, so I suggest white. Please pardon my bad english Last edited by rephikul#3337 on Feb 24, 2013, 3:05:53 AM
This thread has been automatically archived. Replies are disabled.
|
![]() |
Nobody disagreed? Where's my firestorm?
Please pardon my bad english
|
![]() |
It's actually not a bad suggestion, although personally I think the reason you are thinking of it is that currently the mobs in this game do a bit too much damage and should be toned down.
As I understand it, once you reach max life, the effect of the potion stops. That's another bit of fine tuning I would recommend; that health potions provide the regeneration and effect over the time stated, regardless of the outcome. This is particularly worthwhile because of the secondary effects on those potions. |
![]() |
+1 on this especially the life leech it would make sense that we can gorge ourselves in life energy
fits the dark vibe PoE has |
![]() |
"I'm actually thinking about the long term design: + Low life builds and CI builds got the shaft with potions, cause the window of usage is practically non-existent. + Popping devouring totems is what we do after battles for extra healing. At the moment, most of that healing would be wasted. + Necrophilic people with whole stacks of "of animation" potions waste large portions of it. + The possibilities are endless with lifeleech. Please pardon my bad english Last edited by rephikul#3337 on Feb 25, 2013, 1:12:19 AM
|
![]() |
I agree with this.
|
![]() |
I'm still trying to figure out if I like this idea or not. I'm not sure I'd like to see it come out as a "standard" but rather something you can spec into.... maybe a "Blood Gorged" Notable Passive.
Blood Gorged: You may have current HP that exceed your Maximum hp by 5% through healing, life leech, life on hit, or life on kill effects. Have 4-5 of them |
![]() |
" Wouldn't that just be a 5% Life increase...? |
![]() |
Technically no since % life increases are based on "Base" health while this would be based of "Maximum" health.
|
![]() |
" Then it's a 5% increase on maximum life. That's even more then a simple life node, lol... I don't see why we should implement an "Overheal" when you just could make it an +5% on max HP. |
![]() |