Overheal beyond 100% HP

Because +5% Max Hp would probably be too much without some drawback
@Rephikul

Similar stuff was already discussed (Having potions continue healing even when at full health until the entire duration is complete). It was shot down because the developers don't want you "priming" yourself before each battle.

So I don't foresee your suggestion making it off the ground without some dramatic rethinking like a notable negative to accompany it.

I did make the suggestion to have your Life and Mana globes on the HUD flash briefly when they've reached max capacity (doesn't flash if it is already max capacity) so that it is easier to tell in the heat of battle when your potions have stopped working because of them fully restoring your health/mana.
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How about creating a new type of Charge?

Blood Charges? Health Charges? Something like that.

Essentially, each charge can hold up to 10% of your maximum health for 10 seconds. Certain skills make them (by either emptying your health or draining it from enemies) and they function like your ES (they could even grant you a bonus to your Maximum ES for the duration)


so, you could use the skill to sacrifice 10% of your max hp to gain a bonus to your ES equal to 10% of your Max hp per charge.
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Manofdusk wrote:
Because +5% Max Hp would probably be too much without some drawback


But the idea here IS a +5% max life increase....

You get into the game, you have 100% max hp, you just use a life flask and voila, you already have you +5% max life. Or you kill some enemies and you have wýour 105% max life... There is no drawback actually in this suggestion.
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AceNightfire wrote:
But the idea here IS a +5% max life increase....
It's more like enduring cry that doesnt work for energy shield but is more graceful in strength and duration. Something you have to get into fight to keep going. According to your logic, we should remove enduring cry to.

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Nicholas_Steel wrote:
@Rephikul
It was shot down because the developers don't want you "priming" yourself before each battle.
That's utter bullshit. Have they forgotten enduring cry, curses, minions, traps, mines, totems, PORTAL? All of those stuffs are typically precasted before the actual engagement.
Please pardon my bad english
Last edited by rephikul#3337 on Feb 26, 2013, 2:46:53 AM
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rephikul wrote:
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Courageous wrote:
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.
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.


low-life builds get great benefir from instant potions that just arent as useful for large life builds.

B.
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I'd be cool with a keystone that lets you overheal on leech, but it would have to be tied to some drawback. Putting it behind Vaal Pact would make sense.

I don't think overhealing on flasks is a good idea because it makes it too easy to pre-buff your character.
sounds like... people who invest in HP will greatly benefit from this to everyone who doesnt.
Some noob always complaining... hoping things get better.

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