Narkon wrote: They try to make sense of temporary and "true" healing and they offer an explanation with the nerf to try and justify the change. How about you make a change that makes sense and cut down the time it takes to fully heal a downed character? 8 hours to heal a hero? I guess you really want to to drive away people, don't you? So how can we heal heroes now? Oh, wait, I guess I should say offer 'true' healing to our heroes. Only with healing packs? How about dropping the ridiculous HP price for healing packs then? Sigh. P2P all the way.
jozier wrote: Spidey is now legitimately the worst character in the game.
IceIX wrote: - Ares (Dark Avengers): Sunder - This ability is more a moment of weakness than actual damage, so Ares gains health back when the weakness passes.
gamar wrote: pasa_ wrote: Discussion? Guess we are supposed to GUESS that the heck the terms temporary and other words mean? How about writing down in plain English up front and/or provide some example of what happens in-game and after the game. I assume it works like D&D's temporary hit points: Certain effects give a character temporary hit points. When a character gains temporary hit points, note his current hit point total. When the temporary hit points go away [in MPQ I assume this is when the battle ends] the character’s hit points drop to the noted hit point total. If the character’s hit points are below his noted hit point total at that time, all the temporary hit points have already been lost and the character’s hit point total does not drop further.
pasa_ wrote: Discussion? Guess we are supposed to GUESS that the heck the terms temporary and other words mean? How about writing down in plain English up front and/or provide some example of what happens in-game and after the game.
Certain effects give a character temporary hit points. When a character gains temporary hit points, note his current hit point total. When the temporary hit points go away [in MPQ I assume this is when the battle ends] the character’s hit points drop to the noted hit point total. If the character’s hit points are below his noted hit point total at that time, all the temporary hit points have already been lost and the character’s hit point total does not drop further.
IceIX wrote: - The following abilities are considered temporary healing: - Black Widow (Original): Anti-Gravity Device - This ability uses gravitic fields that lets heroes fight more easily despite injuries. It doesn't heal them of these injuries however. - Spider-Man (Classic): Web Bandages - These bandages help heroes fight through pain but do not provide actual healing. - She-Hulk (Modern): Reprieve – She-Hulk allows for the team to take a rest from combat for a moment and gather their strength but does not heal any wounds. [/list]
Spoit wrote: Narkon wrote: They try to make sense of temporary and "true" healing and they offer an explanation with the nerf to try and justify the change. How about you make a change that makes sense and cut down the time it takes to fully heal a downed character? 8 hours to heal a hero? I guess you really want to to drive away people, don't you? So how can we heal heroes now? Oh, wait, I guess I should say offer 'true' healing to our heroes. Only with healing packs? How about dropping the ridiculous HP price for healing packs then? Sigh. P2P all the way. I'm not seeing an explanation?
ZenBrillig wrote: IceIX wrote: - Ares (Dark Avengers): Sunder - This ability is more a moment of weakness than actual damage, so Ares gains health back when the weakness passes. This description probably needs to be changed, since it would logically imply that if Ares wins a match before the cooldown ends, he should get that health back.
Miaomew wrote: Does temporarily healing still effect your scaling in events?