Nonce Equitaur 2 wrote: It will never happen. D3 has a delusional belief that temp-healing is a great ability. Temp healing illustrates the glaring disjunction for how D3 perceives the game compared to how players perceive the game.
CrookedKnight wrote: There's never going to be an AOE true healing ability because it breaks the recovery timer mechanic. I didn't start playing the game until after the change was made but I have no idea why anyone would have ever used a health pack outside of revival if they could just prologue heal with OBW's blue.
Nonce Equitaur 2 wrote: [anchor=beast3]Beast (Classic)[/anchor]3 Star Rarity (Rare) Wiki link.At Max Level: HP: 6800 Tile damage: 70/13/79/12/61/11Mutagenic Breakthrough - 8 Green AP Hank has big plans for a genetic experiment that might lead to unpredictable results. Creates a 3 turn Blue Countdown tile that, when activated, converts 4 surrounding basic tiles into random special tiles with strength 22.Level Upgrades Level 2: Creates special tiles of strength 28 Level 3: Reduces to 2 turn cooldown Level 4: Creates special tiles of strength 33 Level 5: Reduces to 1 turn cooldownMax Level: 4 strength 105 special tiles Animal Inside - Green 9 AP Jumping and slashing as he moves through enemies, Hank can barely control his animal side. Deals 137 damage to all enemies. If there's a friendly Blue special tile on the board, Beast smashes up his lab destroying 3 random tiles, each dealing 33 to all enemies but not generating AP.Level Upgrades Level 2: 164 damage to all enemies Level 3: Destroys 6 random tiles Level 4: 219 damage to all enemies Level 5: Destroys 12 random tilesMax Level: 696 damage / 12 tiles destroyed at 104 damage each Medical Marvel - Yellow 11 AP Dr. McCoy uses his medical triage skills to patch up the team before they rush back into battle. Gives a burst of 274 health to allies. If there's a friendly Blue speical tile on the board, he provides a gadget to aid them. 1 Yellow tiles become strength 16 Protect tiles.Level Upgrades Level 2: Gives a burst of 356 health to allies. Level 3: Inceases to 2 Protect tiles. Level 4: Gives a burst of 493 health to allies. Level 5: Inceases to 3 strength 21 Protect tiles.Max Level: 1564 healing / 3 strength 69 Protect tiles
SirKopath wrote: Also keep in mind that Beasts Green gets buffed off ANY friendly blue special tile. So there's that as well.
NorthernPolarity wrote: Beast definitely needs some help, but i feel like these changes deviate too far from the original design of the character. 1. Im assuming that your original post has a typo and you didnt want to change beasts blue to green.
2. I dont really get the colorshift from green to purple. Yeah, the game needs more purples and has more than enough greens, but the abilities flavor doesnt really fit with purple. Another battle for another time i think.
3. Making beasts blue into this would just turn it into another judgement/battleplan, and sort of takes away the uniqueness of the cd tile. I like keeping the 1 turn cd and would look at something like just change the tile placement to be random to keep the original design.
4. Instead of defaulting to strike tiles always > protect tiles, why dont we brainstorm on how we can keep the ability more similar to its original incarnation with it being actually balanced. I think something like a reduction to 9 ap + 2.3k healing would be closer to balanced.