Brig generates non-recoverable armor sure, and Doomfist/Lucio generate non-recoverable shields.
But those patch notes from the other day explicitly talk about non-recoverable health and that's something that doesn't exist in game yet, even though they called it out directly.
I assumed those all fall under the banner of non recoverable health
Brig generates non-recoverable armor sure, and Doomfist/Lucio generate non-recoverable shields.
But those patch notes from the other day explicitly talk about non-recoverable health and that's something that doesn't exist in game yet, even though they called it out directly.
I assumed those all fall under the banner of non recoverable health
What we're saying is that they specifically mentioned them separately.
Is there any difference mechanically between health hp and shield hp other than built in shields regenerating? Trying to figure what the point of non recoverable health is. Not effected by hax or something?
It would not be affected by hacking presumably. Not recoverable with no regeneration or damage resistance but also no hacking or molten core damage increase.
One thing I'd like to see on another healer is Ana's anti-health ability, but packaged differently enough to make it unique. Ana's anti-health is a long-cooldown, slow projectile, AoE burst ability that can be shield-blocked or DM-eaten, so maybe something that's easier to apply, shorter cooldown, but single target and doesn't last as long. Something like that might lead to a rebirth of dive or assassin comps that focus on skipping around/over 3-3 comps to get specific, targeted kills but with a small window of success.
The details of it might not be perfect, but I think that's a really cool ability with a lot of strategic potential while still allowing for counterplay, so I'd love to see it on another character (while keeping it different enough to keep Ana unique).
One thing I'd like to see on another healer is Ana's anti-health ability, but packaged differently enough to make it unique. Ana's anti-health is a long-cooldown, slow projectile, AoE burst ability that can be shield-blocked or DM-eaten, so maybe something that's easier to apply, shorter cooldown, but single target and doesn't last as long. Something like that might lead to a rebirth of dive or assassin comps that focus on skipping around/over 3-3 comps to get specific, targeted kills but with a small window of success.
The details of it might not be perfect, but I think that's a really cool ability with a lot of strategic potential while still allowing for counterplay, so I'd love to see it on another character (while keeping it different enough to keep Ana unique).
One idea I had a while back was "poison damage" that lowered your max HP for a while. So even if you have a healer on you, eventually you're going to run out of health.
My favorite musical instrument is the air-raid siren.
Yeah that would be neat too! I think I just like the idea of more statuses that aren't CC/straight healing related. As far as debuffs go, I think all we have so far is discord and anti-heal. I feel like stuff like that makes things a little more strategic without just taking control away completely.
0
Options
PaperLuigi44My amazement is at maximum capacity.Registered Userregular
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
+1
Options
miscellaneousinsanitygrass grows, birds fly, sun shines,and brother, i hurt peopleRegistered Userregular
the important thing is the team is taking it in stride and staying in high spirits
Man if Florida wasn't choking hard Philly would be in trouble.
I wouldn't say Florida is choking, more returning to their mean. A better team would have held that final defense on Numbani, but Philly is also basically the king of clutch.
Was honestly not expecting Florida to win today. Real happy for them though.
No excuses because Florida did play really well, but they were also missing Boombox on Zen and his replacement Elk really struggled. Got picked first in at least two fights on Route 66 alone (not his fight alone but coordination overall wasn't as good as it probably normally would be). That being said, Florida capitalized well and they should be able to beat a lot of the mid-to-low teams at least if they keep playing like this.
0
Options
LuvTheMonkeyHigh Sierra SerenadeRegistered Userregular
Was honestly not expecting Florida to win today. Real happy for them though.
No excuses because Florida did play really well, but they were also missing Boombox on Zen and his replacement Elk really struggled. Got picked first in at least two fights on Route 66 alone (not his fight alone but coordination overall wasn't as good as it probably normally would be). That being said, Florida capitalized well and they should be able to beat a lot of the mid-to-low teams at least if they keep playing like this.
I feel bad for Elk, he's an outstanding support but he plays everything Neptuno plays normally, having to play Zen for your first OWL appearance is not the ideal scenario
Was honestly not expecting Florida to win today. Real happy for them though.
No excuses because Florida did play really well, but they were also missing Boombox on Zen and his replacement Elk really struggled. Got picked first in at least two fights on Route 66 alone (not his fight alone but coordination overall wasn't as good as it probably normally would be). That being said, Florida capitalized well and they should be able to beat a lot of the mid-to-low teams at least if they keep playing like this.
I feel bad for Elk, he's an outstanding support but he plays everything Neptuno plays normally, having to play Zen for your first OWL appearance is not the ideal scenario
Yeah and according to his post-game tweet, he got subbed in literally two days ago. Two days notice to play a hero you don't main is a huge dang ask. Still, I think they'll bounce back and maintain their position in the top third of the league without much problem.
Posts
I assumed those all fall under the banner of non recoverable health
What we're saying is that they specifically mentioned them separately.
It would not be affected by hacking presumably. Not recoverable with no regeneration or damage resistance but also no hacking or molten core damage increase.
The details of it might not be perfect, but I think that's a really cool ability with a lot of strategic potential while still allowing for counterplay, so I'd love to see it on another character (while keeping it different enough to keep Ana unique).
One idea I had a while back was "poison damage" that lowered your max HP for a while. So even if you have a healer on you, eventually you're going to run out of health.
...Time to go do laundry
or, maybe they've just snapped
Yeah about that...
The bolo tie lives on though
Does Carpe
Keep doing shit like that
I wouldn't say Florida is choking, more returning to their mean. A better team would have held that final defense on Numbani, but Philly is also basically the king of clutch.
Steam: MightyPotatoKing