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#16 | |
![]() Join Date: Dec 2010
Reputation: 743
Posts: 7,202
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Quote:
Your idea is like "nerfing" the Engineers Pistol to have 120 reserve ammo and making unable to be restocked while held in order to make the ammo count less ridiculous. So what if you die in 30 seconds by holding it out when you aren't going to hold it out for that long ever? Every single time I get to the front lines now as a GRU Heavy, I get there without taking even close to half my life, assuming I don't bother taking a medkit along the way. Your "nerf" does nothing significant in the slightest. |
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#17 |
![]() Join Date: Jul 2011
Reputation: 39
Posts: 399
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300 hp/second, can't be healed.
Now it's balanced. |
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#18 |
![]() Join Date: Apr 2012
Reputation: 267
Posts: 774
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another simple change -
The Gloves of Rambling Unhurriedly 30% slower move speed while active 50% damage bonus +6 hp healed per second while active this would be much more balanced rite |
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#19 |
![]() Join Date: Oct 2009
Reputation: 94
Posts: 554
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So I was checking out the Tightrope weapon adjustments, and I came across this.
When active: No health drain When active: User is ignited -50 max health on wearer I won't lie, that's ingenious. I mean, the gloves have flames on them; wouldn't this make sense? Plus this way, while the Heavy still takes damage, they are punished for a few more seconds after taking them off. Sure they'll still be good with a Medic (though 50 less health helps that out), but it's a step in the right direction. |
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#20 |
![]() Join Date: Apr 2012
Reputation: 9
Posts: 26
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Simple.
It would need a complete overhaul..
Perhaps, this? Gloves of Running Urgently Level 10 Boxing Gloves When weapon is active: +20% movement speed +10% gain in health from health packs -10% damage penalty -3 health drained per second on wearer |
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#21 |
![]() Join Date: Dec 2010
Reputation: 743
Posts: 7,202
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+30% movement speed
- Set on fire in use -50 Max HP |
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