Pretty much what the title says: a haze bomb that creates a healing mist. In order to not make it too useful, it should heal friend and foe alike (potentially, heal foes more than friends) and have all the other annoyances like a slow fuse and decreased walking speed.
New bomb type: Healing Haze
I can't think of a way to balance this between OP or UP. No matter what you do to keep it balanced, there's nothing stopping you from using it in-between fights, reducing the utility of health capsules. You can shivermist enemies in place while you drop a healing haze off in a corner, so you can heal yourself and not the enemies.
The one thing I can think of is to either make this bomb have one hell of a charge time/fuse speed (I'm talking 10+ seconds) or somehow give it a cooldown period. Even then I still think it'd be OP.
If I'm not mistaken, the devs openly stated that there will never be healing weapons (or pets). A lot of good reasons as to why exactly can be found in a lot of already existing "healing weapon/pet threads"... a few about "healing haze" specifically should have been around already, too.
@Heimdallr
there's nothing stopping you from using it in-between fights, reducing the utility of health capsules.
Health caps are instant, personal remedies. You normally don't use them in between fights (much) anyways. The HH is more like a portable healing pad. One does not render the other useless. Have at heal at the same rate as a guardian shield and people will only use it when really necessary.
You can shivermist enemies in place while you drop a healing haze off in a corner, so you can heal yourself and not the enemies.
That is not really an issue. The playstyle for the shivermist is to shiverlock enemies and backstab them one by one. Running off to plant a nearby health haze would be counter productive. You just risk thawing your enemies and luring them into your healing zone. Thats pretty much the point of the "heals everything clause" -> you cannot reasonably use the HH in the heart of a battle (well, you can, but it will likely backfire).
So it's SUPPOSED to be used in between battles? if it heals like FSC HP pads, that''s no good... not unless you and your party just LOVE to chat...
Usually, I'm good at balancing these kind of things... but this is hard...
~Tsu
Tsubasa-No-Me: Usually, I'm good at balancing these kind of things... but this is hard...
Yes, not only hard, it's even considered "impossible". Which is why it's been pretty much established in every single one of the 100 threads about it, that there will never be such a thing in this game under any circumstances.
@Tsu
So it's SUPPOSED to be used in between battles? if it heals like FSC HP pads, that''s no good... not unless you and your party just LOVE to chat...
It is supposed to be used, but not as a zone of invulnerability. The slow healing and potential to backfire (heal enemies) is meant as a discouragement to use it unless absolutely necessary.
@Ufana
Yes, not only hard, it's even considered "impossible". Which is why it's been pretty much established in every single one of the 100 threads about it, that there will never be such a thing in this game under any circumstances.
And yet, we have guardian shields...
I don't see any inherent reason why it should be impossible to balance such a bomb, in fact, I find it rather easy: Make it reasonably unobtainable for new players (e.g. 4* craft only, recipe must be bought with krogmo coins). Those players who can get their hands on it will likely shun it because it costs them one weapon slot to carry and will slow them down considerably in most cases.
How will it affect gameplay?
Arenas will not be affected at all. You can't plant the HH in the battle zones without healing your enemies and there are health pads in between battle zones anyways.
Clockwork tunnels (and CW like levels)? Sure, you can drop a HH in between every segment. You will quickly stop doing so, though, after realizing how much this will slow you down.
Wolver dens and lichens lairs? Those are basically arenas with clockwork tunnels instead of healing pads in between them. Same reasoning applies.
Boss battles? You'd hate Vanaduke running through your haze and getting an instant heal from it. The same goes for the other bosses except twins (here, the scuttle bots will become a real nuisance).
Pre boss levels? Anyone ending up at the final elevator now, not having 3 pills in their belt anyways?
Anything else: well, you can most certainly drop a HH before stepping on the elevator and ensure full health, but, again, this costs you tons of time and since all non boss strata are random levels, does not help you seeing content that would otherwise be inaccessible for you.
The only real impact, a HH has is probably heat sharing. But that system is broken anyways in countless ways.
I'm glad you got that down... now, if you'll just put that in the OP I'll gladly link to it! ^-^
Very happy you got this right,
~Tsu
Yes, we have guardian shields in Lockdown. We also have healing pads and infinite respawns in Lockdown.
In the clockworks, you don't get infinite healing. You go through long levels with lots of fights and very limited healing. It's a test of endurance.
If someone suggested that you should get free infinite respawns in the clockworks like you do in Lockdown, they would be laughed out of the forum, because that would be a horrible mismatch. A healing mist bomb is an equally inappropriate idea: not because it's too powerful (though it would be), but because it belongs in a fundamentally different sort of game--one where you're under constant time pressure, and probably where you have a failure condition other than death (like in Lockdown).
Allowing players to heal to full between combats would completely change the nature of the game, and throw current game balance out the window. Making it slow doesn't change the tactical situation, it just makes it annoying to use--and giving players tactical benefits in exchange for wasting minutes of their actual lives is terrible, TERRIBLE game design. Making it impractical to use in battle, whether because it heals enemies or is easily interruptible or whatever, doesn't do anything to address this issue, it just makes it harder to use the healing for anything except breaking the game (also: you could totally have one person perpetually shivermist the enemies while everyone else heals).
All of your arguments basically boil down to "it won't break the game because people won't actually bother to use it". Even if that were true (which I'm certain it's not)--why would we add something to the game that people won't actually bother to use?
And this has been discussed a LOT of times.
I think any healing could be instantly balanced if it came with an ME/CE fee. For some people it would be the difference between having a few more hearts, or going to the next floor.
I mean, it would pretty much be a cheaper more ineffective revive, and you wouldn't lose 30% of your heat!
ZOMG, i see healing weapons suggestions are coming more and more often Oo
why must everyone think that SK should have 'leech' weapons? I see I need to bump my little list up again.
Healing bomb redux: Love status.
Enemies caught in the mist will receive a new love status. Killing an enemy while in love will give a 25% increased chances of dropping hearths.
There, your healing is pretty limited, but still usefull in some way.
That would honestly be a status I'd like to see XD
We should take a look at the guardian's ability, but take a different approach.
How about a bomb that sets up a shield akin to the guardian, but it's purpose is to block projectile attacks and it also cuts the amount of time an aliment affects a player by half. So if you're shocked for 10 seconds and step into the bubble, it's reduced to 5.
Health is SUCH a touchy issue, we should dance around it at all costs.
You could just camp at the start of a level and heal. Completely overpowered, even at one-star. OOO has already said that they won't put healing weapons in the game. However buffing weapon are quite open to debate.
Juances = Genius. Can't believe I didn't think of that.
+1 to Juances.
Make it an actual status effect so there can be some weapons with it. I think Normal damage with less damage than a Calibur of the same rank with the same attack pattern.
What say you guys?
Subject. There's no need for any sort of healing whatsoever in this game...Juances idea is similar to the one with the V.E.E.D from a couple days ago.
If you made healing ineffective, you might as well not use it. If you made it effective in any manner, it'd be abused. End of discussion I believe.
~Sev
I sometimes have feeling that it matters who make topic, if it would be complete stranger it would be crushed right away by the rule "Admins said there will be no healing weapon" but if its someone well known there are either few answers or slight posts of approval.
Becuase it's spiral spy? Well yhea, he'd get more attention, but I already said healing wouldn't work along with a bunch of other people.
(Comeonnnn damage buff weaponssss)
I must say, I feel a bit flattered, that I am apparently attention worthy :).
@Orangeo
You could just camp at the start of a level and heal. Completely overpowered, even at one-star. OOO has already said that they won't put healing weapons in the game. However buffing weapon are quite open to debate.
Yes, you could camp in between levels and heal, you could even so in between fights. Here is my point, though: It doesn't matter.
- Non boss strata consist of random, depth scaled and disjointed levels. The HH may help you to reach greater depths (so does having a 5* player in your party, btw) than you could normally reach without, but whatever level is at depth X could also be at depth 1 in another gate -> you are not burning through content much faster.
- My proposal is for a slow healing device. Endgame players would barely use it for the same reason, they would barely use the shivermist in firestorm: It slows them down. New players would not use it, because they don't have access to it (4* krogmo craft). Anything in between will simply stall themselves (potentially resulting in a slower crown spawn rate).
- Boss runs are not really affected. There are usually plenty of health pads/drops around to keep you going and I can't remember when I was on a boss run last where ppl would enter the boss stage without being full on pills. Of course, the HH might help you in e.g. "Red carpet runabout" to save pills, but it stands to reason that if you can't make it through there with your normal health, then the Jelly will annihilate you, in case you go down just because you still have max pills.
Of course, the above begs the question: "What use is the Health Haze?" and the answer is: It works for mixed groups of different skill levels and for PUGs, where you have no idea about with whom you are playing. As it is now, you are facing a big decision when reviving less skilled players: Be nice and sacrifice some of your health, so they can play, or simply solo the rest of the level, leaving them in spectator mode. Personally, I'd rather rev and drop a HH than to have them nagging for revs (or feeling like a jerk for leaving them dead).
"Why doesn't anyone have HH" simply because the new "pros" got carried with it as a nub. Akin to people ragequitting and kicking team members because noone has a shiver blitz.
You could also have noobs carrying these for themselves. But then they would simply spend the time lounging in the haze while the other people fight. What is the difference, then, if they still don't learn how to deal with stronger monster.
It could easily be overpowered or underpowered.
OP: healing the player too much, making death impossible
UP: healing enemies more than the player, making it not really worth considering