In the current state of SM2, healing is... scarce. This is clearly by design, but it has resulted in the handful of sources of additional healing becoming "must picks," even when they are nerfed and their alternatives are buffed.
That's just normal player behavior - some people love the adrenaline rush of finishing a mission on their last 10% health, and some people find running around on 10% health to be an anxiety-inducing ordeal. Both types of players have a place in the community, and any approach to the healing economy should try to balance their needs.
My proposal is as follows: Landing an execute on a Majoris or greater restores all of your contested health, or 10% of your missing health, whichever would result in more healing.
Intent: provide safety-net sustain against going down to chip-damage, and a recovery mechanic for runs that are going poorly, whilst minimally impacting runs that are going well. Also, allow a player to recover from 5 seconds of bad play by consistently playing well - break the Cycle of Hurting.
Basing recovery on missing health is intended to preserve the feeling of scarcity - once you take damage, you'll never be at full health without some other source of healing, you still rely on stims to clear mortal wounds, and the heal is small enough that the healing talents will still have value- but they'll stop feeling mandatory to the majority of the playerbase.
Alternate: In lieu of above - on completion of an execution, gain contested health based on the level of enemy executed. Landing melee attacks pauses contested health decay for ~2 seconds.
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