Logo Platform

Availability of healing

Co-op

Reply
10 hours ago
Feb 12, 2025, 4:46:47 PM

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.

Updated 30 minutes ago.
0Send private message

Comments

Reply
Copied to clipboard!
8 hours ago
Feb 12, 2025, 7:02:45 PM

No, absolutely not. This game is designed is a way that you can handle just about anything it throws at you without taking damage if you make the right plays. I can get through absolute difficulty without the need of a single health pack or any team/perk healing as is.


Also, executing anything already restores all of your current contested health. The game would be far too easy if there was innate health regeneration though execution. If anything, maybe they can add that into the easier difficulties, but it should absolutely not be present in ruthless or above.

Updated 8 hours ago.
0Send private message
30 minutes ago
Feb 13, 2025, 2:42:42 AM

You're in the minority with feeling that there's enough healing in the game.  If you weren't, there wouldn't be a push to reduce the pick rate on Invigorating Icon and Adrenaline Rush because there wouldn't need to be a push.  If the average player felt that the health economy in the game was in a good place, you'd see lower pick rates on health restore perks, as opposed to them completely dominating their level band from the moment they become available, to the point where they're basically thought of as core features - no one talks about the Banner except as a healing tool, and no one talks about Vanguard's survivability without accounting for Adrenaline Rush.

0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message