Upon activation:
- Gains a 10% damage reduction from all sources for the duration
- Regenerates 20% of initial missing HP over 5-10 seconds
- Unable to receive healing from other sources while active
- 55 second cooldown, no matter how long or short it lasted because the HP regenerated will always be that initial 20%
Heal/time mechanics:
When not being hit, it regenerates the initial 20% of missing HP in 5s.
If you're hit however, the healing slows down by 50% for a second and the Ability lasts a second longer.
This means it has a maximum duration of 10 seconds.
This way you'll always regenerate that 20%, as long as you keep alive.
Since it always regenerates what is detected as 20% on initial button press, the cooldown'll always be the same.
(Currently 55 seconds, however I'm not sure if it's too low or high.)
Numbers:
400 HP = 80 over 5-10s - 16/8 per second
300 HP = 100 over 5-10s - 20/10 per second
200 HP = 120 over 5-10s - 24/12 per second
100 HP = 140 over 5-10s - 28/14 per second
Visual:
The Brawler angles the shields forwards and slightly spreads them out.
Meanwhile, the "armor plates" on them will open up and vent the usual yellow healing-effect.
The "wings" that mechs usually get while using an ability will ofcourse appear as well.
Notes:
I based it off of the Brawler's current turret mode.
It may seem a little underpowered compared to others, but I'd rather have that than an overpowered one.
The Brawler's already a very good mech without it.
Most importantly, it's not a cheesy activate-at-start Ability which requires no thought.
It involves alot more risk/reward than most other Abilities currently in the game.
Possible changes:
Perhaps healing from other sources should be cut in half while it's active?
Maybe 25% would be better after all?
Or maybe the healing should occur in 4-8s instead of 5-10?
Edited by (KDR) Meraple, 28 April 2015 - 10:50 AM.