I'm very much thinking these ideas are becoming more and more OP than the tech currently is.
I agree you would have to do this *VERY* thoughtfully to prevent further OP but it seems to have the possibility of addressing a decent number of the complaint/request areas thus far:
- Remove the sticky factor (promotes situational awareness, aggressive play )
- Add a delay before connecting, a "warmup" period for the ability (promotes timing and predicting situation, being defensive, pocket-teching)
- Decrease healing over time (promotes moving from target to target, healing everybody)
- it deals with incin' / tech combo as continuous healing will be less efficient
- it adds some skill (timing) to the techie playstyle
- it limit the deathball stuff as it will limit continuous healing
- direct hits grant entire value of healing that an orb is associated with
- There is also splash damage, and detonation available for health orb shots.
- They do not stay on the ground, direct hit, or splash (splash orb particles fancy PhysX usage)
- so a tech can't do any damage, but get something else as for it. (Tactics with the "Canister Launcher" would lead you to staying back from firefight)
- If you really want to balance it out, maybe the health orb bullets can health both enemy and ally.
Edited by oSPANNERo, 26 March 2015 - 07:55 AM.