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i know It's very late for that idea, but there's a possibility, this idea is simply change the damage reduction in the hard circuits upgrade to healing increase, my main reason is that, one: it is a more health upgrade than damage reduction in my opinion, second: it make possible for more wild numbers without it being too strong and can not make wx immortal no matter how high it is, and the third reason is that super and base hard can go back giving 50 and 150 hp, because the healing increase is more conditional than a fixed damage reduction, food can and will spoil no matter what, we can increase it shelf life but in the end of the day it will become rot, giving a temporary effective health, either because you will consume your food during a fight or like i said earlier, it will spoil, but damage reduction don't have any conditional, a character with 50 hp and 75% dr have a effective health of 200, now remember that in the beginning of the beta wx could have 600 hp with 65% dr, only 10 point lower, his effective hp was closer to 1715, a value extremely high, after the nerf it was 35% dr making it 930 hp, a lot more reasonable, but klei nerfed it again to 17,5%, a effective life of 730 hp(without the base hp nerf and 500 hp with the nerf), the reason for that everyone know, damage reduction is strong, very strong, for that reason only armor give it and early armors don't have too much hp, to make us treat it like a valuable thing, we can't just tank with a footbal helmet it only have 315 hp and will break, but wx hard circuit dr last forever as long the robot don't get wet.

        For that reason i think that change the tinkering effect from damage reduction to healing increse better, it can be strong without being something you can abuse just for using a circuit, to make my point better i will compare how much hp food can restore with that change, using wall three tiers of food, the 20 hp healing food, 40 hp healing food and the 60 hp healing food.

 

healing increase= H.I

100% H.I (30% super, 10% base)

60 to 120

40 to 80

20 to 40

85% H.I (25% super, 10% base)

60 to 111

40 to 74

20 to 37

70% H.I (20% super, 10% base)

60 to 102

40 to 68

20 to 34

to me the best option 65% H.I (20% super, 5% base)

60 to 99

40 to 66

20 to 33

50% H.I (15% super, 5% base)

60 to 90

40 to 60

20 to 30

35% H.I (10% super, 5% base)

60 to 81

40 to 54

20 to 27

25% H.I (7,5% super, 2,5% base)

60 to 75

40 to 50

20 to 25

 

            This is some vales to show that healing increse is a lot more easy to balance and deal, and yes i know that this probably not gonna happen, but a man can dream, food that gives 60 hp normally are or too time consuming or give too much hunger, making it a sode healing than a main healing souce, a good example are stuffed tallbird egg and surf 'n' turf, tallbird give 150 hunger making it a waste to most characters and sun need fish with are a time consuming task, 40 hp normlly are foods easy to make, i don't even need to say that and 20 hp food you can get everywhere, a bird egg and three veggies give 20 hp, a butterfly wing and three veggies do the same, a cooked potato and tomato, so even in the early game this is useful, so tell me, do you think it is a good idea or not?

Edited by doritosdamafia
  • Like 1

Imagine this, your fighting phase 2 cc (or any boss that can stunlock you) and your final piece of armor breaks. It is completely possible that you can die from one mistake at full hp. This is what I want max HP to prevent. Doing this would not solve this problem that I face.

And buffing gears is insane, they're already very good and the hp value is the most balanced part of it right now since healing 600 hp is really hard (I want 600 max hp back kleii).

  • Like 1
48 minutes ago, xxGreenStarver said:

Imagine this, your fighting phase 2 cc (or any boss that can stunlock you) and your final piece of armor breaks. It is completely possible that you can die from one mistake at full hp. This is what I want max HP to prevent. Doing this would not solve this problem that I face.

And buffing gears is insane, they're already very good and the hp value is the most balanced part of it right now since healing 600 hp is really hard (I want 600 max hp back kleii).

i undestand that but sadly, i can't see klei reverting the base hp nerf without changing the tinkering upgrade, but the good side is that you got half of what i wanted to to tell (probably you don't get the rest thanks to my poor gramma, english is not my first language), the main reason because i choose healing increase is exactly because it is not strong as damage reduction and will not save you in moments were you make a big mistake, but save you in mid size one, let's use your example, even with the current circuit we probably can't tank the spin attack of the cc (i pretty much sure he can do more than 500 damage), but with the second nerf version and beginning of the beta wx could, and for that reason klei must have nerfed it, for that reason healing is a good option, it will help you but it will not save you from moments that gonna kill you, be that for a miscalculation or lack of luck,  and i gonna admit, gears was not on my mind when think for a subtitute option, normally my world have too much healing food that gear are not necessary, this could be a proble,m although there's a chance that people will consume less gears beause you gain more healing in general

Edited by doritosdamafia
11 hours ago, doritosdamafia said:

35% H.I (10% super, 5% base)

60 to 81

40 to 54

20 to 27

I like this one 😁👍

Also, instead of just healing from food it could be any incoming healing, meaning it would affect beanbooster, jelly beans, wortox soul, gears, batbat, etc... Would be a really cool and unique mechanic.

If keeping it just to food would be simpler for them to implement it would be good enough as well, just not as cool.

  • Like 1

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