Give me a logic of these nodes... I am quiting the game
nashad
Member Posts: 2 ★
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All things considered, at least its a % of health and not a fixed value like coldsnap where you'd have to heal up for it.
The heal block with the aspect of nightmares is trolling of the highest level. Everything else is just warmed-over 5.3 ish. No problemo...
One shot with r3 Saber
I am fine with that node But I think it is 50% of your maximum HP
But why not just make a node "Lose 50% health" easy and simple
psssssst... heal block
That's a grey area. A game doesn't have to provide a skillful way to escape *everything*. You could argue that the node increases the amount of skill necessary to complete the content because you need to be able to deal with having only half your normal health. In fact, Nightmare + Heal Block is roughly similar in effect to permanent -100% passive armor break (in other words, cannot be removed) if you start the fight with full health. If you start with less, it is worse, so it applies a further penalty on players that have lost a lot of health before arriving to the fight.
I don't typically like those kinds of combinations, but it isn't really accurate to call them "non-skill" nodes when players with a lot of skill can get past them. That's the very definition of a "skillful" node.
However that team of yours should have been enough and look at your units.
Now they have to revive AND use health pots.
The "skill" for this is to clear the path so that you get to the boss with as much health as possible (ideally full health).
I do agree that it's a cheap mechanic to force players to spend.
Hypothetically speaking, suppose that node combination appeared in content where players were literally blocked from using any potions. Either you get past it with skill, or you fail. Would it then be "better?" It certainly couldn't be called a cash grab anymore.