New Node Idea

EthanGamerEthanGamer Member Posts: 357
edited July 2020 in Suggestions and Requests
Wounded: The defender takes no damage from regular hits. Only damage that can be taken is from damage over time debuffs or passives. Every 12 seconds gain a recovery charge. For every recovery charge reduce damage over time damage by 2%. Max 40% reduction. When at max charges remove them when you would gain another charge and go back to full health. If the defender is healing blocked or reversed the regen does not trigger, but what ever reversed or blocked healing is removed. This does not remove damage over time effects though.
When at 10 charges or more reduce time to gain charges to 8 seconds.

Comments

  • Thicco_ModeThicco_Mode Member Posts: 8,852 ★★★★★
    ehh. seems like something kabam could put on a debuff immune node, and while there are counters, itd be annoying. also, I feel like the node should increase damage for dot effects and the charges should build up and do something else, because dot is the only way to deal damage. I also think the thing where the heal block/reverse is removed should be removed.

    If it were to be implemented as you said, archangel would be pretty awesome for this bc he has crazy dot and heal block, but how would it work because heal block is removed but dot isn't. also, if there are multiple heal blocks, what happens. not a terrible node design tho
  • MasterpuffMasterpuff Member Posts: 6,469 ★★★★★
    Decent idea, could use the stated tuning above. Nothings as bad as that Mercy node was.
  • DNA3000DNA3000 Member, Guardian Posts: 19,654 Guardian

    Wounded: The defender takes no damage from regular hits. Only damage that can be taken is from damage over time debuffs or passives. Every 12 seconds gain a recovery charge. For every recovery charge reduce damage over time damage by 2%. Max 40% reduction. When at max charges remove them when you would gain another charge and go back to full health. If the defender is healing blocked or reversed the regen does not trigger, but what ever reversed or blocked healing is removed. This does not remove damage over time effects though.
    When at 10 charges or more reduce time to gain charges to 8 seconds.

    I'm not sure what sort of challenge this node creates that is sufficiently different from other in-game mechanics that would make it worth implementing. Perhaps you could explain by example. Design a fight using this node, and tell me why that fight would be interesting.
  • EthanGamerEthanGamer Member Posts: 357
    DNA3000 said:

    Wounded: The defender takes no damage from regular hits. Only damage that can be taken is from damage over time debuffs or passives. Every 12 seconds gain a recovery charge. For every recovery charge reduce damage over time damage by 2%. Max 40% reduction. When at max charges remove them when you would gain another charge and go back to full health. If the defender is healing blocked or reversed the regen does not trigger, but what ever reversed or blocked healing is removed. This does not remove damage over time effects though.
    When at 10 charges or more reduce time to gain charges to 8 seconds.

    I'm not sure what sort of challenge this node creates that is sufficiently different from other in-game mechanics that would make it worth implementing. Perhaps you could explain by example. Design a fight using this node, and tell me why that fight would be interesting.
    The defender could have the rapid metabolism node that reduces debuff duration. Also they could be immune to passive damage over time and only damage over time debuffs as well from a node. Combine all of that with something like long distance relationship and spiked armor and it would be a long fight.
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