Man it was so tough to take these so called knowledge people that how hilarious these nodes were. You will regen but it's heal block too. ,๐๐๐คฃ๐คฃ
Ikr๐คฃ๐คฃ๐คฃ๐คฃ๐คฃ Point is this Node isn't hard nor it meant for a specific champ as many people saying ( I see no official statement so ๐คท). It's just it's plain and simple node but proof of Laziness. Heal and hide is generally meant to punish and benefit player at same time depending on the timing. In this Cav Eq We get a passive heal which in slightest didn't affected me. It's just annoying there could have been better node for interaction like Vigor,Arc overload, or some thing Iike that. But heal and hide with passive heal block just is boring interaction of champs. As stated above all things do same thing but with different timing but only 1 giving advantage to player. Taking that advantage off from players isn't Issue at all. It's just it throws timing off the people (which further improves mental capacity of player) but a Non sense interaction. Supposed to give you heal but you can't heal ๐คฆ๐คฆ๐คฆ but another node there with regen. Why being so lazy
It's just a node that helps Warlock the most. You and LMNOPQ are acting like you pulled a genius prank on all of us but I truly think neither of you understand how it's supposed help.
Please enlighten me who's best here. Cuz I never used warlock here. Just used HB and g2009 and didn't had problem. I am not acting like genius. Most of the tech champs which are at higher ranks like Ghost, guardian,warlock, HB, g2099 and others need shock or power drain. Now tell me which one of them very reliably both shock and Heal block. Guardian needs synergy maybe ? Or sacrifice his charge for power drain. G2099 heal reverse at sp 2 while she needs to get to sp 1 for power drain.warlock can access it more good comparing to others now how many others have it. Now combine with unblockable node etc etc. I am not here that node is hard or not. It's easy. But I am talking about nature of node. It's just being lazy. Why can't just swipe with another node like vigor or something.
Warlock is the best for that path. He power drains when they're infected and trying to heal. He has shock on sp1 which also power drains. He gets 10 fury's super quick and a Sp2 will pretty much finish them off.
It's not lazy at all. It's literally designed to help you take the path easier.
Apart from Warlock bro. I'm saying other tech who can conveniently can do what warlock can do that ease. That was whole point cuz not everyone got him. And your last line that it's designed to help player. But how buddy ??? It's not officially build for warlock only. What are other options where that HEAL helps player . Maybe you didn't got what I mean. In simple words what champs exactly benefit from that heal node let alone forget that heal block on attacker ( or should say like that CHEESE as warlock kit interact with regen proportionatly to power drain)
Guardian and Hulkbuster murdered this entire quest for me. When he says it's designed to help you, I think he means the shock and power burn that grants fury. Of course that one path makes warlock really good. I think you are hooked on heal or hide benefiting the attacker and I just don't think it matters.
Earlier I thought you were talking about the passive heal block in the skill quest I see how it is less of a good node design. It's hardly lazy though. If they were lazy they wouldn't add healblock, that's another node to add. And heal or hide still benefits the attacker more than any other defender regen node.
HB and g2099 were my MVP. Regarding the heal and hide I am not hooked to it. When something meant to do something then it should happen. If node has to be punishable then why remove rewarding element which is core element. Just replace it with something. It's very odd and seems lazy execution Regarding the skill path heal block, it didn't matter to much as I intercepted all day and don't rum suicides. Can't really say about that node when I have done exploration. For me it was just okish but for others it may be easy ir just a hell . They could have instead added spectre node reducing like 70-80% regen rate. I am happy that they didn't placed void In skill ch other wise it would have been really hilarious moment. ๐
So, reading your comment I see that you are most definitely hooked on nodes performing their function without interference. I'm not going to argue with you because it is your opinion. You aren't willing to listen to what I'm saying.
No I am not. There are certain nodes which do the same. I am saying that Why put up node a which have both reward and punishment element and you just restrict positive aspect. It's just lame ans lazy executive. Simple replace it with another punishing or similar thing I don't want to face a situation in game later where there's a mix master and you gain fury when you prevent it. But global node prevent you to gain any buff . Passive or active lol. Idk if you're getting my point
I'm saying the benefit, the positive is still there. Assuming that regeneration was the theme for defenders for that path, any other node would be healing them and the only way to counter act it is with a heal block champ. For this one it acts the same as arc overload (without armour up, same as arc overload because the defender heals, not you) except by swiping back once you can stop the defender regening. I'm getting your point and it works a little better in that mixmaster, plus fury on evade counter, and hex scenario, but even then it's just a neutral effect. In this current scenario, you don't get to regen (neutral, not removing anything you normally can do), defender does (they get to regen, when normally they wouldn't, it is affected by a node, but then the positive is you can prevent regeneration (positive as any champion can stop defender regening). So between the positive and the negative you could say its a neutral or beneficial interaction depending on your opinion of how nodes should be considered. If you continue to say, "Yeah but you don't get to regen" as your point, I understand that, I think it's an unreasonable and unarguable point.
TBH my point is not unreasonable and unarguable. I still stand on my point of that it's is lame and lazy execution. There's no positive aspect there left bro. Regen is meant to counter by us. Mo matter it's Vigor, Arc overload, heal and hide or some other regen node. Every regen node have their own element and core basics to function with. Heal and hide is different as it is only node which benefit attackers too and that's it core ability. Just simply puting a Another condition which only removes its positive benefit to player is very poor and lame execution. Can't just they replace with it another node????? It do work like other regen nodes but it's one of the basic function which benefit player is Hindered. Node isn't problem at all when played. Countering it isn't hard at all. Or even does not need to stop regen. The damage gained by additional furies can easily outdamage it. It's the Interaction of node to its core or fundamental abilities in relation to the interference. It's like it's not doing half of part it meant to do initially. Rather making players to adapt into that kind of mindset ,just replace it with another similar node which don't benefit player. Keep punishing as much they want. It won't bother me. But making irony of the situation and mocking down the content along with players isn't good( atleast for me).
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Regen is meant to counter by us. Mo matter it's Vigor, Arc overload, heal and hide or some other regen node. Every regen node have their own element and core basics to function with. Heal and hide is different as it is only node which benefit attackers too and that's it core ability. Just simply puting a Another condition which only removes its positive benefit to player is very poor and lame execution. Can't just they replace with it another node????? It do work like other regen nodes but it's one of the basic function which benefit player is Hindered. Node isn't problem at all when played. Countering it isn't hard at all. Or even does not need to stop regen. The damage gained by additional furies can easily outdamage it. It's the Interaction of node to its core or fundamental abilities in relation to the interference. It's like it's not doing half of part it meant to do initially. Rather making players to adapt into that kind of mindset ,just replace it with another similar node which don't benefit player. Keep punishing as much they want. It won't bother me. But making irony of the situation and mocking down the content along with players isn't good( atleast for me).