January 26Jan 26 The way bandages currently work disincentives using higher tier bandages. Due to the healing effect being cancelled upon hit, players are more likely to not want to "waste" bandages because they get hit. The players who can block/dodge the hits to get the full effect of the bandage are not likely to get hit as much. So higher tier bandages should be able to take a hit or two before "breaking." This will incentivise using the higher bandage tiers despite the cost, even if they don't get more healing. Then players who get better are rewarded by being able to use cheaper bandages.
4 hours ago4 hr Your idea is fantastic! I love it! I hope the official team sees it! However, the bandages in the first game were a bit too simple and overpowered. I think your point about "being able to withstand 1-2 attacks without interruption" is brilliant. It allows players to better judge when to use bandages, increasing the fun and strategic thinking in the game, instead of using them haphazardly like in the first game or being afraid of wasting them in the second!
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