Health:Armor ratio adjusted from 200:50 to 150:100
Total Health pool remains 250
Inspire
Self healing increased from 50% to 75% when Barrier Shield is destroyed
Repair Pack
Healing increased from 55 to 60 health per second
Cooldown reduced from 6 to 5 seconds
Now has up to a .75 second interval at which Repair Pack’s duration is paused if the target is not missing any health
Barrier Shield
Deployment animation is now 25% faster
Movement penalty reduced from 30% to 20%
No longer interrupted by Repair Pack’s animation
I couldn’t really think of much to help Brigg out if these nerfs go through. Do any of these sound good enough to justify the nerfs on the experimental card? If anyone else has ideas, feel free to say them…
No, tone back the Repair Pack nerf with a reduction of armor and not a removal (or make it scale with max hp), and don’t nerf shield but keep the +50hp. This nerf either mustn’t go through or should be toned down.
The experimental nerf is unneeded, overkill, and uncalled for.
None of these are needed. Further, you’re not really understanding how armor works in this game.
By increasing armor to 100 and reducing her health by 100, you’ve basically given her a net increase in effective health. Combined with barrier, she now has the effective health of 600, about a 20% increase.
That’s not how armor works but ok. It’s also cheap to combine barrier and her health. Does that mean Rein is a 2300 health tank? Not exactly. In fact, not at all.
The truth is somewhere in the middle. She ain’t get no 600. But she definitely gets more than 500. It depends on who is shooting the armor. If it is say Tracer… well, that cat is not going to reasonably die compared to how easy it would be to clap a 600 hp Hog if he was, idk… hacked.
My point is none of this is in a vacuum. 100 extra armor would be a FRESH buff.
my original idea (don’t steal )
what if we just remove repair pack and make her shieldbash good again by just simply giving it damage and or possibly make it go through barriers again (snicker snicker)