Improving Repair Beam Healing Rate

Huh… I believe they did change Mengk’s Dogs of War to Wolves of War after you unlock that!

From one of my recent games I remember like they currently can.

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In my Coop reworking ideas post ( Co-op reworking ideas according to own experience and user feedbacks ) I brought this up as an idea:

The idea of Repair Beam is to allow players to ignore minimal chip damage, adding longevity in terms of countering this part of the game mechanic.

I feel that if anything the number of simultaneous healing should be increased to even more than current new change. The rate itself shouldn’t change, as this easily opens up risks to cross that fine “invincibility line”, much like how a biomass’d Abathur is immune to Construct damage. The difference being Abathur requires time, effort, and skill to reach there while Karax (if healing rate is simply increased) is instantly unkillable.

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I would say change the origin to percentage rather than numbers (ie. 5% for units and 8% for structures) and overhaul the whole second mastery set.

IMho repair beam mastery should increase the number of units healed.

Its heal/sec will never be enough to make the units survive against any serious attack so might as well make it able to heal a larger number of troops at once.

For suggestions on more # of targets healed at a given time, what should that number be? Base is 3, while upgrade used to be 4, but was buffed to 5.

Can’t really do that with masteries because 0.1 of a unit is NOT a unit.

Unless they make it 1 extra unit healed per point (which would make the mastery extremely powerful), then they better stick to just healing %.

I don’t know if that sentiment is entirely true.

I mean yeah, 0.1 unit isn’t technically a unit but neither is say Chrono Boost at 2%/point being appreciably useful, since the game would round them. Similarly, minus x seconds in calldown type of masteries, “-4sec or -20sec” at times would yield 0 advantage. Yet, these kind of masteries exist.

So putting in 5points to get 10% faster Chrono Boost sounds like a lot but really isn’t (when you realize Chrono Boost itself already increase). By this standard, putting in 10points to get “extra unit repaired” isn’t entirely useless either. This would open up more meaningful split in mastery choices.

I don’t see how that changes anything.

That’s not what he’s saying. With your examples, those effects have easily show-able, obvious effects. Decrease cooldown by 4 seconds? The cooldown number goes down from 240 to 236. Increase Chrono boost by 1%? Boost increases from 22.5% to 23.5%. Simple.

But with reconstruction beam, if you want it to heal 3 extra targets with max points, each point gives +.1 targets. How would you show something healing 3.1 targets? How would you calculate something like that, have a second “set” of repair beams?

Every mastery has a small bonus that accumulates over several points, yes, but no masteries are rounded down in such a way that 9 points in a mastery does literally nothing. Do you round to the nearest number? Then 26 points would have identical effects to 30 points.

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Keep the mastery as a +x% healing rate bonus, but change the # of healed targets that the upgrade does (from the Solar Forge)

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Simply fuse them together.

Mastery increases healing done by x% for every point.
Every 10 points in that mastery it heals +1 additional target.

That is just not true. Repair beam healing rate can make the difference between loosing and not loosing a unit or structure. It also affects in what shape your and your allies army (if he has mechanical units) will be in when the next engagement occurs.

On the other hand, the extra few energy points from chrono wave mastery only make a difference IF you actually run out of energy. If you kill an attack wave and still have 50 energy left over, the chronoboost mastery gave you exactly 0 benefit.

In my opinion, heal rate is worlds better than energy regen, if you are active with your army… 30% increased healing will way outperform 30 energy every 4 minutes in pretty much every case. If you don’t sit around for 3.5 minutes at a time, the 30 energy is pretty much gone after you nuke a BC. While the repair beam keeps getting used all the time.

1.5 hp/sec doesn’t make much of a difference; at least not when compared to 30 energy.

Why not just remove both of these masteries and replace it with something else? Why keep trying to fix something that can’t be improved?

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I think it can be improved with better numbers. The ‘something else’ could end up being much worse.

The only improvement on this would be to increase the number of affected units (as was mentioned time and time again). Increasing more HP/s would make it too powerful. Even worse, ideas of “let’s do x%/sec”.

The %/sec doesn’t work at all because the ability works on every commander and not just Karax. So take something as simple as Kaldalis (400HP, ignore shield for this purpose) [640HP with mastery]. So at 1%/sec healing rate that makes even the most basic of units heal 4-6HP/s. So anything even beyond that would make some units invincible. It has to work for all commanders or none.

As a game mechanic, it is unique in the passive heal that brings to the table for cooperative play. So removing it entirely seems a waste. This is why the only option that makes sense is to adjust the appropriate number of units affected.

I can think of something like, reduced cooldown on Unity barrier, reduced cooldown on unit abilities, Increased chrono boost passive, reduced solar forge upgrade cost, stuff like that.

Stetman heal has super power, but shine especially on defense. He cannot heal where he has no attention.For pushing, Super Gary’s Micro and attention needed. it cannot be compared no cost, no micro, no limitation of place healings.

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