yep and in legions they got too much health to do this! HoF cant keep them off if they keep hiding and healthing up...just means only super experienced/dogmatic players will play HoF
its unbalanced imo
Our team ran 2-4 (dependant on map) players on defense so our HoF was never alone, which eliminated the problem of LO hiding and killing our HoF opportunistically and still would if health regen was implemented.
Not gonna lie...I echo Serket's concerns with being able to instantaneously get full (or even parts of) health back via things like packs. It feels cheaper and less effective than the current system as it's been, creating other issues like health camping and hogging, while not fully fixing the original issues already at hand. Also, being able to save and use a health pack as needed is worse than slowly recharging when not being hit. That would mean you could recharge *while* being hit at a much faster rate, which would extend duels longer and make strategic shooting less effective.
There are negative and positive sides to both health packs and steady health regen, but honestly I think the health packs would have less of a detrimental effect on balance. If I remember correctly, the health packs that spawn are generally placed adjacent to the bases on small platforms or near key conflict points, making players go out of their way to collect them, or kill someone to get them. To be fair, killing someone to receive a health pack is completely reasonable and according to the people I asked in #legions the health packs only restore ~1/4 of your max health, which really isn't that big of a deal. It's just enough to keep you in the fight if you've gotten low on health and not so much that it's going to be a balanced fight for the next person that comes along to attack you, which is fine as you shouldn't be able to face multiple opponents and suffer no penalty for taking damage. But, if you're killing enough people to fully restore your health alone, then you've pretty much deserved it.
On the other hand, passive health regeneration would allow you to fully recover your health while waiting, especially if you're a sniper at long range. Now, I do like Serket's take on the idea but I still think it health packs are the way to go. I'll outline some of the reasons I believe health packs to be the better of the two choices.
- You're not gaining from a passive mechanic, instead you're forced to take action and are rewarded accordingly.
- These actions can be completely stopped by another player who's doing his job well, whether it be defense, offensive sniping, etc while health regeneration for the most part cannot be.
- While it may contribute positively (though the act itself is generally negative) to camping/turtling, it provides another good point to hold from the enemy, which correlates to the above statement.
- Health regeneration contributes positively to things like tower camping snipers (which is fine, but it doesn't fall in with the rest of my points) and rabbits. Whereas if healing was exclusive to health packs, a rabbit/sniper would have to go to a predictable area to receive a health pack or attempt to kill another player and someone could exploit this fact to kill them.
I'm also against being able to save health packs, though, I don't think it would work well for balance as a few of you have pointed out here.
On to my next point. I'm all for health packs over health regen, but I'd rather see some sort of healing asset added instead of health packs. This would contribute massively to the team play aspect of the game, as defense is required to defend it by whatever means and the offense required to act accordingly. It would also only support camping in the base and would require osnipers, rabbits and so on to return to their base if they needed the healing, where they could be intercepted (unless their team is turtling as well, at which point the fact that he's rabbiting is probably the least of your worries) and dealt with. In all honesty I would just like to see more base play with assets and the like, with people working together to achieve a common goal instead of supporting people pissing around midfield killing each other for health packs and the like in a CTF game. If you put critical assets at the base, you'll have people there.
To clarify, I'm not saying anyones points are bad, they're all good options to consider but I wanted to throw in my 2 cents. It's good to see people discussing mechanics and the like though, keep it up.