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Thread: New "Zombie/anti heal" Mechanic

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  1. #1

    New "Zombie/anti heal" Mechanic

    I saw my brother playing Final Fantasy X recently and there is a status effect called "zombie" where when casted upon a target, any type of healing done for the target is converted into damage. Of course the idea is that a zombie is already dead, therefore healing him/bringing him back to life hurts him.

    So my idea was to bring this mechanic to HoN. This mechanic would be a cross between slither's ability to cancel regen and Salforis' ultimate. This hero would be a counter to strength tanks. Instantly regen would convert to damage, and supports could not heal the target (they could but it would automatically deal damage). The effects could be cleansed however to keep the balance.

    I think a decent balance to being able to purge this effect is the ability for your team to heal the target when "zombyfied". So you could cast the spell, then get Astro as a core item and heal. Dsham/Jere would be a deadly combo with this new hero.

    Thoughts?

  2. #2
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    That was what Salforis' ultimate originally did, but it was changed because of how it affected the game (ie, making "heal" a bad thing to do to your allies). You can actually find posts by nome debating this if I remember correctly.

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  3. #3
    I see your point. This may not be a "NEW" mechanic, but since Salforis' cant be purged, I don't see how this is unbalanced in the form of a different but similar hero.

  4. #4
    It was deemed un-intuitive as skilled players would merely avoid healing for the duration of the ultimate. It also was considered not the greatest design because it was a skill that relied on the opponent messing up instead of the skill of the individual player. At least that is what they told me when we discussed the Necromancer -> Salforis conversion. I still wish it was added in the form of an SotM effect!
    Last edited by Passthechips; 04-08-2012 at 05:26 PM.

  5. #5
    Why has Nomad not been changed yet then? His ultimate by that logic is un-intuitive. Personally, I see timing as the skill shot here, but why not make this so called zombie effect timed as well. Same thing could be said of Dsham's cape. But again, there is a lag time for the cape to get there. Other examples include barbed armor or succubus' third skill.

    I totally dig salforis already being the semi implementation of this idea. But that logic just does not make sense to me considering some of the other skills already in the game. My point is it can be a preventative-mechanic such as accursed' shield.

    Just some food for you s2.

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