Balance Council(#32)

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ID Category Title Creator Status Result
32balanceHalve heal nade healing/damage rate, double duration and double damage to compensate, keeping the same total healing potential and same damage per second: g_nades_heal_rate 15; g_nades_heal_time 10; g_nades_heal_foe -4k9erPASSED3:0(4 abstained, 22 didn't vote)
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User Decision Comment
AsciiWolfNONE
FreddyABSTAINI don't see special nades as part of the core gameplay.
AntibodyNONE
ArchNONE
bones_was_hereYESHaving to stand in it longer to get the health seems fairer (it was a bit OP), also this is more forgiving if it bounces away and you need a moment to get there.
carnag3YESdefinitely an improvement over the current heal nade
divVerentNONE
DodgerNONE
Dr. JaskaABSTAINNever have I played with grenades so I'll let people who play with them vote for their balancing
ferreumNONE
HalogeneNONE
hotdog_theNONE
illwieckzNONE
k9erYESHeal nade giving 150 health over 5 seconds was way too powerful, halving the healing rate should necessitate players stand still (prone, and less capable of attacking & defending/evading). I think that even after this change heal nade will still be overpowered comparatively, something we can consider is making it give roughly 100 health + 10 armor over 10 seconds, but it's somewhat difficult to balance nades for Overkill and normal rulesets simultaneously, and I think this change is a good enough intermediate.
LegendGuardNONE
MorosophosNONE
MrBougoNONE
nitroxisNONE
pcl0lNONE
rly_xaNONE
J.R.NONE
SilentNONE
SPLATNONE
Spike29ABSTAINI'm not familiar enough with nades to have an opinion on the matter.
terencehillABSTAIN
tommyNONE
turkey_shootNONE
Xord86_64NONE
z411NONE