Heal Stations change

On behalf of all Tank characters without a Miko, please have Heal Stations heal a % of a characters health rather than a fixed amount. It takes far too long to heal up a compared to other characters =/ Particularly for Eldrid who have more HP since no shields.

12 Likes

Every tank should have a Miko :mushroom:

3 Likes

Can i friend you forever on steam? <3

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Yes but I mainly play on PS4. I’m not worthy to join the PC master race. :cry:

to be fair, nobody is. i have several workstations for cgi and still im considered a console peasant just because i don’t use them for gaming (and still prefer my ps4).

I don’t think there’s anything wrong with a set amount, but the amount its set at currently is way to low even at max build. If t3 matched Kleese heal chair healing they might be more effective, but it just ends up faster to pop back to base now unless you’re assaulting the final sentry.

Set amount is bad because it heals squishy characters faster than tanks, leads to tanks leveling slower :frowning: For me it is literally faster to teleport back to base (or run) than to stand next to that station. A 6% per second or something along those lines would heal everyone up at an equal rate. Having a stronger HoT effect when its maxed would also be useful so you can dip back and just walk by it to top yourself off

4 Likes

Agree, for equality, a percentage of health given by the stations would be the best.

2 Likes

I’d say closer to 10%+ if it would be a percent. 6% would still leave you standing there for 15 seconds which is a long time considering most of them are out of the way, especially in meltdown. Maybe have different amounts for different modes even, or wall off the sentry sniping platform thats also a heal station.

% heal, yes. Debuff continuing for a few seconds once out of range, yes.

1 Like

Just Teleport back to base. Supply Stations are pretty much trash. No reason to use them when the amount of time it takes to get back to battle from base is less than healing from a station. You should only use Supply Stations as a means to protect your Sentry not refill your hp.

In a way, the supply stations act like a defense buff to your character, having a bit more hp regen has the same effect of damage reduction while taking damage.

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10% is too strong, I’ve escaped from players to stations and they’ve helped me take them down while around them. Maybe do them by each upgrade purchased, 2/4/6% per second, but heal strength shouldn’t be strong from the get go, plus it gives more incentive to fully upgrade them and cut down on teleports.

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In meltdown they’re suppose to be a safe base you can retreat to on the field while they’re up, especially if it has turret coverage up too. It helps prevent early game deep dives. Less so in incursion, but the easy fix there is to just disallow that final one from being built by the enemy team, and it would potentially give the team down an extra edge in coming back into the fight.

This suggestion is the shiz. Added to my popular suggestions thread: Battleborn Suggestion List

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Montana has 2k+ health, if it were 10%+ he would be healing over 200 health a second, throw in a Miko and he could be near immortality unless players manage to nuke the station. But his large character could block off weapon fire to it.

Sure he wouldn’t benefit from it all time, but he could stand on middle platform in meltdown killing minions and players from top, then retreat and heal up to nearby station if needed. Also in incursion he could defend last sentry from it and melt players for fun.

You do realize that you could have Recalled to the base which will heal up character to full Health with in SECONDS!!! The run back time is much smaller then using the heal station.

2 Likes

In meltdown, that isnt an issue. Its in a completely non strategic area. In incursion, I also don’t think it would be an issue IF the offensive team couldn’t build the last one that directly overlooks the sentry. Its also in a kind of meh location to defend from with iffy line of sight, but it would prove useful to base around… if it did anything worthwhile, which it currently does not. That one specifically is prone to getting near instagibbed by aoes anyways, and if it proves to much make the rebuild time delay longer or lower the amount. I’d love a reason to use them. Less than a 10 second heal wouldn’t be that reason, when you can just return to base usually easier.

I’m probably in the minority here but… I think health stations should be completely removed. Healers are already bordering on mandatory for team composition- and returning to base remains a valid option otherwise. This should also create a bit more incentive to collect crystals/kill thralls and provide more flow to the maps overall due to the traveling.

A % healing rate would be fine I suppose but nothing over 2 or 3%. If you lost a skirmish then you should be forced to take awhile to heal- attackers are already over extending into enemy territory, why should defenders get the added advantage of great healing if they are losing ground?

1 Like

I wonder if they have healing stations at a set amount rather than percentage so tanks rely more on healers?

I dont really think tanks should have to rely on a healer much more than anyone else, since healers are not guaranteed, and should be healing the whole team when they need it rather than gluing themselves to a tank =/ as much as i like it…