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  1. #4
    McSic's Avatar L e a d e r

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    Originally Posted by Akimbo View Post
    no point playing risky cuz hard to rush and kill 1 when they using pills/vials.

    most cwers prefer the playstyle with meds over vials but don't have a choice cause pills/vials is op.

    theres a reason why 99% of the people cwing are using pills/vials instead of meds cuz its op.

    total hp/ap healed by pills/vials = 90 + 150 = 240
    total hp/ap healed by meds = 280
    I've seen you playing CWs yesterday and there were people using meds instead of pills/vials, I also know some people that rather use meds in CWs than pills/vials, so that 99% is exaggerated.

    Ultimate Meds: 7 x 20 = 140 -> x2 = 280
    Pills: 6 x 15 = 90 -> x2 -> 180
    Vials: 6 x (5 x 5 sec) -> 150 -> x2 = 300

    So currently pills already heal much less than meds - and vials heal over time (5 secs per vial), so with vials it takes much longer to fully heal up. Pills/Vials' true advantage is that they're easy to use and you don't need to stop fighting to heal up, especially when vials are used in combination with pills. Even if they heal less, that advantage is a big advantage in the right hands.

    I don't think nerfing or removing pills/vials to the point of them becoming 'unuseable' is an appropriate solution, as BloodKiller said that would just force everyone to use meds and camp playstyle again.

    I'm not against modifying them though, for example a little less heal per tick, if more people think that they need to be nerfed to be on an even playing field with meds (but I also think that meds are great in some situations, if used correctly by the right players).

    But: Right now we are seeing regular pills/vials competing with donation meds, imagine what would happen if we add donation pills/vials, we would definitely have to balance them first if we decide to add donation ones.

  2. The following user said thank you to McSic for this useful post:

    TomasEdison (05-04-2021)

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