Serious Issue With Heal In CTs
Healing between rounds causes a major issue where the player folded gets less Health after folding the player who healed between rounds. For example: Player A folds Payer B at 30% Health, then they heal twice and get back up to around 70% Health, Player B manages to fold player B, and Player B only heals however much they would when player A was at 30% Health. This is a major issue since if you don't run heal, you can be at a severe health disadvantage in a close fight if you get folded once.
To fix it, all you'd have to do is make Health gained based on damage dealt within the life, or just give us full heal when we fold the other player. Currently the Health you get is calculated based upon how much health your opponent had either right as you were folded, or as you spawn. Which causes this problem.
I don't want to run heal just to close this potential health disadvantage. Heal is already a very powerful ability in the right hands, and this issue makes it agonizing to play against when you don't run heal yourself.
To fix it, all you'd have to do is make Health gained based on damage dealt within the life, or just give us full heal when we fold the other player. Currently the Health you get is calculated based upon how much health your opponent had either right as you were folded, or as you spawn. Which causes this problem.
I don't want to run heal just to close this potential health disadvantage. Heal is already a very powerful ability in the right hands, and this issue makes it agonizing to play against when you don't run heal yourself.
Comments
Either way, this post isn't about how to use powers or how unbalanced they are (i'll make a post about that later). It's just pointing out an issue with how CT healing functions with the heal ability to basically screw over anyone not running heal when the other person does.