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Raportează o problemă de traducere
Pros:
After activation, allies gets instant 20 health points and 10 sec. of regenaration
+20% more health
+25% knockback resistance (Airblasts, Force-a-Natures, Rockets et cetera)
(E)Regenerates 5 health points per second to you
Cons:
(E)-10% slower movement (The whole backpack n stuff slows down)
-10% dmg resistance
The activation holds you at one point (maybe an animation for it, like the fresh brewed victory taunt?)
Medics heal -50% slower and Kits give you -50% less health back
The charge meter gets higher through you getting healed (too difficult?)
P.S. Hot Chocolate is delicious!
+ Cures all debuffs
+ Can be drank as if you were eating a sandvich (Rage or anything is not needed)
-Cant recharge
-Only has 1 use
=However, it CAN be refilled at an locker.
+35 Health
+5 Fire Resistance
-Weapon Slot
-Disables Ubercharge
-No Team Effects
===============EFFECTS=====================
+Drinking Noise
+Steam From Cup
+Useable In The "Fresh Brewd Victory" Taunt
It's like a Sandvich
-Heals 100% of max health
-Can be thrown onto allies (Heals them 75% of their max health)
Cons
Dissapears on ground
No banner
Blocks healing
Activated Buff: All nearby allies and you gain ignite to all weapons, weapons the already ignite natuarlly mini-crit instead
Bar gains slowly through damage done, and quickly while on fire.
On activation: Healing buff to all teamates near you
On ativation: +20% speed
Cons:
On activation: Only you will deal less damage
-30% less fire resistance
Gains bar charge through assited kills
+15% Fire resistance
Meter is filled by damage dealt. When you drink the hot chocolate (blowing a trumpet or conch) health is restored 25% and players within the radius get +34% fire resistance and get +7 health a second.
no random critz
Provides a buff that causes:
+ 15% damage resistance
+ Ammo regeneration for 10 seconds
- 20% slower movement speed on wearer
Buff doubles on closest team mate.
Rage increases through ammo collected, and can stack to three cups.
Meter charges with health restored: reaches 100% at 400 damage healed (medics give 20% of a point per single damage, or, quite simply, 1% for every 5 damage healed, plus overheal doesn't count)
gain damage resist based on health (at 100% health or more (200+): -10% resist, at 51%-99% health (101-199): +20% resist, at 1%-50% (1-100): +40% resist)
also as a side note, I think that it would be hilarious if the 'horn' that he played on activation was just a really loud obnoxious slurping noise followd by an 'ahh'.
All of my no. The regeneration and damage resist is way too high, and is way too easy to charge. This just won't work. Ever.
While under the effects;
Yourself and all nearby teammates constantly have max ammo and +30% reload speed on all weapons.
Simple and fair, props to you!