Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
the stats are +2 hp every hit and -10% damage
As someone who plays Heavy in mvm a lot, I think health on kill rather than health on hit would be a lot easier to balance and a lot more fair to play against. Firing at a giant covered in mad milk makes you almost unkillable, but a health on kill heavy is weak in this situation.
If you wanted to make a minigun with "health on kill" attribute, it would need to be so heavily nerfed on every other stat it would be useless. You'd need to pile up so many downsides to balance the fact you're making the tankiest class in the game even tankier that you would end up with a minigun so weak and unusuable nobody would play it.
Exactly like the Vaccinator, it would bring nothing of interest to the game, it would only take even longer to kill a class that is already very long to kill, while the Heavy itself wouldn't be able to deal more damage overall, so the fight would just drag on for no valid reason.
But I also agree that heavy really doesn't need something like this, his secondary is more than enough. It is a more significant source of health than any other healing items other classes have in my opinion.
its more significant, sure, but it cant be used while youre in combat. Thats what I find most annoying about heavy; you get into a fight, kill 2 guys and you've taken ~250 damage. Since I use the Dalokohs bar I need to sit there and eat it 3 times to get my health back up to full. That's not even mentioning needing to stop mid fight because you're close to dying. A black box soldier can keep firing rockets and get back 60 health per clip. A kunai spy can tank 500 damage if he gets a few lucky stabs. But Heavy has to completely abandon the fight so he can stop and eat. Considering how exploitable he already is, it doesnt really seem fair.
A healing gun for Heavy would probably have to be weak in everything else though, or else it risks being severely overpowered. I can imagine the balance nightmare already.
It also has to either weaken Heavy's offensive power, or lower his base health in exchange of greater potential to survive.
Most of the time, a Heavy under fire can survive for a bit with the help of a medigun, but he'll usually lose more health that he gains from the Medic.
Something that grants him at least some health while attacking, even if it's a tiny bit, would be great.
Heavy isn't as durable as people want to believe when they play him, having correct timing to know when to push and when to reteat is also part of his skillset.
Heavy does not need to be gaining health while having a ♥♥♥♥ ton and dealing massive damage to the weakpoints.