I do know that grenades exist and are the answer to health stations.
I still think that Aura is an extremely powerful character nonetheless.
Normally though an enemy wouldn’t be able to get very close to a health station unless they are in an area where a grenade would solve its presence anyways.
So, having the thing friendly fire shouldn’t be that large of a nerf. It’s just good enough to make Dome somewhat easier for organized teams to attack.
I am against nerfs that would reduce the healing power of the health station. That’s a lot heavier of a nerf compared to enabling friendly fire on it, because that recently hurt enemies being unable to heal properly would completely destroy Aura.
Aura is strong in spite of her worse primaries and HP because that her healing ability is the most reliable, consistent, and powerful in the game, making her a much better pick over Sawbones in many situations where healing is more powerful than combat. And if it doesn’t work on recently hurt players, guess what? Aura’s worse than Sawbones, and even Phoenix!
Once that nerf comes into place people would be playing Sparks again, because even Sparks would have a better healing ability than that.
Oh shit I’m rambling again…
[spoiler]I guess that having the health station friendly fire to the fullest would be overkill though. I think that kind of change would make perks like Healing Reach and Potent Packs debuffs instead of buffs. Since they are supposed to be the latter, I think that Aura’s health station friendly fire gimmick should only be as effective as a normal health station’s effectiveness would be.
To indicate proper healing range I would say the unaffected field (from healing reach) should be colored blue/pink (Jackal side) or green/yellow (CDA side) with cyan/red (ally/enemy; normal colors) to indicate where friendly fire (in FF servers) would be active for the health station.[/spoiler]