Should the Healing Pulse Even Have A Penalty Cooldown?


(SpinnerzNQ) #1

I don’t think so. I mean, what’s the point of it? I kinda get it for the molotov and the frag grenade, but it’s so annoying when you’re trying to heal someone and they get healed by a different source so you think “Well I shouldn’t waste my healing pulse” and switch to a different weapon. But then you or someone else needs to get healed right after that, and you’re just like “Well crap.”
TL;DR: No Penalty Cooldown!


(scavazzi4) #2

There’s a pretty important reason for the penalty to exist: while playing as phoenix you can (theorically) run and keep a full healing pulse charged, as you take heavy damage you can release it to heal yourself.
With this selfish strategy you can (again, theorically) become a 196 hp merc.
I think it’s good a penalty cooldown exists but IMO it should be shorter than the full cooldown.
P.S. it’s not as theorical as it seems, this strategy kinda works and can save you from many situations.


(watsyurdeal) #3

Penalty as in choosing not to use it when it is charged? No

But should it have a cooldown period, yes, 15 seconds would be plenty imo.


(SpinnerzNQ) #4

g[quote=“Watsyurdeal;131403”]Penalty as in choosing not to use it when it is charged? No

But should it have a cooldown period, yes, 15 seconds would be plenty imo.[/quote]

Yeah, I meant the first one. Of course it should have a normal cooldown.


(LifeupOmega) #5

Needs a lowered cooldown for light heals first off. I still don’t know how i feel about the longer cooldown.


(MarsRover) #6

Restore the ability to cancel the pulse. 50% cooldown when cancelling.

Where is my check for game design? :smile:


(RyePanda) #7

[quote=“scavazzi4;131377”]There’s a pretty important reason for the penalty to exist: while playing as phoenix you can (theorically) run and keep a full healing pulse charged, as you take heavy damage you can release it to heal yourself.
With this selfish strategy you can (again, theorically) become a 196 hp merc.
I think it’s good a penalty cooldown exists but IMO it should be shorter than the full cooldown.
P.S. it’s not as theorical as it seems, this strategy kinda works and can save you from many situations.[/quote]

But you can’t hold it at full charge forever, and so what if you have 96 more health, you weren’t dealing any damage during that time. Sure, maybe you exhaust their clip, but risking that they kill you isn’t worth it.


(Drac0rion) #8

I honestly dislike the recent change, so switching to a weapon still uses the Healing Pulse, I’d rather cancel it when I switch weapons. I personally don’t see that this change was needed.


(MarsRover) #9

When switching to weapons without releasing the pulse you still got full cooldown. Wthich was strictly worse than now.


(n-x) #10

Yes, it should. But canceling it should be half of what the cool down is for just tapping the healing pulse. Maybe even less.


(RyePanda) #11

They say it’s because it’s like fragger’s nade, which is just bad logic, but okay, sure, same as grenades, but redeye’s smoke grenade has no cooldown for cancelling a throw. In conclusion, you shouldn’t have to have a penalty for charging a heal, then not using it.


(SpinnerzNQ) #12

Thinking now, neither does the Airstrike Marker… hm.