
01-17-2014, 08:23 AM
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Kanto League Champion
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Join Date: Jan 2005
Posts: 2,357
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Unhealable damage.
e.g. You have 140hp. You get shot and take 20 damage. 5 of that damage becomes unhealable until you die, so if you were to heal now you could only heal up to 135hp. If you run at one hit and heal you might only be able to heal to 110hp, and then if you run at one hit again you might only be able to heal to 90, then 70, etc. So the effect has diminishing returns, but eventually it'll catch up to the runners, and it becomes more worthwhile just to fight until you die than to run again.
Obviously disable it in spars and events or w/e. You could make armor more useful by making armor absorb most (NOT ALL!) of the unhealable damage instead of armor just being like a lame health extender. |
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Last edited by Demisis_P2P; 01-17-2014 at 12:43 PM..
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