A replacement for Grievous Wounds: Red Health

Nebuul··1 votes·214 views

What if, instead of something just making healing less effective, there was a more interactive debuff. I present:

Grievous Wound - A grievous wound is harder to heal and generates red health. An ability can have any percentage of grievous wound. So, an ability might have 10% grievous wound where 10% of the damage also creates red health, or it could be 100% grievous where an equal amount of red health as damage is generated. Alternately, an ability could generate red health unrelated to any damage that might be dealt by an ability.

Red Health - Red health is a debuff that absorbs healing and health regeneration. Until all red health is gone from a subject, that subject cannot gain life. If a unit has not gained additional red health in the last 2 seconds, then it will begin to decay over the next 3 seconds until it is gone. While a unit has red health, any life that would be gained is instead subtracted from the total red health remaining on the unit.

What do you think? This means that maintaining damage with a grievous wound ability would make it harder to heal a unit, but avoiding that damage or removing the debuff would then allow a unit to heal. Also, massive healing could still overcome red health.

1 Comments

vivjan301 votes

Cool, idea, but I feel it would be hard to implement. Would it show in the health bar, like tahm's grey health?

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