BlueSpark Posted April 1, 2013 Share Posted April 1, 2013 (edited) Hiya everyone, I know this has been touched on in other threads, but I think it warrants one on its own. Very quickly after starting the game, I decided to use the Vitality mod I found and pump it up using Fusion Cores. Extra health is great for adding some short-term survivability to your warframe. However, it quickly loses its appeal once you take some heavy damage during a firefight and are unable to bring your health back up. If you start a mission with a life total of 450, the measly 25 points regenerated by orbs seem quite laughable. On the other hand, you can be revived in ~5 once you're downed and stand back up with 100% health. I feel there's a major imbalance right there. As it stands, I often let myself get killed voluntarily just so a teammate can effectively heal me back up to full. I believe health orbs should not just replenish a flat 25 health, but instead scale with your maximum life. Perhaps make it 25% of max health; perhaps make it 25 base + 5 per level of vitality equipped. Just something that makes it actually viable to use orbs as a source of regeneration. On the flip side, reviving shouldn't fully refill health. I'd say standing back up with 25% or 50% health would be way more reasonable and remove the incentive to commit suicide as a means to heal up (which is pretty ironical in and of itself). One quick note on the side: I've seen suggestions on these forums to have enemies drop health globes as random loot, just like energy globes. I agree that this would help matters; however, in conjunction with the health orb buff proposed above, it might actually be too much. Either way, anything that makes orbs more worthwile to pick up is fine by me. Edited April 1, 2013 by BlueSpark Link to comment Share on other sites More sharing options...
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