Dyxis Posted September 21, 2017 Share Posted September 21, 2017 (edited) This is something that bugged ever since I started playing WF. Energy orbs drop from enemies because most WFs don't have a reliable way recuperate energy so dropping from enemies is a natural way for sustain ones self. So my problem is why isn't it the same with health orbs? Why isn't it when you kill an enemy and the drop roll lands on replenishment it rolls 50/50 between energy and health? Is it to give healers a purpose? I don't think it would diminish their role in the game, players despite having an abundance of energy drop still have need to use team restores. Just something I could never really wrap my head around. Edit 1: I guess what bothers me is that it should of been a part of the core gameplay since the beginning of the game, not saying that healing in WF is hard or anything like that. Edited September 21, 2017 by Dxyz Link to comment Share on other sites More sharing options...
Carnage2K4 Posted September 21, 2017 Share Posted September 21, 2017 (edited) You can get HP from other sources, the Sentinel Medi-ray or life strike for example... I Don't feel it's a problem, toss on Equilibrium if you're having trouble with HP, turn all those Engery orbs in to HP as well. Ultimately Energy is far more useful than HP and needs to be topped up at a higher rate to make the game experience enjoyable, with some skill you don;t need HP orbs in game at all. Edited September 21, 2017 by Carnage2K4 Link to comment Share on other sites More sharing options...
Emolition Posted September 21, 2017 Share Posted September 21, 2017 For that what nekros are for so would take away from his health orb drops I guess. Allso think oberon have a chance to drop health orbs. Link to comment Share on other sites More sharing options...
Madway7 Posted September 21, 2017 Share Posted September 21, 2017 (edited) My guess would be that unlike energy, plenty of weapons can heal you with certain mods or their effects. Lifestrike is a mod that gives lifesteal (%damage is given as health) while channeling with melee Healing Return is a mod that heals a flat amount of health per hit on an enemy affected by status with melee Weapons: Hirudo, lifesteal on crits Sancti Magistar, heals in an AoE with charge attacks Furis, lifesteal with its syndicate mod Hema, lifesteal on headshots There's only 1 weapon that gives energy that I know of and it's not good and you only get energy from dead Osreys. Edited September 21, 2017 by Madway7 Link to comment Share on other sites More sharing options...
o.0- Posted September 21, 2017 Share Posted September 21, 2017 This just gave me an idea with Infested, since Warframe components are made from related tissues, I wonder if it could be possible that some of their nano related matter could be used by Warframes to heal? Basically adding Health orbs to certain enemy drop lists could work. I sorta think of them to be the Warframe equivalent to HarJel or super glue as it is already. Link to comment Share on other sites More sharing options...
TotallyLagging Posted September 21, 2017 Share Posted September 21, 2017 This is something that Steve noticed when he streamed on a new player account. Too bad that stream isn't a thing anymore. Link to comment Share on other sites More sharing options...
(PSN)CyrrowCyclonis Posted September 21, 2017 Share Posted September 21, 2017 Most Warframes seem to have an ability that negates the need for it and then there are sentinel mods and life strike for melee for those that don't. Seems like something that would only be useful in early gameplay. Link to comment Share on other sites More sharing options...
Dreadwire Posted September 21, 2017 Share Posted September 21, 2017 I think op has point. especially when a new players started playing warframe. survivability should take priority instead of energy. Maybe this not apply to higher lvl player who have access to ton of options. But for newcomers it a different story Link to comment Share on other sites More sharing options...
LSG501 Posted September 21, 2017 Share Posted September 21, 2017 The only 'enemy' I've ever seen drop health orbs are the wild kubrows on earth....other than that they seem to drop from lockers and that's about it (excluding frame abilities etc). While I usually run lifestrike and/or medi-ray it would be nice to not actually 'need' to use those mods. Link to comment Share on other sites More sharing options...
RX-3DR Posted September 21, 2017 Share Posted September 21, 2017 It puts a lot of value into high Health/Armor to a point where they will constantly pick up more health orbs than they can lose health. It doesn't really help those with low health and armor. The moment your shield goes down on something with low health and armor, you'd lose way more health from attacks and those orbs wouldn't be able to save you. It just messes with the balance on the high armor end and it doesn't really help the low armor end. Link to comment Share on other sites More sharing options...
fatpig84 Posted September 21, 2017 Share Posted September 21, 2017 I argue that warframes should have some basic health regen. Not too high like 0.5% of max per second if you have not taken any damage in the last 3 to 4 seconds. Link to comment Share on other sites More sharing options...
(PSN)Ignaaz Posted September 22, 2017 Share Posted September 22, 2017 You have mod and abilities for Healing. If Health drop from enemies, it will make this game less challenging and render those healing mod and warframes useless. And no one will care about shield, armor, HP stat of any warframe anymore. Link to comment Share on other sites More sharing options...
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