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Flix神

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Mar 26, 2024
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Hello everyone!
if you're ffa player then at some point you realised that getting full health after killing a person is a good benefit as many of us had lost loll streak because only of low health after a fight and there are many annoying player's that are waiting behind you untill you finish fight with someone and having low health. So just it would be better if cubecraft add a kit in which you get full health after getting fight in someone.
anyways have a Good Day!
and for some people's, Gold night ofc!
 

Mr Jii Gamer

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Jun 10, 2022
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Hello everyone!
if you're ffa player then at some point you realised that getting full health after killing a person is a good benefit as many of us had lost loll streak because only of low health after a fight and there are many annoying player's that are waiting behind you untill you finish fight with someone and having low health. So just it would be better if cubecraft add a kit in which you get full health after getting fight in someone.
anyways have a Good Day!
and for some people's, Gold night ofc!
I dont really agree with bc this will be so hard to fight others whene you want to do 2v1 or 2v2
 
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Desiderata

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this seems pretty unbalanced, maybe just increase the regained health by a tad bit because ngl it's a bit hard to deal with groups of people especially when they're targeting you specifically

we can also play it around, maybe like an increase of small increments per kill through a kill chain (double kill - penta kill, then it resets when you fail to maintain that chain)
 
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Flix神

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I think we never implemented this due to killstealing, if i am low hp and just get the last hit on a low hp player, i am suddenly full health without having really done anything.
oh yeah that's another problem because of kill stealers

I dont really agree with bc this will be so hard to fight others whene you want to do 2v1 or 2v2
but at some point it'll help you too ofc

this seems pretty unbalanced, maybe just increase the regained health by a tad bit because ngl it's a bit hard to deal with groups of people especially when they're targeting you specifically

we can also play it around, maybe like an increase of small increments per kill through a kill chain (double kill - penta kill, then it resets when you fail to maintain that chain)
yea that's a good idea ig cuz if you're good players then you obviously get 3-4 kills after respawning so there should be an criteria that if you get 4 kills them your health bar will fully regain

Can a staff please move this thread to feedback & suggestions?
I posted thing thing at wrong place? :kermitworry:
 

Mappoe

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Apr 8, 2023
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Hello everyone!
if you're ffa player then at some point you realised that getting full health after killing a person is a good benefit as many of us had lost loll streak because only of low health after a fight and there are many annoying player's that are waiting behind you untill you finish fight with someone and having low health. So just it would be better if cubecraft add a kit in which you get full health after getting fight in someone.
anyways have a Good Day!
and for some people's, Gold night ofc!
1v1v1s will be devastating due to kill steals. also theres not as much challenge then
 

Dualninja

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I think this would be better if you get healed a percentage of the damage you dealt to a player. But you would only heal once the player dies, so fights wouldn't go on forever. I'd say that it should also exclude damage which healed over 5s ago; so that damage you dealt ages ago doesn't count, but regen or healing wouldn't completely cheese the effect. I'd say regening 20% of the damage you deal would be balanced enough, but I can't tell without testing it first.
 
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Flix神

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I think this would be better if you get healed a percentage of the damage you dealt to a player. But you would only heal once the player dies, so fights wouldn't go on forever. I'd say that it should also exclude damage which healed over 5s ago; so that damage you dealt ages ago doesn't count, but regen or healing wouldn't completely cheese the effect. I'd say regening 20% of the damage you deal would be balanced enough, but I can't tell without testing it first.
yeah:starenoot:
 
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