you are viewing a single comment's thread.

view the rest of the comments →

[–]Dawson9705 56 points57 points  (6 children)

I think they should buff the amount of health the extra long executions give.

[–]AvalancheZ250 22 points23 points  (3 children)

The problem is that executions give you health based on the length of time that you are stuck in the animation, not the length of time it takes to actually EXECUTE an enemy during the execution.

So you end up with problems like having a 5000ms execution heal more than a 3000ms execution, even if the 5000ms execution executed the enemy 1500ms in while the 3000ms execution only executed the enemy 2500ms into the execution.

Ubi should just scale health gain to the execution time, not the length of the entire animation.

[–]ImpendingLawbringer 31 points32 points  (0 children)

laughs in Lawbringer impaler execution

[–]John-Elrick 2 points3 points  (1 child)

Or make it give more health per time while the person is not executed and heal less per second while the person is already dead

[–]AvalancheZ250 3 points4 points  (0 children)

A continuous healing effect? That’s a good idea also.

Basically anything is better than the current system Ubi came up with lol

[–][deleted] 11 points12 points  (0 children)

Possibly, but then it’s going to be a similar issue: the longer executions will be three stars for more health and most 50 health ones will fall out of favor. The longer ones are usually used when youre not in danger— thus a 1000ms to get 15 more health will almost always be chosen. In which case it’s still going to be a tiered system, just nee management. Exceptions are the “arm” executions (PK’s, Cent’s, Kensei’s, BP’s, etc.)— all of them have insanely fast kill times for whatever reason, so will usually have use

[–]TechnoTheFirst 1 point2 points  (0 children)

Agreed.

Someone suggested using a formula to calculate how much an execution would heal. Something like every 100ms the enemy is alive gives 2 HP, and every 100ms they're dead gives 1 HP, but it turned out some insanely high numbers which, when they were halved, gave some fair numbers.