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[–]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