Title ^ . Basically unless you are playing with 0 supports then kill to heal doesnt do anything. Even with 0 supports you buy life rip first for dps and for tanks you only buy life rip and haven, you out of combat regen if low. 300 caut 1 heal, so even at the start of the match its pretty bad. By round 2 and caut 3, thats 1000 credits for a 360 heal that only triggers if you get a kill, so it doesnt even help you win a fight. Liferip 3 is meanwhile 200 credits more and while still not ideal for most characters, gives you a way of winning fights at the very least. Your 1000 credits is credits that you could have bought resilience for cc, master riding for tanks and dps, and even supports on some maps, haven/veteran for survival, even nimble or chronos for a lot of champs. So do that and don't buy k2h, especially on tanks where 200 health isn't gonna do a thing and the credit loss is gonna make you lose the game.

Overall, the drama had everything I wanted; the comedy, the amazing chemistry with the main lead, and a mystery filled with twist and pain. The story focused on the idea that love can heal all wounds and in this case, it did. Filled with grief and guilt, the two characters overcame their pain and they remind each other that they survived.


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so i feel the Zealot Preacher is in abit of a rough Spot, it seems like your always out of health and near death, and on Level 4-5 missions thats always one enemy backstab away, which really hurts how you play, turning a fun low level experience into a liability on higher level missions.

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however your often stuck with much less health and you are afraid to heal as you will have to let your self take damage if you want your damage boon back. this leads to Zealot players not healing when perhaps they should and such becoming the weak link in a team on those level 4-5 missions. in a firefight momentum is everything, and having to revive a downed Zealot, or worse having to go find and save them can cost a game as your playing with a man down.

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=The Solution=

change the Zealots Martyrdom Ability to give them Health on Kill based on Martyrdom level - Martyrdom Ability (+5% damage for each 15 missing health. Max stacks 3. Also when at Max Martyrdom Stacks, melee kills restore 2health per stack of Martyrdom) - this way a Zealot can stay in the fight longer and gain more benefit from Martyrdom.

before taking into consideration other skills a level 1 Zealot Preacher will take damage until they are at 55%ish health(+15% damage=3Martyrdom Stacks) and a single kill will restore 6 health bringing them up to roughly 60%ish health(+10% damage=2Martyrdom Stacks) and the heal on kill would turn off.

also Honour The Martyr(Martyrdom has 6 max stacks.) with this a Zealot Preacher will take damage until they are at 10%ish health(+30% damage=6Martyrdom Stacks) and a single kill will restore 12 health bringing them up to roughly 20%ish health(assuming no Health Curios)(+25% damage=5Martyrdom Stacks) and the heal on kill would turn off. keeping them as a glass cannon but with extra bonuses to stay as such and not desolve if a Special looks at them funny.

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i think this change could allow Zealots to play more loose with their Abilities and have more fun as they can keep their health up as long as they do Melee damage, but Ranged enemies would still be their Bane. as such i feel this would let them own the Melee Spot once again, when it comes to Game play.

(Veteran=Ranged)(Zealot=Melee)(Psyker=Mage)(Ogryn=Tank)

There are already 2 healing-abilities you can make use from. There is no need for permaheal just because you want to have your passive pretty much permanently on max stacks without taking the risks to do so. Its not like Zealots are useless without those stacks aswell, theyre strong and just get stronger.

about the keeping max stacks its an idea that is to lower the healing to once instance and not allow you to heal to full health, not just to keep stacks up. ive seen Zealot under proforming and i thought this would be a interesting way to buff his kit and not make him too strong, if you think just 1 health per kill would make him too strong im not sure what to tell you.

Zealot is already strong with his undying passive + the lifesteal while being under its effect.

Yes ive read that you should only heal back up to like 60% or something, but even 1hp per kill would break the games balance, especially on a class which is already highly forgivable.

Imo yes, the most poeple struggle with range enemies while playing zealot, but only because they dont know how to deal with them or pretty much fear to lose a couple of health. Your suggestions would make all the decision-making pretty much pointless since the best way would be always to rush in and smash LMB as you did on Zealot in V2. (Which has been super braindead.)

Good players will be able to stay on 50% health and still survive to some point. I mean, there is even an achievement to do so. Others can rely on the self-health every 2 minutes. Its really not a big deal, just a lack of skill / experience.

Zealot has always been strong and dont need any further buffs.

Anyway, I feel like I should add that while the inaccuracies around the mental health problems all these characters struggle with is sometimes (maybe oftentimes) galling, I do really, really appreciate how these shows are trying to represent the characters as perfectly imperfect people who want love, understanding, compassion as much as everyone else. That has my respect.

On the other hand, an enormous capacity for compassion drives countless organizations to reduce suffering, eradicate disease, and promote the common good. Departments of public health, for example, join together throughout the world to fight epidemics. Workers from all countries, groups, and belief systems unite to stamp out the diseases that plague us. The road is long, and the breakthroughs are few. Many have risked and lost their lives in the dangerous pursuit of infectious-disease elimination. Disease prevention and control activities deemphasize ethnic differences and acknowledge the value of all human life. Although many public health workers are involved in laboratory research, disease surveillance, and the technical aspects of human health, they remain focused on the goal of their endeavors, the common good.

To prevent humans from harming each other and encourage them to work for the common good, perhaps we can "infect" the world with the value system of public health workers and nurture the circumstances of their psychological make-up. What is it that drives people to choose eliminating disease, improving public health, and extending or saving lives over the deliberate introduction of disease and destruction? Public health research should expand to address the psychodynamics of violent temper, corrosive anger, the use of disease as a weapon of war, and the circumstances and environments that promote them. e24fc04721

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