First of all- congratulations of listening to haters bandwagon- You nerfed her in most LAZY way, like you totally didn’t think through it. It was probably like “we need to nerf WS because people are crying and we need as big playerbase as posible”, “Lets just cut it by 50%!” /End. This nerf gutted more than just passive:
Problem no 1- Now her ammo regen talent also doesn’t work if she is not below 50% Hp. Not only that makes useless talent overall to use- because the better you play the more useless it is but also it works less the more grims you have because you get less ticks of regen. So you make that talent a punishment for good gameplay. In V1 Cata at some point you could even play without damage taken at all. At one point people will be good enough in V2 to not go below 50% HP often- which makes this talent now totally useless.
Problem no 2- That was obvious for me first time I have seen change- GRIMS! Did you even think about that? Grims CUT your MAXIMUM HP. Means that with 2 Gtims her passive becomes worst passive in game- because it heals only below 50% of you REMAINING HP AFTER TAKING 2 Grims. So it’s like 1-2 ticks at must, which is in state when you are for one-shot on Legend anyway.
Problem no 3- Her Team Regen talent is also mostly useless as you have to play BAD to benefit team- WTF?? If I play good and I am NEVER Below 50% HP- why is my talent punishing me for it? Did you even take a look at talent synergies?
Biggest Problem no 4 - IF YOU PLAY WELL, OR EVEN PERFECT- YOU BASICELLY DO NOT HAVE PASSIVE ABILITY AT ALL. If I play very well and I am never below 50% HP on my runs (which is what you want on Legendary!)- YOU PUNISH ME WITH REMOVING MY PASSIVE, WHICH NOW BENEFIT ONLY BAD GAMEPLAY FOR PLAYER who is taking too much damage is is below 50% of his HP most of the game. How stupid does it sound for game mechanic to you Fatshark?
Well, if I needed any other proof you did this nerf in last moment in desperate attempt to cater to bandwagon- I don’t need more.
I. Suggestions for Fix YOUR nerf:
1. Make her ammo regeon talent work as seperate regen without counting HP regen. It has now no synergy with it, so make it just seperate. Make it slower if needed- whatever, just make it seperate, since you didn’t think about synergy at all after your change. Or make it Aura for whole team.
2. Make her regen not count Grims 2 HP penalty- this way her passive will become stronger the more risky and challanging the run is. Then with 2 Grims she will be able to heal over time her remaining HP to full. This will benefit even good players who don’t go below 50% of HP during runs as they tend to take 2 Grims. Also with Aura talent taken- it will benefit teams that do 2 grims GREATLY.
3.Make her regen heal for less the more HP she looses, removing your stupid 50% HP treshhold. So like she heals at her normal speed till 50% of HP, and after being less than 50% HP- she heals 50% less from regen- this is how you will actually reward me for playing well, instead of punishing for it and punish for playing reckless and bad instead of rewarding it.
II. My suggestion of fixing Health Regen as whole that is better in my opinion than your nerf:
Cut the default regen by 30%, remove 50% HP nerf, make it by default a passive aura for whole team. This way she will benefit whole team with HP regen instead of being hated for “she is the only one with HP regen!”.
Then change her Aura regen talent to some other bonus - like 5% more movement speed (for whole team now, mind you) or something else.
Then you can leave ammo talent as it is as it will, again, benefit whole team.
And finally change her talent that doubles her regen to 30% instead (since it’s now aura)- making it the amount of her pre-change default passive- for whole team.
Now you have less effective self heal, but beneficial on all HP levels, team-play oriented ability with possible of additing to team:
- More regen
- Ammo regen
- Some nice bonus like Movement Speed.