Mai
Banned
Uh, the whole reason I'd want weaker healing is so that you can't Heal ~ Chill ~ Chill. As it is, that's technically sustainable and you spend enough energy healing that you are likely going to need to chill, so antime healing comes up is probably going to be a boring round for all involved. I would want Heal ~ Actual Move That Does Things ~ Further Moves That Do Things to actually be plausible, much as you can Protect yourself from something to give yourself a bit more time. Which is also why I'd prefer 15 for 30.
I... don't understand this.
Heal ~ Actual Move That Does Things ~ Further Moves That Do Things is already plausible, depending on what that actual move is? Even if you want to argue it's not, the state of it being plausible just makes it easier to heal constantly, anyway...
(Heal ~ Chill ~ Chill is much more possible to obtain with weaker healing than Heal ~ Damage ~ Damage, since with Heal ~ Damage ~ Damage you run the risk of fainting. Heal ~ Damage ~ Damage requires a not-too-expensive heal.)
Also, as for sustainability... you don't further your own cause any by doing that, and repeating the same actions over and over again is dying to get yourself spited/heal blocked/imprisoned/disabled/chill disrupted/so many other things, probably; your opponent is not likely to just continue uselessly attacking you if you're really just going to heal it all off. If this was really an unbeatable strategy, someone would've demonstrated that by now.
it'd probably be more interesting if all healing were 100% with corresponding energy loss because then you can't just throw around healing when you need it, you'd have to plan ahead to heal when it'll only cost you as much energy as you can afford, and you have to judge ahead of time how much energy you can afford. but apparently I'm the only one who likes calculus.
res no
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