It's an interesting idea, but it's underpowered as it is right now. I don't know who told you it was too similar to Tesla Shield, because I've played Overwatch and that is a completely different mechanic. There are two extremely important differences between the way TS works and the way "overheal" works:
- The first is penetration. There is no amount of damage that penetrates the Tesla Shield. There are weapons that can bypass the Tesla Shield, or hit multiple times, but no single projectile can hit both the Tesla Shield and your ship. A Tesla Shield with 1 HP will block 100% of the damage from a legendary T5 Railgun shot, without the ship under it taking the slightest scratch. Overheal doesn't literally shield you, it just adds an extension to your health bar. If you have 1000 base health, then get overhealed for an extra 1000 health, an attack that does 2000 damage will still kill you.
- The second is counters. Tesla Shield only blocks direct hits. An overheal is an addition to your health bar, so it would block ALL damage, not just specific kinds. However, since you're not actually protected by anything, you can still be stunned while overhealed.
The reason I say it's underpowered is because the health amount is too low, the decay is unnecessary, and the cooldown is too long (though only one of these really needs to be changed to make it more balanced). As a 2-point yellow, the only classes that can use it are Speeder and Enforcer. Speeder wouldn't be caught dead using it because he would never be in a position where a Tesla Shield wouldn't be a far better option. Therefore, this is an Enforcer item. Enforcer's unique advantage means he can equip two of these, so we're going to jump to best-case-scenario, where an Enforcer rolls out with his posse, his team sticks to his side as if he was a Fixer, and he's free to pop these off two at a time (assuming they stack):
- Two regular mortars or one Berta is countered every 25 seconds. With enough speed, it's nothing he couldn't have done with two Tesla Shields, which are on a 20 second cooldown and have a slightly longer duration. Though your method is more reliable!
- Bigpedos or surprise Mines can be mostly negated if that Enforcer is paying really, really good attention. This can't be done with TS at all!
- A guy on 1 HP about to get sniped can be saved for up to 10 extra seconds before he falls, though Fixer would do a better job at this.
All of these are situational, meanwhile Enforcer is locked to a specific role on the field. Sure, he can play normally and use the Overdrive for personal use, but since he can still take carryover damage and the shield amount isn't that high, he would quickly realize that he would survive a lot longer if he stuck with the Tesla Shield. If he's okay with playing support-forcer for the match, he'll find that the Overdrive isn't that great at that job either, in practice. The decay doesn't really need to be there at all, but if you want to keep it, just significantly increase the health amount (since a portion of it is immediately gone after 1 second). The cooldown can be reduced to 20 seconds, or even 15 seconds, without it becoming too powerful. Instead of reducing the cooldown, you can increase the duration so that it decays over a longer period.
Just my super long 2 cents. Personally, I would love to take this item, with some tweaks. It would be cool to have a panic button against a torpedo I just can't dodge.
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