Aha, yes, a "heal" spell
Probably capped at healing the amount of the last hit. Or maybe just always heals the last hit, and the variable is the number of times you can do it per mission (like stealth).
It could also have two variables (number of charges, and max healed) but I tried that with stealth (total & consecutive) and the first regen implementation (amount & window-length) and didn't feel that the "you need two stats for this one mechanic to work" really worked well feel-wise.
I guess my main concerns with the above "heal spell" idea is that it would:
1) Either not scale up very much as the game went on (bad, we want progression) or get waaaaay more powerful late game because 1 charge heals one hit regardless (semi-bad, we don't want runaway progression).
- Of course, maybe that just agitates towards having "max healed" be the variable and have number-of-uses-per-mission be static (or perhaps based on some other stat, like how sentries and mines now key off trap skill for their secondary variable).
2) Be kind of tiresome if you had a ton of charges because you'd have to remember to hit the heal button after the last hit of every fight.
- Of course, that would also be basically solved by a switch to having the "max healed" be the variable and have number-of-uses-per-mission be static. And not even increasing with some other variable, really. If you only get 5 heals per mission you probably won't feel like you're having to mash the heal button overly often.
Ok, so, new main proposed mechanic
"Repair"
- Given in values maybe 1/2 the magnitude of +shields.
- If you have any repair, you can use it as an ability up to 5 times per mission (for that exo)
- On use, heals you by your repair value or the damage done by the last hit to you, whichever is _less_. Can't be used if you already repaired since your last hit.
So, my questions:
1) Would you enjoy using such an ability, speccing for it, etc?
2) Do you like it more than the current Regen mechanic?