Regeneration is one of those stats that (I think) everyone just kind of has, rather than seeking it out. The new Chult gear seems to have a lot on it (some pieces at least), so maybe the Devs already have a plan in the works to make it generally more useful.
But if they haven't - what would people think of adding a "reduce cast times" component to it. So with 100% (whatever that number turned out to be) the Charge time on spells/skills would be reduced by 1/2.
I know that something like this would be a major-ish overhaul, but figured I'd put the idea out here to see what people think.
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It was of marginal use (tanks and PvP) before the nerf but now is just awful. The increased healing has its own separate stat and even there isn't great. Healing is plentiful enough in a party when it is needed - even a Righteous DC can clutch heal, but most of the issue comes from one shots.
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Anyways, wasn't the main reason regeneration was nerfed because it was too good, and always had everyone at full HP? Doesn't lifesteal already do this? I think lifesteal and regen both need looked at again.
It would be great if something like the PoE life leech system were added to lifesteal, and maybe change regen to work more like the insignia bonuses, where you must take damage before it comes it turns on while in combat, but could work like it does now outside of combat.
Signature [WIP] - tyvm John