I wanted to give feedback on this but the threads are closed and only 3 pages in :S The change to regeneration is making it too situational in combat, solo pugging in pvp you don't always get a class that heals. So lets say you incorporate this stat into your build and there is no cleric in your party then what use is the stat while you're in combat?
In pve it would be fine to implement this because clerics are needed in party anyways but in pvp sometimes you need to contend nodes solo and even with healing depression regeneration will not save you from 2 vs 1 you will still go down. Healing Depression is enough, maybe if you make it inactive on healing classes in combat that would make sense.
If lifesteal + regen was a problem then just change lifesteal and leave regen alone, try that first before changing regeneration aswell.
i strongly disagree with how they intend regen and lifesteal to work.
regen: "people have no reason to stack this stat" ....ook and what they do? "regen no longer work in combat" giving people even less reason to stack regen.
lifesteal: a chance to proc is ridicolous but one can even somewhat deal with it. This however introduce another factor of luck in game which is something i always hated. And does not solve the reason for it to be nerfed: CW will still be the one benefits more from it being able to hit 1000+ mobs togheter. Example: oppressive (no target cap) multiproc , icy terrain same.
single target class are screwed.
A diminuishing return on multitarget lifesteal would have been much better.
Problem: warlock and combat HR may need a total rework.
Regeneration: if it applies only out of combat, then it must NOT be affected by healing depression. To be honest, remove healing depression. It's obsolete. Damage went up a ton, the entire purpose why HD was introduced (immortal tanks) is now not and issue anymore and instead we need an increase in survivability in PvP. Removing HD would make regen useful to stack to recover very fast in between fights.
Lifesteal: Looks like it works like crit. Chance to activate, LS severity. Now again, should then not be affected by healing depression anymore in PvP. Also need to see how the stat scales. Max chance % you can reach and severity on different classes.
With these changes, BTW, i stongly suggest to remove healing depression.
Regeneration: if it applies only out of combat, then it must NOT be affected by healing depression. To be honest, remove healing depression. It's obsolete. Damage went up a ton, the entire purpose why HD was introduced (immortal tanks) is now not and issue anymore and instead we need an increase in survivability in PvP. Removing HD would make regen useful to stack to recover very fast in between fights.
Lifesteal: Looks like it works like crit. Chance to activate, LS severity. Now again, should then not be affected by healing depression anymore in PvP. Also need to see how the stat scales. Max chance % you can reach and severity on different classes.
With these changes, BTW, i stongly suggest to remove healing depression.
yes HD must be removed they just made it so every class hit like a truck and right now they want to nerf classes survaviblity even more, means the pvp 1v1 fight ill last most likely 10 seconds ~ not talking about 2v1 cause that ill be probly insta death.
I don't get why it would be of ANY benefit to increase the overall complexity of stats. Even right now many people don't know what to stack due to intransparency of stat scaling et cetera.
Hopefully - and imo also to expect - the planned general stat progression overhaul will simplify stat distribution. So - why not keep LS and Regeneration the way they work right now and just apply an tune down their effectivity? RNG avoided (randomness is such a bad, bad, bad resort for balancing things), reduced complexity and intransparency, dot classes not in advantage (see replies before), player base not majorly upset and still you succeeed. You succeeded in making it harder for all classes to just afk steamroll through all content without one tank or healer in the party. Which is good an utterly overdue. Personally, I hope new content will follow that route and finally hand us our butts for several days or even weeks again.
Regeneration currently does not look very attractive at all. Unless you have a pocket player healer with you all the time, it's not appealing. Who really needs super off the charts HP regen out of combat, potions kind of fills that niche. Then during combat, you would need a healer with you to make use of it. I can still see that companions will still be just as useless, so healing companions still won't be in demand. Most will still opt for their augment pet.
Lifesteal, I think is a good change. It will help bring back the holy trinity and make tanks and healers needed for group content. Lifesteal was extremely strong in current PvE and made GF and healing DC's virtually unnecessary. I was able to play test some on the preview server on my HR before it went down. My lifesteal was at 14% and it wasn't all doom and gloom everyone is speculating. I know it's not the best way to test it yet, as I suspect things will get much harder once we start hitting some levels. I can see that level 60-61 will be rather easy with current level 60 gear. The mobs in the zone pretty much died just looking at it, but the HP I did loose, recovered very quickly and easily.
1 - Of the 7 current classes, the GF is the only one that cannot rapidly break off from combat.
2 - Even when guarding the GF loses health.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited January 2015
Folks, please wait to give feedback on official feedback topics until you've actually experienced it in full. The preview server was not up long enough for adequate testing for a lot of proper feedback. When the preview server comes back up, as the sticky states, the threads will be re-opened. Please hold one's feedback until then and until one has tested and experienced such first hand.
Thanks!
Safe travels,
Archmage Zebular of Mystryl PWE Community Moderator
Comments
regen: "people have no reason to stack this stat" ....ook and what they do? "regen no longer work in combat" giving people even less reason to stack regen.
lifesteal: a chance to proc is ridicolous but one can even somewhat deal with it. This however introduce another factor of luck in game which is something i always hated. And does not solve the reason for it to be nerfed: CW will still be the one benefits more from it being able to hit 1000+ mobs togheter. Example: oppressive (no target cap) multiproc , icy terrain same.
single target class are screwed.
A diminuishing return on multitarget lifesteal would have been much better.
Problem: warlock and combat HR may need a total rework.
Regeneration: if it applies only out of combat, then it must NOT be affected by healing depression. To be honest, remove healing depression. It's obsolete. Damage went up a ton, the entire purpose why HD was introduced (immortal tanks) is now not and issue anymore and instead we need an increase in survivability in PvP. Removing HD would make regen useful to stack to recover very fast in between fights.
Lifesteal: Looks like it works like crit. Chance to activate, LS severity. Now again, should then not be affected by healing depression anymore in PvP. Also need to see how the stat scales. Max chance % you can reach and severity on different classes.
With these changes, BTW, i stongly suggest to remove healing depression.
yes HD must be removed they just made it so every class hit like a truck and right now they want to nerf classes survaviblity even more, means the pvp 1v1 fight ill last most likely 10 seconds ~ not talking about 2v1 cause that ill be probly insta death.
Hopefully - and imo also to expect - the planned general stat progression overhaul will simplify stat distribution. So - why not keep LS and Regeneration the way they work right now and just apply an tune down their effectivity? RNG avoided (randomness is such a bad, bad, bad resort for balancing things), reduced complexity and intransparency, dot classes not in advantage (see replies before), player base not majorly upset and still you succeeed. You succeeded in making it harder for all classes to just afk steamroll through all content without one tank or healer in the party. Which is good an utterly overdue. Personally, I hope new content will follow that route and finally hand us our butts for several days or even weeks again.
Regeneration currently does not look very attractive at all. Unless you have a pocket player healer with you all the time, it's not appealing. Who really needs super off the charts HP regen out of combat, potions kind of fills that niche. Then during combat, you would need a healer with you to make use of it. I can still see that companions will still be just as useless, so healing companions still won't be in demand. Most will still opt for their augment pet.
Lifesteal, I think is a good change. It will help bring back the holy trinity and make tanks and healers needed for group content. Lifesteal was extremely strong in current PvE and made GF and healing DC's virtually unnecessary. I was able to play test some on the preview server on my HR before it went down. My lifesteal was at 14% and it wasn't all doom and gloom everyone is speculating. I know it's not the best way to test it yet, as I suspect things will get much harder once we start hitting some levels. I can see that level 60-61 will be rather easy with current level 60 gear. The mobs in the zone pretty much died just looking at it, but the HP I did loose, recovered very quickly and easily.
I'm betting less than 20 seconds.
1 - Of the 7 current classes, the GF is the only one that cannot rapidly break off from combat.
2 - Even when guarding the GF loses health.
Thanks!
Safe travels,
Archmage Zebular of Mystryl
PWE Community Moderator
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