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Revive and renew the regeneration stat idea

athena#9205 athena Member Posts: 575 Arc User
Ok i propose some changes. Regen is the single most worthless stat in the game, simply because it doesn't work in combat. To make matters worse you get rings from underdark that improve regen stat "while in combat". Pointless. Ok so here is my idea:

1. make regen work in combat
2. make regen work with both power and defense stats.

i came up with a simple formula that may work: =((SQRT(power-defense))/10)*(SQRT(regen*20)) this will allow your regen to increase the more power you have, and decrease with more defense you have. So tanks, don't need regen as they are high on defense and have multiple layers of HP, but others like DPS toons will need a constant influx of life. This will give players an option other than lifesteal, powers or potions to gain health.

Comments? suggestions? please no bashing.

Comments

  • vincentr6669vincentr6669 Member Posts: 235 Arc User
    There's also that class feature for Pathfinder HR that gives Regeneration while in combat, or the Rampage Madness boon from Dread Ring that gives you 4k Power + 4k Life Steal + 4k Regeneration when you deal damage and get 50 stacks of the buff which means 1/3 of this boon is useless. There's a lot of high level Paladin gear that has Regen as one of its stats.

    Anyway, i wouldn't suggest this formula because i think it only complicates things more. I think a simply effect of "Regeneration works at reduced effectiveness during combat" would solve the issue.
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,463 Arc User
    Does the current "regeneration in combat" give "better healing in combat"?
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  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited March 2018
    Well Regeneration is basically used to heal you once combat ends. You only have to wait 2-5 seconds for the fighting to end, and I think the way it is now is perfectly FINE. Realize after a long battle if your down to 10-50% HP you won't have to use a potion to heal yourself back up again, or once the fighting ends in one part of a dungeon spending 7-15s running to the next area, you could easy be fully healed for most if not all of your hitpoints. :)

    There is one Regeneration boon that gives 1200 Regeneration and that's 3x higher that most boons that give +400 or +500. If you haven't selected that BOON I think most people are crazy... but that's me!

    If you want healing during combat FOCUS on LIFESTEAL that's exclusively what that's for. I think the current system is perfectly fine just the way it is. Many players can easily get regeneration healing up to almost 9%-15% with the right boon selections & a few upgraded enchantments.

    Also realize REGENERATION also works in PvP without having to buy PvP healing potions with Glory and can be a major life saver after a fight to quickly restoring your Health.
  • litaaerslitaaers Member, NW M9 Playtest Posts: 871 Arc User
    My system is maintaining a 16-20% Lifesteal Chance and a 50%+ Recharge Speed so I can keep dealing damage constantly, which equates to more healing. So far, unless I miss a beat in my rotation, or get pegged with a knockdown or prone, I can stay alive sans potions. Just in case, I keep a Stone of Health in the tray at all times for those times when I get too low.... they are supercheap in the Tradebar store (40 bars for 50 uses) and can last me a month or more, depending on how much I push my luck.
  • pteriaspterias Member, NW M9 Playtest Posts: 661 Arc User
    edited March 2018
    I would also like to see Regen made useful again. I'm not sure what would be the best way, but it was buried in Mod 6 because they wanted self-healing to become harder. Between that and the Life Steal changes, self healing did become harder. For a while. Eventually when people were able to start stacking Life Steal, self healing has become more powerful than it ever was before. That's why dungeon baddies hit so hard, because if they don't one-shot you, you'll be back up to full in seconds.

    All the while, Regen is still useless. It's a completely wasted stat. If it was just removed from the game tomorrow (including being taken off of gear without any compensation), no one would even notice.
  • athena#9205 athena Member Posts: 575 Arc User
    I agree with most of all that was said. Regen can be taken out of the game, for lvl 70 players it will go unnoticed. But for begining players, where life steal is a percentage that they just cannot meet in standard combat, regen would be a big help. I"m not asking for much. the equations i gave barely gives more than the regen stat itself. But for all parties, that extra hp regenerated when you sticking at .5% health may be all thats needed to avoid death. And, it will give low lvl players a means of healing when they run out of health potions, which if my memory serves, was the major drawback when i went through that last year. My DPS toons are set for life steal, as that is the only way to avoid death in a tough combat. And my OP tank certainly doesn't need lifesteal. My purpose in this post is to reveal a lacking flaw in the game mechanics and hope that cryptic will revive the regen stat usage while in combat. Since we are in mod 13 i think that 7 mods away from the regen nerf can be enough to reconsider reinstating the stat properly.
  • vincentr6669vincentr6669 Member Posts: 235 Arc User
    strathkin said:

    There is one Regeneration boon that gives 1200 Regeneration and that's 3x higher that most boons that give +400 or +500. If you haven't selected that BOON I think most people are crazy... but that's me!

    Considering that the alternative is a boon that gives +10% Combat Advantage Damage, then i think crazy is the one that chooses 1200 regeneration :p
  • wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
    regeneration seem dont help much due to almost fast instant respawn mobs in Chult and Omu where the mobs are too close or overlapped, and also due to companions keep pulling mobs in from out of radar range. potions are now a joke and nerfed for longer cooldowns. with these current mobs like those spawning fast, and regeneration like we had back in 2 years ago would made sense because mobs were easy and fewer to kill, now we getting 6-7 mobs and next cluster mobs that too close, it is overkill suicide.
    let look back, when we had 3-4 mobs and then upped to 4-5 mobs, and now we face 6-8 mobs, with amount of stuns mobs used, it is insane to the point of surviving and the potions cant keep up.
    good luck playing with squishy wizards.
    it seem all about "perfect timings' when to use skills and staying alive, not all players have combatable mounds like legendary flying carpets and not all class have knockbacks.

    just thinking, we may need a very small in-combat regen than standerd version we had 2 years ago, back then it was way too good. just enough for a breather before next fast respawns or incoming next mobs unless they fix pilgrim set.
  • kayclo2kayclo2 Member Posts: 49 Arc User
    Regeneration have his double function IN ( bonus to incoming heal ) and OUT (heal over time) of combat.
    This stat has lost part of his utility when stronghold was go live.
    A guild with life steal boon at max rank grants to his players 8000 points (20% chance of proc).
    All dps classes use this boon to fully heal at least 1 time for second.
    This life steal plus bondings power create the actual situation where all non tank PG work with only two state: full heal or dead.
    every scale of gray of these state persist generally for 1/2 maybe 1/4 of second if are in party with an OP, an DC or an templock.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited March 2018

    strathkin said:

    There is one Regeneration boon that gives 1200 Regeneration and that's 3x higher that most boons that give +400 or +500. If you haven't selected that BOON I think most people are crazy... but that's me!

    Considering that the alternative is a boon that gives +10% Combat Advantage Damage, then i think crazy is the one that chooses 1200 regeneration :p
    Perspective I guess: I believe the 10% Combat Advantage is only a boost based off your current combat advantage stat. It's not a raw 10% to the 5-15% most may have depending if their buff. So even if you have 2000 Combat Advantage bonus from mostly Artifacts a 10% boost is only listed in features as 200 - but I'd need to confirm that. I don't think you see it listed at 15% + 10% in features as not even a Paladin's CHA works that way.

    My Paladin has CON 25, WIS 23, and CHA 17 which gives +7% combat advantage, yet despite his Combat Advantage being 1864, his total combat advantage bonus is only 9.4% and 1864 provides you far more than 2.4% boost. But Cryptic does many things one way, then for others does them with a completely different methodology. :*

    Still I think regeneration is perfectly fine the way it is, it certainly does go into effect frequently enough in dungeons, as fighting ends once immediate enemy are defeated. So there's the opportunity to restore health between fights without potions. Not to mention that regeneration will also boost incoming healing as well, so it also boosts your healing potions effectiveness not to mention any encounter powers like Restoring Strike that heal you. Like is the case for a GWF in this case.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    Regeneration was nerfed into oblivion when the designer at the time decided to crank the difficulty up to 11. It was *not* because it was making healing irrelevant. ***Lifesteal*** was doing that, and the devs explicitly stated that they were changing lifesteal for that reason. There was never an adequate explanation for the changes to regen, though after the playerbase crashed through the floor one did admit that they nerfed survivability in general to carve out a niche for the new OP class. This was at a time when OP's were demigods in the game and low-power minions in epic dungeons would hit for 100k with their weakest attacks.

    As for regen, this is why every single one of my alts has the Drowned set.
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  • majorcharvenakmajorcharvenak Member Posts: 783 Arc User
    Regeneration, at least imho, should be a low heal over time, available in AND out of combat, to keep a player alive until they can utilize stronger sources of healing (Potions, Campfire, Stones of health, Heal pets, whatever.) Personally, if the devs were to turn it back on in combat, I would hope they would balance it out with some kind of inverse relationship between these two self-healing stats, so that the more one stacks life steal chance and life steal severity, the less they would benefit from regeneration and vice versa.
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  • vorphiedvorphied Member Posts: 1,870 Arc User
    edited March 2018
    Regeneration used to be flat-out too good and desirable in PvP. PvE I don't see the issue since, as others have pointed out, other sources of healing are strong, abundant, and easily obtained. Even if one actively tried to ignore life steal, healing abilities, and healing equipment bonuses, health potions are pooped out so generously by mobs of all levels that healing between fights still wouldn't be an issue.

    Regeneration in the current state is as close to worthless as it could probably get. They should just remove it from the game if they aren't going to do anything worthwhile with it and clear up the stat bloat.
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