For those who wonder why this bothers me, I might mention that I only have two level 5 characters in this game. So I haven't gotten far and I haven't gotten any companions and don't feel confident about my in-game currency income. I've played plenty of other MMOs, almost all of which had some kind of regen between battles at the very least.
Right now I feel like I'm being pushed into the cleric class because my other one had to keep going back to fires in the dungeon I ran at level 4. Granted, my cleric took time to use the cooldown heal between a couple big battles, which took as long as running back, but the healing during battles made it better between most battles.
Just level. As you do you get lots of altars which you can drop for an AOE 150 HP per tick healing. At level 16 you can pick up a cleric sidekick who will heal 20% of your HP per shot of healing. Drink pots like whiskey, and at higher levels equip regen gear.
Do you even know whats in those things? Do we know how many calories they have? I for one know that chugging anything by the hundreds every day for years has GOT to cause some problems. Fat ankles, cancer, brain swelling, who knows. I mean really has anyone honestly tested these things long term?
So you'll have to excuse me If I refrain from trusting the little poison buggers.
Sigh... Might explain why I don't fit in my armour any more.
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
Buying... pots? What? My GWF doesn't even have a pot issue at this point (still only 16 with my Dire Wolf). Leave campfire after getting quests, do quests, come back and use campfire if necessary.
Anyway, some people might have a problem, so use the Cleric companion or a friend. Maybe just spend some coppers on pots.
You'll also get gear that has lifesteal or regen - lifesteal only helps when there's an enemy to attack, but regen can greatly reduce your downtime outside of combat.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
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nemesis788450Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
portable altars should heal for more, like the camp fires...this would help... they should also get ridd of life steal - because you can only make it op or useless, i dont think there is anything inbetween...im fine with regeneration tough...but in reality, even if you go heavy on regeneration - the health gain will be so slow (maybe at best like the portable altar, probably less) that you will get annoyed with waiting and just throw in the potion...and soon you can level up your cleric. But im with you, i also hate using a bazilion of potions...using potions kinda always feels like failing to me...
I dont want them to change this. I personally like the change and it makes it feel more D&D to me. I have used like 2 potions since i got my healing cleric so its not a big deal. If you are still having problems after that then its your playstyle. You are supposed to be at least somewhat mobile during combat
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nemesis788450Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
dunno which lvl you are, but starting around 50-55 youre gonna use pots... a lot...really a lot
The lack of out of combat regen has annoyed me as well. I started off with a Great weapon fighter and it just a pain. I could take down a group of baddies well enough. But id always be to damaged to tackle another group without topping off.
Chugging potions between fights just seemed...wrong. To much time being trained in other MMOs that pots are for "oh heck" moments. Rewiring my brain to adjust to how it is here has been difficult. And the constantly running back and forth from group to camp fire is got old quick.
I pretty much had to shelve my GWF. Ive tried Control wizard and been having a much easier time with her. Being able to do two or three groups between heals has helped my sanity. And after trying a Cleric im almost afraid to play anything else.
Had same experience with my GWF alt. Up until lvl 16 and cleric companion. Never used a pot since(lvl25 atm).
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daowaceMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
Lack of regen as a GWF was god awful until 16 when I picked up the cleric companion.
Now I can just jump into 20 mobs and come out victorious and at full health by the next group while only touching potions at the "oh ****" time they're meant for.
Those 16 levels are grueling; not surprised people want to change classes.
bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited May 2013
While we're on the subject - can you just buy a companion on an alt and mail it to a new character for immediate use?
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
I now have both my characters past 16 and they both have a cleric companion, so all is well now. But I felt compelled for each of them to take the cleric because otherwise my more fragile character would be spending quite a bit of my in-game income on heal potions since entering battles at half-health is dangerous, as well as needing injury removing kits.
Dodging seems buggy to me. About a third of the time it doesn't move me. That could be because I'm not always noting the lack of stamina. But also it happens when I just hit a move key once. Too many times I see a red spot and I try to immediately move but I still get knocked down because for some reason it didn't move me at all.
The lack of regen outside battles is now endurable, but I can't say it's enjoyable. It's like some games that add tedious things like needing to eat or drink or sleep. Maybe some like that because it makes it more D&D, but while I'm neutral about some of that in a single-player RPG, I don't like it an MMO. Of course, in many areas, out-of-battle regen wouldn't help much anyway, since I've lost count of the times a battle ended and a new battle was upon me suddenly (or even before the other was over).
The good old Neverwinter Nights games had a rest option.. Means you could slowly regain health over a certain amount of time while -resting- (couldn't do anything while resting if I recall) if no enemies were near and if not interrupted.. And it also had a timer on it so you wouldn't be able to use it every second.. It was perfect.
I think it would be a great idea to add that option to this game as well.
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
The good old Neverwinter Nights games had a rest option.. Means you could slowly regain health over a certain amount of time while -resting- (couldn't do anything while resting if I recall) if no enemies were near and if not interrupted.. And it also had a timer on it so you wouldn't be able to use it every second.. It was perfect.
I think it would be a great idea to add that option to this game as well.
Well, this is basically what sitting near a campfire or portable altar is...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
Yeah, this isn't Call of Duty. If you want Health Regen you have to either find someone that can heal, find some potions that can heal, or find a Resting area. This is D&D and how D&D has been
Well, this is basically what sitting near a campfire or portable altar is...
As far as I know, you can battle enemies whilst benefiting from an altar/campfire, using an altar requires using a consumable, and there is not a significant timer on it to 'punish' you for losing health too quickly (if it wasn't based on a consumable). Also, an altar can be activated even while fighting enemies.
Did you play the Neverwinter Nights games? I think you would understand more clearly what I meant if you experienced it yourself :P
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lingling79Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 1Arc User
edited May 2013
Health Regen is really completely unbalanced in the game. While a DC can just heal you for extreme amounts of hitpoints in very short time, the Health Regen only heals you for % of lost Life.. meaning, it is better the more Life you lost, but just worthless, lets say at 90% full life. As I understand the Cleric companion heals you for % of total life which makes it pretty awesome, compared to the very bad Health Regen.. And dont talk about campfires, they heal like 640 hp a tick which means standing around for boring moments to heal up. In comparison to the damage even the crappiest trash mob does to you per attack (which is at level 60 between 2000 and 6000 per swing for say a zombie) this is far from beeing balanced or even well-thought of.
I don't agree with most the replies in this thread. Seems like everyone is trying to pass their opinion off as fact, which is garbage.
The reality is the game was designed with health potion use as a primary mechanic. As proof of this the dev's implemented clerics having reduced healing on themselves because their health potion use was below average. They didn't even care that clerics now die that much easier in dungeon groups, they just wanted their health potion usage to go up so their little gold sink was working. They didn't care that clerics tank 90% of the dungeons mobs and need heals more than everyone else, they just wanted health potion use to go up on clerics.
p.s. yes you are still supposed to use potions even with a cleric in your group. The game has garbage single target healing. If you need a big heal you are supposed to use a potion, do not expect the cleric to help.
I have nothing else to spend gold on except for health potions occasionally some injury kits. I always have more than enough gold to buy these. While I think there is currently a little too much unavoidable damage in the game, I don't think it's unreasonable, as long as you keep stocked up on potions.
This isn't a necro-thread. First of all, it's only been two and a half weeks from the last post. Second of all, the topic is still relevant. It's not like there have been changes that make the information within this thread obsolete. When that happens, THEN it's a necro. This is just an example of someone responsible using the search function before posting (rather than starting a new duplicate thread, which we have far too many of already).
As for the topic, the healing mechanics in this game have really made me like Neverwinter a whole lot less. In the beginning the mission maps had campfires spread out in an intelligent manner. Upon seeing this I thought NW was going for the DDO resource management health system, which I happen to like. I just had to make sure I did well enough to have enough health by the time I reached the next campfire. If I was in trouble, I could fall back on a potion (which were limited at that level).
Then I reached the Blacklake District (the first outdoor open-world zone). Suddenly I found myself having to run back to the campfire at the zoneline every few encounters. I really hated it; it was a real time waster and not entertaining at all.
Eventually I got my cleric companion. Problem solved.. except too well. Now campfires and potions became useless. I never needed healing beyond what my companion offers. I have more potions than I know what to do with. I'm at a point where I'm literally just moving from encounter to encounter and going through the motions; there is no real danger here. And that gets boring.
I've thought about shelving the cleric companion, but now the outdoor zones are even larger, and the quest instances have stopped providing campfires beyond the entry point. Either I make the game too easy/boring, or too hard/annoying. Why couldn't they have found a middle ground?
I don't like the concept of buying potions and chugging them between battles. It just seems silly. I would have preferred they called it food and coupled it with a little sitting+eating/resting animation that grants health over time. Or maybe just sell camping kits, and provide a limited number of sites within a map that these kits can be used. We can argue that theses approaches aren't very different but, to me, they certainly feel more D&D oriented than chugging potions like they're beverage refreshments.
Comments
MWAHAAAAAAAA
Well played both of you.........
Just level. As you do you get lots of altars which you can drop for an AOE 150 HP per tick healing. At level 16 you can pick up a cleric sidekick who will heal 20% of your HP per shot of healing. Drink pots like whiskey, and at higher levels equip regen gear.
[SIGPIC][/SIGPIC]
Sigh... Might explain why I don't fit in my armour any more.
You'll also get gear that has lifesteal or regen - lifesteal only helps when there's an enemy to attack, but regen can greatly reduce your downtime outside of combat.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Had same experience with my GWF alt. Up until lvl 16 and cleric companion. Never used a pot since(lvl25 atm).
Now I can just jump into 20 mobs and come out victorious and at full health by the next group while only touching potions at the "oh ****" time they're meant for.
Those 16 levels are grueling; not surprised people want to change classes.
PC specs: http://forum.daow.net/viewtopic.php?f=6&t=4#p99
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Dodging seems buggy to me. About a third of the time it doesn't move me. That could be because I'm not always noting the lack of stamina. But also it happens when I just hit a move key once. Too many times I see a red spot and I try to immediately move but I still get knocked down because for some reason it didn't move me at all.
The lack of regen outside battles is now endurable, but I can't say it's enjoyable. It's like some games that add tedious things like needing to eat or drink or sleep. Maybe some like that because it makes it more D&D, but while I'm neutral about some of that in a single-player RPG, I don't like it an MMO. Of course, in many areas, out-of-battle regen wouldn't help much anyway, since I've lost count of the times a battle ended and a new battle was upon me suddenly (or even before the other was over).
I think it would be a great idea to add that option to this game as well.
Well, this is basically what sitting near a campfire or portable altar is...
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
As far as I know, you can battle enemies whilst benefiting from an altar/campfire, using an altar requires using a consumable, and there is not a significant timer on it to 'punish' you for losing health too quickly (if it wasn't based on a consumable). Also, an altar can be activated even while fighting enemies.
Did you play the Neverwinter Nights games? I think you would understand more clearly what I meant if you experienced it yourself :P
The reality is the game was designed with health potion use as a primary mechanic. As proof of this the dev's implemented clerics having reduced healing on themselves because their health potion use was below average. They didn't even care that clerics now die that much easier in dungeon groups, they just wanted their health potion usage to go up so their little gold sink was working. They didn't care that clerics tank 90% of the dungeons mobs and need heals more than everyone else, they just wanted health potion use to go up on clerics.
p.s. yes you are still supposed to use potions even with a cleric in your group. The game has garbage single target healing. If you need a big heal you are supposed to use a potion, do not expect the cleric to help.
Burninator of Wasabiburn, Maker of Dreamz, Breaker of Heartz
Not quite 30 days. It still had some life in it. Next time we need to burn the thread, just to be sure.
It's a necro, but it wasn't answered, so:
Yes, you can. Companions have no minimum level.
I don't really get why Mounts do have one. Companions have a bigger gameplay impact (before high levels) than Mounts.
As for the topic, the healing mechanics in this game have really made me like Neverwinter a whole lot less. In the beginning the mission maps had campfires spread out in an intelligent manner. Upon seeing this I thought NW was going for the DDO resource management health system, which I happen to like. I just had to make sure I did well enough to have enough health by the time I reached the next campfire. If I was in trouble, I could fall back on a potion (which were limited at that level).
Then I reached the Blacklake District (the first outdoor open-world zone). Suddenly I found myself having to run back to the campfire at the zoneline every few encounters. I really hated it; it was a real time waster and not entertaining at all.
Eventually I got my cleric companion. Problem solved.. except too well. Now campfires and potions became useless. I never needed healing beyond what my companion offers. I have more potions than I know what to do with. I'm at a point where I'm literally just moving from encounter to encounter and going through the motions; there is no real danger here. And that gets boring.
I've thought about shelving the cleric companion, but now the outdoor zones are even larger, and the quest instances have stopped providing campfires beyond the entry point. Either I make the game too easy/boring, or too hard/annoying. Why couldn't they have found a middle ground?
I don't like the concept of buying potions and chugging them between battles. It just seems silly. I would have preferred they called it food and coupled it with a little sitting+eating/resting animation that grants health over time. Or maybe just sell camping kits, and provide a limited number of sites within a map that these kits can be used. We can argue that theses approaches aren't very different but, to me, they certainly feel more D&D oriented than chugging potions like they're beverage refreshments.