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Solarias

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  1. I've probably over-said it but gonna say again, I don't know how to balance the math. But I know just enough to feel dangerous. I like your example, but in your percentage based example I immediately wonder: if the 60% healing applied after resists, doesn't that make it *worse* the better your other defenses are? For example, if I have 0% resist and take 100 damage, 60% healing would give me back 60 points. But if I have 50% resists and take 100 damage, I only take 50 of that in reality. So 60% healing now gives me 30 health? Isn't that negative scaling where my power gets worse the better my other powers get?
  2. Good point, I never thought of it that way. It's kinda funny.
  3. I actually like it too, it just feels like a lot to manage with the other defensive click powers. On top of whatever attack set you may have.
  4. You're right. I think what I meant wasn't "clicky" so much as "reactive". With four powers meant to help save you when the single toggle and passives aren't enough, it feels like I'm just waiting for something to go wrong and hope I react in time. Is this working as intended? I guess it could be one way to make the set unique.
  5. Fair points about a HoT being useful. I agree with the other guy though who said it really doesn't feel like a HoT would fit the name Instant Healing. Is that a silly reason to disagree with a good idea? Maybe. But I'm a stickler for names lol. Now, what sounds like it could be a good name for a HoT is Reconstruction. I didn't really intend to start up a debate about revamping other powers in this thread but so be it. So, Reconstruction for HoT, Dull Pain for immediate heal + max HP, and Instant Healing for healing per hit taken? What do you think of that?
  6. Yes I only just returned to the game on Homecoming a while back so I haven't trolled the forums but my original idea was to bring back a toggle. I'm sure I'm not the only one thinking about Regeneration and Instant Healing so apologies if some feel like it's rehashing old ground.
  7. Oh okay good to know, thank you. I only just got to 50 on my Regen scrapper so I probably haven't encountered it yet.
  8. For the purpose of my original suggestion about Instant Healing, I wanted to move away from a click to a toggle. If looked at in the larger scheme of things, there's a lot that could be done. Which is I guess part of the reason why nothing has been done maybe lol
  9. I'm scared of suggesting the percentage route myself. Like I said I don't know how to do the math but it just feels like percentages are easy to make overpowered. For example, if you had 25% healing for each hit taken, but had 75% resist, would you be 100% immune to the damage? It feels like there would need to either be a much smaller percentage, or a cap, or something.
  10. Oh yeah true. Maybe a revamped MoG could have a -heal (from outside sources)? It would mean you'd truly be on your own while it lasted, increasing the risk but making the reward all the sweeter. Also might confuse any empathy healers, though lol
  11. Here's a thought: what if Regen gained +recharge as health went down. Kinda like your stacking resist idea. It would mean that there is actually an incentive to have your health dip down, almost the opposite of every other defensive set. Balance between gaining speed and getting one-shot might give Regen a unique feel and reason for it to be so clicky.
  12. Personally as a player I like the idea of debuff resistance in the set. However, trying to think like a game developer, I wonder if there's a reason it's not there, since it's so obvious. First thought would be (in PVE at least) maybe regeneration debuff isn't so common, so it could not worth it. As for endurance drain, the few mobs that do have it are extremely noteworthy for it (I'm looking at you, Malta Sapper) and a terror to all players, so maybe they want to keep that fear? I can't speak for PvP, I don't play it. It was broken in live and doesn't seem any different now. Again as a player I sorta like this. I like how it would scale at lower levels, so it's not something to be relied on to keep at full health. The more I think of it the more I like it. Keeping your health low but balanced might actually become part of the uniqueness of Regeneration. Instead of being an immovable wall who's health never moves, Regen could be the one who seems to hover on the brink of death but just . . . won't . . . die! Like how the old MoG used to be, but not so powerful and more sustainable. My personal opinion is I like Revive. I actually get it in almost every defensive set that has it. I have it on my Willpower tank and Phoenix on my fire brute. It saves carrying wakies and is actually better because of the window of invulnerability. Avoids that whole worry about weather to revive while surrounded by mobs and not being able to toggle up fast enough. That said, I understand alot of people view it as skippable. I'm not sure I personally see how this fits in with the theme of Regeneration, or what is supposed to address. Is it supposed to make the set a little more offensive?
  13. Right, I know my suggestion seems weird but it is just a concept based around some possible themes centered around "regeneration" and "healing". Sure, the obvious solutions to regeneration are to make it more like every other defense set and give it more defense and resist. But then it just becomes another Willpower/Bio. If keeping it unique means it isn't top tier I'm okay with that.
  14. True about balance, which is why I tried to emphasize I have no idea how to balance the numbers, it's just a concept. About the weakness of Regen . . . I'm actually fine with that. Most powersets seem to have a recognizable weakness. If spike damage is Regeneration's, so be it. What I think I'm trying to address with my suggestion is the "feeling" of clickiness. Feelings are hard to address, obviously. There is no mathematical formula for it.
  15. Based on your response, I don't think you actually read my post beyond the title?
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