kelika2 Posted October 7, 2022 Posted October 7, 2022 Tier1: Fast Healing and Quick Recovery merged into one and just flat out named Quick Recovery. Regeneration bumped up to 150% base, 200% tankers Tier2: Reconstruction somewhat the same, but add a lingering Heal over Time tick effect like Time Manip, or Nature Affinity has. Tier3: New Power: Ignore Pain: Activation power that grants absorption. Buys time to heal and we all seen Wolverine just take the pain to charge in a few times Tier4: Dull Pain is mostly the same, add a minor unehnaceable 5% base resist all and 7.5% for tanks. Increased healthpool and something minor to stack with Resilience stays on theme Tier5: Integration but increased regeneration, 150% base, 200% tankers, all fully enhanceable Tier6: Fine as it is, will shine more with Dull Pain Tier7: Instant Healing is now a toggle again, but 300% base regen and also has a heal over time ticker like Stalker's Cauterizing Blaze Tier8: Leave Revive as it is, many sets need a bad power or a skippable power or a low priority power to allow breathing room for builds, this can also be removed for Stalkers to allow for the use of Hide. Tier9: Moment of Glory total revamp to grant basically everything you just read, over time. Click it and you get X healing upfront and Y resistances followed up by 15 or so seconds of ticking HoT, Regen, Absorb. For Stalkers if you use this while dead it brings you back. Now, 10% hp/server tick is the max anyone can get. As a regen scrapper I still need a large outside regeneration bonus on top of IH now to get to it. And a lot can happen in a second and depending on how long said fight can go on. Heal over Time effects breaks or adds on to the Regen mechanic limitations and still stays on theme. Ya got me on the absorb thing thats just strait up not being creative and needed a filler power because this was a hidden regen/willpower stalker buff thread all along. 1 1 1
Outrider_01 Posted October 8, 2022 Posted October 8, 2022 Ah regen, the red head step child nobody will claim. I say throw a knockback/repel aura on instant heal while is active and a +KB mag 25 random proc on any attack including brawl to the passive, unenhancable . Everything else gets buffed as the nerf bar is lowered just a little bit more "Farming is just more fun in my opinion, beating up hordes of angry cosplayers...." - Coyotedancer
BrandX Posted October 8, 2022 Posted October 8, 2022 Isn't Regen's Integration already at 150% base but only 100% of it is able to be enhanced? So unless you're saying make it all able to be enhanced, there seems no change here. Now, going by your suggestions... Ignore Pain. I'd make it a passive. 30-40% Absorb with a 15-20% chance of activating. Basically taking the 20% Absorb with 10% chance of activating Preventive Medicine Proc and giving it a stronger application that happens a little more often. Able to enhance the Absorb of course. Don't care for Dull Pain getting added resists unless we change the name, or else why not give all Dull Pains the same treatment. Put that Resist in Resilience. I never saw anything wrong with Revive. If people don't want the revive power in a set, they can skip it. 😛 Combining Quick Recovery and Fast Healing? I'm fine with this idea. I would however, suggest for Stalkers, that they get a weaker Ignore Pain tacked onto it, instead of them losing any power for hide. Proc level Absorb but it can be enhanced and since there's also Fast Healing in it, it doubles the use of Heal enhancement in the power. Honestly, I'm not sure if the toggle idea for Regen you gave is a buff or not. MoG, I'd just like to see an increase in duration 5-15 seconds (leaning more towards 15) with a lower recharge.
kelika2 Posted October 8, 2022 Author Posted October 8, 2022 2 hours ago, Outrider_01 said: Ah regen, the red head step child nobody will claim. I say throw a knockback/repel aura on instant heal while is active and a +KB mag 25 random proc on any attack including brawl to the passive, unenhancable . Everything else gets buffed as the nerf bar is lowered just a little bit more dude what if like instant healing got that new draw in effect that axe got on test and itll work because reasons 1
Wavicle Posted October 8, 2022 Posted October 8, 2022 Some good suggestions there. Almost anything added to Regen would be good. It needs help, but not a ton of help. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Outrider_01 Posted October 9, 2022 Posted October 9, 2022 1 hour ago, kelika2 said: dude what if like instant healing got that new draw in effect that axe got on test and itll work because reasons Exactly! I think. "Farming is just more fun in my opinion, beating up hordes of angry cosplayers...." - Coyotedancer
kelika2 Posted March 22 Author Posted March 22 I didnt wanna make a new thread for most of what i typed up before. Most of the numbers from the oldass original post wont apply There are two mechanics that I want to talk about, the new "ramp up" effect on Fortunata's Scramble Thoughts and Water Blasts Jet Stream effect. First is the Ramp Up thing. Reconstruction as a name sounds like something that takes time to do so Reconstruction can be a strait heal over time that ramps up over 10-20 seconds. No upfront heal this time around just a growing heal over time. This fits into the theme of regeneration as well as overcoming the hard 10%/server tick regen cap My suggestion of Ignore Pain's can also do this with ramping up over time, 10-20 seconds of an absorb building up. Being over time fits into the regen aspect on top of not stepping on the toes of Bio and Radiation who get full click shields themselves. If anyone played an Ice Manipulation blaster, thats the thing. Now about Water Blasts Jet Streams mechanic, can this be modified to trigger PARTIAL cooldowns on OTHER abilities? My idea is that Reconstruction, Dull Pain and Ignore Pain when activated can reduce the cooldown of Instant Healing by X amount. using Reconstruction shaves off 30 seconds off Instant Healing for example, a longer cooldown like Dull Pain may shave off 60 seconds. Hell, revive and moment of glory while we are at it can take off time from Instant Healings recharge. With the proposed Ramp Ups and Other Abilities Cooling Others Down mechanic this can leave regen as a clicky set while potentially making Instant Healing perma once again. Just need to work for it. Hell, maybe even the opposite of a Ramp Up in the form of Decay, bigger heal/absorb ticks upfront that go down over time And the idea of an absorb over time (ignore pain) can also fit into Willpowers(tank, brute, scrapper, sentinel) theme since in my proposal they will lose a powerslot with the merging of fast healing and quick recovery And willpower stalkers Reconstruction can be buffed in any combination of ways to compensate for Hide. Or not. the lack of recovery caused me to play one willpower stalker that was deleted years ago so i have no experience here. 1
kelika2 Posted March 22 Author Posted March 22 oh! Ramp Ups for the clicks (recon/ignore) Decay for Moment of Glory. strong start heal over time/absorb/regen that decays over 15 seconds. the crash can be partial endurance loss or no crash at all 1.) lives up to the name 2.) goes in-line with other tier9s from other sets where it just amps the rest of the set to the max
Player2 Posted March 22 Posted March 22 If MoG could auto-trigger when needed, that would be a huge boost. Like you get hit with an alpha strike that would kill you but it drops you to like 5 or 10% Health and Moment of Glory fires off and lets you keep on going, healing up as you go. If you don't have MoG or it's still recharging, then you're out of luck and just drop like normal. Popping off MoG before running in to attack is one way to go, but if you didn't need it then your moment of glory is more like a moment of wasted potential.
kelika2 Posted March 23 Author Posted March 23 Resilience can also be buffed to RESIST ALL crowd control. Remember that resistance makes the effects/magnitude go away faster, meanwhile protection blocks against a certain magnitude. Regenerating brain after a mental hold Your lungs recovering after a gas grenade Your brain synapses coming back after getting tazed Your body fighting off earth fungus etc. I mean resisting stun is ok but i can see myself pushing off permafrost with newly regenerated flesh for those slows and immobilizes
Rudra Posted March 23 Posted March 23 30 minutes ago, kelika2 said: Regenerating brain after a mental hold Unless that mental hold does physical harm to your brain, there is nothing to regenerate. The signals are disrupted or stopped, but no physical injury to regenerate occurs. 30 minutes ago, kelika2 said: Your lungs recovering after a gas grenade If the gas just drives the oxygen out of your lungs, there is nothing to regenerate. There simply isn't available air to breathe. 32 minutes ago, kelika2 said: Your brain synapses coming back after getting tazed Let's set aside that being tased is a temporary effect that everyone's body recovers from as the normal flow of electrical signals resumes for a moment. Unless the taser does actual harm to the body, like burning out neurons, you won't be regenerating that either because there is no physical harm. It's just a matter of your body's normal electrical flow resuming after the excess energy dissipates. 35 minutes ago, kelika2 said: I mean resisting stun is ok but i can see myself pushing off permafrost with newly regenerated flesh for those slows and immobilizes If you are encased in something, there is nothing to regenerate unless whatever is encasing you did physical harm to you. If it just binds you from moving, regeneration means nothing.
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