gameboy1234 Posted May 30 Posted May 30 On 5/28/2025 at 2:50 PM, macskull said: This is it, giving Regen some sort of offensive boost was a common request during Closed Beta and this is how they chose to do it. Would still much rather have recharge, but oh well. Random thought: My widow has sliding resists, the more damage she takes the more resistant she becomes. Perhaps give Regen sliding Recharge, the more damage you take (the more in danger you are) the more your expensive click powers become available again? Just spit balling here, no idea if this is useful, but I've never seen this concept mentioned so I thought I'd toss it out. Doesn't have to be added now, but something to think about for future tweaks.
Wavicle Posted May 30 Posted May 30 9 minutes ago, gameboy1234 said: Random thought: My widow has sliding resists, the more damage she takes the more resistant she becomes. Perhaps give Regen sliding Recharge, the more damage you take (the more in danger you are) the more your expensive click powers become available again? Just spit balling here, no idea if this is useful, but I've never seen this concept mentioned so I thought I'd toss it out. Doesn't have to be added now, but something to think about for future tweaks. If they added something like that it would have to be based on incoming damage, not current hp. They do not want anything to incentivize keeping your health low. 3 Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
victusfate Posted May 30 Posted May 30 1 hour ago, gameboy1234 said: Random thought: My widow has sliding resists, the more damage she takes the more resistant she becomes. Perhaps give Regen sliding Recharge, the more damage you take (the more in danger you are) the more your expensive click powers become available again? Just spit balling here, no idea if this is useful, but I've never seen this concept mentioned so I thought I'd toss it out. Doesn't have to be added now, but something to think about for future tweaks. the reactive healing power feels good that way - you take more incoming hits/damage and regen more health without affecting recharge. I really like that design, its like an automatic vs manual transmission. 2
aethereal Posted Saturday at 04:32 AM Posted Saturday at 04:32 AM (edited) Okay, so my lowbie adventures continue: I did the Chernobog and, uh... whatever the next EB mission is called, with the female Skull who teleports in and out to attack the councilwoman? Whatever. Both at 0/x3 with solo bosses turned on. 0/x3 is pretty rough for lowbie Regen that's slotted with just a smattering of DOs. The EBs themselves are pretty easy for me with Energy Melee, but the normal mobs require about two orange/purple insps to survive for the most part. That feels about right? Like, trying to do that difficulty level at levels 10, 11, and 12 with bad enhancements feels about right. ---- Ailment Resistance feels like the first Regen power that actually #feelsgood. It's not a dramatic difference in survivability, but it gives you a little buffer to eat insps/click Restoration before you go down. It makes Restoration better as well, I assume. I put one DO healing enhancement in it -- I'm not sure it makes sense to slot heavily with its only-half-enhancibility? And... that was basically it for Regen at those levels, I picked up I think Quick Recovery at level 12, after the missions were over. Getting knocked around was getting annoying in the latter missions. Next up: I raised myself to level 20, picked up Integration (huzzah!) and the auto-power that gives resist damage/resist stun. I'm going to actually slot some enhancements, which is how I'd normally do it if I were levelling myself solo (I buy attuned sets early) and find some mission to do. More later. Edited Saturday at 04:33 AM by aethereal 1
aethereal Posted Saturday at 05:45 AM Posted Saturday at 05:45 AM Level 20/21: I slotted 4 of one of the Brute ATOs, and 5 of Harmonized Healing in Restoration, all of Bruising Blow in a couple of attacks, then I put SO level 20 healing and accuracies in powers that wanted them. Still not fully enhanced, but pretty close. ----- I did the first two missions of the Freaklok arc (Agent Watkins), still on 0/x3. Definitely having more powers and slotting them made a difference. I remained pretty insp-dependent on the first mission, with heavy-hitting Vazhilok doing a lot of damage. On the second mission, mostly Freaks, they were embarrassingly unable to move my health bar, but I kept running out of endurance, and had to manage that pretty carefully, which was... not bad, but less good than I would've imagined for an armor set with only one toggle and an endurance tool even if it's a bad one (seriously, can we please replace Quick Recovery?) Anyhow especially when I leveled partway through mission 2, it was pretty lol-worthy. I just facerolled Dubstitch at the end with no insp defense. His Zoombies and sneaky champions and he himself did get me to fairly low health, but I took him out fast. Regeneration definitely feels better than it did on live (I played basically this same character through solo levelling on live). Like, I think it took me into the 30s before I was doing 0/x3 on this character on live. Amazing the difference that Ailment Resistance makes, as I think that's the only real difference I've so far actually encountered in the new set. Since I'm still only really testing ailment resistance, I think I'll push my level again and try to get to some of the new powers.
Arcadio Posted Saturday at 01:11 PM Posted Saturday at 01:11 PM My one qualm with the set is MoG. With reactive healing being a more central part of the set's defense, it feels bad that MoG works against it giving high defense so you don't gain any stacks. I think it would make more sense to also gain stacks when dodging, or at least dodging while under MoG. It has 'absorbed' notifications so I don't think it ruins the flavour of reactive regeneration. Also, I think the damage amp on MoG could be stepped up since it's the same as Bio's offensive adaptation but for 10 seconds on a 4 minute base cooldown. I really think this could be almost another build up. 1 1 1
aethereal Posted Saturday at 02:04 PM Posted Saturday at 02:04 PM I leveled to 25 and got Reactive Regeneration, three-slotted it, and put in Harmonized Healing. -------- I started off by pushing difficulty to +1/x4 doing the Unholy Masquerade mission or whatever it's called from the Freaklok arc. I died a lot, but, like, that mission is really annoying? So I started the Roy Cooling arc and did the first mission there (still at +1/x4). So, first of all, personal idiosyncratic feedback: I don't really like that Reactive Regeneration is a toggle. I'd have preferred a click power (but not instant healing, which has just a garbage combo of long recharge and long duration). I think that some of the charm in Regeneration is having only one toggle, it makes it stand out. I particularly think it's kinda weird in the set as it is currently constituted that what will ultimately be a pretty click-heavy set only has one click in until you hit the last few powers. I imagine that most people will disagree with me here, but for whatever it's worth, I think a click would be more fun than the toggle. More universal feedback: Reactive Regeneration felt relatively strong, but I didn't get much flavor from it. Its baseline regeneration seems like it swamps the reactive regeneration it gives. My normal regen was about 35 health per second, and when I was fully in the middle of a mob and topping out the reactive regeneration, it was 45 health per second. I mean, that's not a bad amount of difference per se, but it was hard to feel viscerally. Since it ticks up pretty slowly (two seconds), it was still pretty easy to get overwhelmed. It did have a nice synchronous play with Restoration, I often felt like, "Oh, Restoration gives me the breathing room for Reactive Regen to come up to speed," but just the speed it came up to was kinda underwhelming. Regen still feels thresholded at this level: one spawn was no real problem, but two spawns went very rapidly to dead. This is always a problem with Regen and maybe it's part of the intended flavor of the set, but to me it #feelsbad that there's such a thin line between "you're not in any trouble at all" and "you're dead." I was thinking Reactive Regen would help with this, but at least at this level I didn't really feel it. I also continue to have endurance problems -- I was chewing blue insps all through the mission. This is no doubt due partially to my (intentionally) lackluster slotting, and like all endurance problems in CoH it'll work itself out as enhancement values become better and slots become more plentiful, but it's kinda annoying. Bottom line: With Reactive Regen and Ailment Resistance, regen feels reasonably sturdy (in a way that's positive compared to the old set), but at this level not really very interesting or distinctive.
StarkWhite Posted Saturday at 07:37 PM Posted Saturday at 07:37 PM Meanwhile I'm super happy to get my second toggle back after all these years of it being AWOL, and "you're fine or you're dead" feels like a return to *my* Regeneration. 1 3
Stormy Sensei Posted Saturday at 10:09 PM Posted Saturday at 10:09 PM Resist Ailments claims to decrease healing resistance by 15%, which should translate to incoming healing increasing by 15%, right? In combat attributes, I have 30% healing bonus. Not sure if power description or atrributes are displaying incorrectly.
Cendwar Posted Sunday at 04:51 AM Posted Sunday at 04:51 AM On 5/26/2025 at 8:01 AM, The Curator said: This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Maybe I've had an entirely different perspective on how to utilize this set, but Dull Pain was never something that I clicked on when I was in danger. It was something that I made sure was on me constantly for the max HP bonus. More hp = more benefit from regen %. I'm not sure if this has also been taken into consideration but between what dull pain used to give, IO bonuses and accolades, it was easy to go over the HP cap for most ATs. With an even higher max hp bonus coming from the new Ailment Resistance power I would suspect that this would be hit with even less effort. I do think the HP cap for ATs should be re-considered solely for this set alone (slightly increased by about 10-20%), as most other defensive kits will never see their HP cap, and few buffs in the game give Max HP. The increased HP that this set is allowed to achieve is in and of itself an extra defensive layer that not only controls regeneration numbers, but also allows more cushion and time to recover damage.
Wavicle Posted Sunday at 04:59 AM Posted Sunday at 04:59 AM 7 minutes ago, Cendwar said: Maybe I've had an entirely different perspective on how to utilize this set, but Dull Pain was never something that I clicked on when I was in danger. It was something that I made sure was on me constantly for the max HP bonus. More hp = more benefit from regen %. That’s the current normal practice on Live, but in page 2 it won’t be so necessary. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
BrandX Posted Sunday at 06:11 AM Posted Sunday at 06:11 AM 1 hour ago, Cendwar said: Maybe I've had an entirely different perspective on how to utilize this set, but Dull Pain was never something that I clicked on when I was in danger. It was something that I made sure was on me constantly for the max HP bonus. More hp = more benefit from regen %. I'm not sure if this has also been taken into consideration but between what dull pain used to give, IO bonuses and accolades, it was easy to go over the HP cap for most ATs. With an even higher max hp bonus coming from the new Ailment Resistance power I would suspect that this would be hit with even less effort. I do think the HP cap for ATs should be re-considered solely for this set alone (slightly increased by about 10-20%), as most other defensive kits will never see their HP cap, and few buffs in the game give Max HP. The increased HP that this set is allowed to achieve is in and of itself an extra defensive layer that not only controls regeneration numbers, but also allows more cushion and time to recover damage. For me, it was the first heal I clicked, rather than just hit it and keep it on and hit it when I needed a heal and it was available. It was Instant Healing I feel got the least use tho.
aethereal Posted Sunday at 05:07 PM Posted Sunday at 05:07 PM 10 hours ago, BrandX said: It was Instant Healing I feel got the least use tho. I really want to make the case that the basic problem with Instant Healing was just its duration versus its recharge. So its recharge was/is 650 seconds, its duration is 90 seconds. If you're slotted for 250% recharge (like: 180% for perma-hasten + 70% for near-maxed local recharge), then it has 185 second recharge, so a touch less than 50% uptime. 50% uptime isn't bad! It's a powerful power. But the problem is that 90 second duration. Since this isn't a power you can perma or come close to perma, you want to be strategic about using it. Once you use it, you have three minutes until you can click it again, even with level 50 kinds of recharge. So you use it sparingly. You build around mostly not needing instant healing and then use it to push you over the line. But that kind of use case almost certainly doesn't need to be 90 seconds. Probably in 15 seconds, you've pushed past whatever problem you had and now you're back in your default case of "you're doing okay." The remaining let's say 60-75 seconds of the power are largely wasted. And then you have 95 seconds without it. This means that you try not to click it until it's a real emergency, but Instant Healing actually struggles with really deep emergencies, it wants a little buffer to work with -- it is after all a regeneration power, it operates over time. If the power had a 30 second duration, and a 240 second recharge base, then the same 250% recharge assumption would put it at 68 second cooldown, so 30 seconds up and 38 seconds down. You could then use it to get yourself out of trouble with a spawn, back up to full health, and then have it available reasonably quickly again. The result of that is you feel better about clicking it when you start to need it, instead of trying to save it, and 30 seconds is almost certainly long enough to get yourself out of any trouble that you're going to get out of. Honestly, I think that simple a change to Instant Healing would be better than Reactive Regeneration, and better at making Regen feel unique. 1
StarkWhite Posted Sunday at 05:38 PM Posted Sunday at 05:38 PM Feel free to argue for a change to IH, but keep your hands off RR. 1
BrandX Posted Sunday at 07:30 PM Posted Sunday at 07:30 PM 2 hours ago, aethereal said: I really want to make the case that the basic problem with Instant Healing was just its duration versus its recharge. So its recharge was/is 650 seconds, its duration is 90 seconds. If you're slotted for 250% recharge (like: 180% for perma-hasten + 70% for near-maxed local recharge), then it has 185 second recharge, so a touch less than 50% uptime. 50% uptime isn't bad! It's a powerful power. But the problem is that 90 second duration. Since this isn't a power you can perma or come close to perma, you want to be strategic about using it. Once you use it, you have three minutes until you can click it again, even with level 50 kinds of recharge. So you use it sparingly. You build around mostly not needing instant healing and then use it to push you over the line. But that kind of use case almost certainly doesn't need to be 90 seconds. Probably in 15 seconds, you've pushed past whatever problem you had and now you're back in your default case of "you're doing okay." The remaining let's say 60-75 seconds of the power are largely wasted. And then you have 95 seconds without it. This means that you try not to click it until it's a real emergency, but Instant Healing actually struggles with really deep emergencies, it wants a little buffer to work with -- it is after all a regeneration power, it operates over time. If the power had a 30 second duration, and a 240 second recharge base, then the same 250% recharge assumption would put it at 68 second cooldown, so 30 seconds up and 38 seconds down. You could then use it to get yourself out of trouble with a spawn, back up to full health, and then have it available reasonably quickly again. The result of that is you feel better about clicking it when you start to need it, instead of trying to save it, and 30 seconds is almost certainly long enough to get yourself out of any trouble that you're going to get out of. Honestly, I think that simple a change to Instant Healing would be better than Reactive Regeneration, and better at making Regen feel unique. Oh, for sure. It's much like WP's T9. A power one wants to use in advance, but it's recharge is so long, one tries to save it.
Wavicle Posted Sunday at 07:39 PM Posted Sunday at 07:39 PM 2 hours ago, aethereal said: I really want to make the case that the basic problem with Instant Healing was just its duration versus its recharge. So its recharge was/is 650 seconds, its duration is 90 seconds. If you're slotted for 250% recharge (like: 180% for perma-hasten + 70% for near-maxed local recharge), then it has 185 second recharge, so a touch less than 50% uptime. 50% uptime isn't bad! It's a powerful power. But the problem is that 90 second duration. Since this isn't a power you can perma or come close to perma, you want to be strategic about using it. Once you use it, you have three minutes until you can click it again, even with level 50 kinds of recharge. So you use it sparingly. You build around mostly not needing instant healing and then use it to push you over the line. But that kind of use case almost certainly doesn't need to be 90 seconds. Probably in 15 seconds, you've pushed past whatever problem you had and now you're back in your default case of "you're doing okay." The remaining let's say 60-75 seconds of the power are largely wasted. And then you have 95 seconds without it. This means that you try not to click it until it's a real emergency, but Instant Healing actually struggles with really deep emergencies, it wants a little buffer to work with -- it is after all a regeneration power, it operates over time. If the power had a 30 second duration, and a 240 second recharge base, then the same 250% recharge assumption would put it at 68 second cooldown, so 30 seconds up and 38 seconds down. You could then use it to get yourself out of trouble with a spawn, back up to full health, and then have it available reasonably quickly again. The result of that is you feel better about clicking it when you start to need it, instead of trying to save it, and 30 seconds is almost certainly long enough to get yourself out of any trouble that you're going to get out of. Honestly, I think that simple a change to Instant Healing would be better than Reactive Regeneration, and better at making Regen feel unique. You’re describing Moment of Glory. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
aethereal Posted Sunday at 07:53 PM Posted Sunday at 07:53 PM 10 minutes ago, Wavicle said: You’re describing Moment of Glory. To some extent, sure. Longer and less powerful, but with a somewhat similar use case. But Regen is the reactive click set. It's gonna have several different powers with similar functions. Like, nobody complains that all of SR's powers are duplicates of each other except for different categories of defense. Why would it be a dealbreaker for regen to have powers of similar broad function but different details? 2
zenijos10 Posted Sunday at 09:31 PM Posted Sunday at 09:31 PM On 5/31/2025 at 9:11 AM, Arcadio said: My one qualm with the set is MoG. With reactive healing being a more central part of the set's defense, it feels bad that MoG works against it giving high defense so you don't gain any stacks. I think it would make more sense to also gain stacks when dodging, or at least dodging while under MoG. It has 'absorbed' notifications so I don't think it ruins the flavour of reactive regeneration. Also, I think the damage amp on MoG could be stepped up since it's the same as Bio's offensive adaptation but for 10 seconds on a 4 minute base cooldown. I really think this could be almost another build up. Perhaps now in practice MOG will switch from being an oh-s*** button to being what people press right after they get back up with second wind in order to get themselves fully back in the fight. 1
StarkWhite Posted Sunday at 10:03 PM Posted Sunday at 10:03 PM 2 hours ago, aethereal said: But Regen is the reactive click set. It wasn't always. 3
aethereal Posted Monday at 01:18 AM Posted Monday at 01:18 AM 3 hours ago, StarkWhite said: It wasn't always. Yes, it only has been for 15 years or whatever.
Troo Posted Monday at 10:08 AM Posted Monday at 10:08 AM General comments: Again, thank you for the Moment of Glory cast time change. Do we really need the +Damage though? I find the changes overall interesting. I can see where this helps some players and where it's a forced play style change for others. I really wish some of these changes were put into Integration & Resilience rather than requiring Brutes/Scrapper/Stalkers to use a Revive power location replacement. For many existing characters/builds adding the Revive replacement results in an additional power pick. Integration & Resilience probably are not often/never skipped. I use all nine powers over the 50+ levels, respecing out of Revive when I have a more flushed out build allowing other power picks. I use Dull Pain differently at lower levels than I do in later levels. It evolves with the character. (primarily another big heal -vs- perma +Max HP plus a big heal) Losing that big heal early on has an impact. Maybe that isn't as big of a deal for ranged characters (Sentinels). Stalkers with the lower base HP having an extra heal at level 10.. it gets used. Maybe Brutes and Scrappers don't need the heal. In a nut shell, this feels like Sentinel tuning which is being proliferated to Tankers and then pushed as a revamp onto Stalkers/Scrappers/Brutes. 2 "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
Troo Posted Monday at 10:13 AM Posted Monday at 10:13 AM Question: These aspects cancel each other out? The benefit of making all heals 15% stronger does not apply to Second Wind? Dull Pain > Second Wind This heal ignores resistances. Revive > Ailment Resistance Grants -15% resistance to heals (making all heals on you 15% stronger). 1 "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
twozerofoxtrot Posted Monday at 12:05 PM Posted Monday at 12:05 PM 16 hours ago, aethereal said: Regen is the reactive click set. This is such an interesting take to me because I've never played it like that. Similar to Cendwar I keep Dull Pain up for the maxed HP. I use MoG before a big dive (in a way the +Damage makes sense to me because it will help my opening AoEs). I use IH before taking on EBs or AVs because I expect the fight to be a bit longer and that sustainment will pay off throughout. And the only reactive click for me is Reconstruction. I'm not pushing back on your suggestions or concepts, but I figured it's worth pointing out that reactive is certainly not the only way to play this set. I've enjoyed it on Brutes primarily because it's proactive. 1
KaizenSoze Posted Monday at 04:20 PM Posted Monday at 04:20 PM Three builds played. Took Reactive Regeneration on every build. Instead of Instant Healing. Ice Melee/Regen Brute By far the best of the three, high max hp, combined with high regen, made for a very durable brute Solo'ed everything in KW and PI at 4x8. Not easily, but everything was possible. Max HP 3K with Second Wind running Regen without extra Reactive Regeneration stacks 113 hp/sec 161 hp/sec fighting three Freaklok bosses. Around 6+ stacks of Reactive Regeneration. Dual Blades/Regen Scrapper Felt very durable, but testing was cut short by my dislike of Dual Blades Max HP 2.4K, capped Ice Melee/Regen Stalker Viable, but much more fragile. The lower max hp is really noticeable at only 2K capped. Struggled against mobs with high amounts of Energy or Neg Energy damage at 4x8. PPD Awakened, Skulls Awakened wsa a very tough fight, but doable. Just so much accurate Psi damage even with 38% psi resists. Fighting at lower difficulties or team size should be much easier. On a team with some buffs. Probably unkill-able. 1 Night Pixie on Excelsior Introduction to Arachnos Widows - Night/Blood/Fortunata
Troo Posted Monday at 04:30 PM Posted Monday at 04:30 PM (edited) I'd like to point out that for a reactive set, the player seems to be removed from reacting. Hide > Toggle Reconstruction > 60sec base recharge Click Fast Healing > Auto Ailment Resistance > Auto Integration > Toggle Resilience > Auto Instant Healing > 10min 50sec base recharge Click -or- Reactive Regeneration > Toggle This guts much of the timing, situational awareness, game play skill from this set. Feels like variety is being removed while racing to make everything the same. Stalker Regeneration (beta): (potentially 3 autos, 2 toggles, 1 click) Toggle > Click > Auto > Auto > Toggle > Auto > Toggle -vs- Stalker Regeneration (current): (potentially 3 click, 1 toggles, 2 autos) Toggle > Auto > Click > Click > Toggle > Auto > Click Stalker Willpower: (potentially 3 toggles, 2 autos, 1 click) Toggle > Auto > Click > Toggle > Toggle > Toggle > Auto Edited yesterday at 04:41 PM by Troo 1 "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
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