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Posted
14 minutes ago, ghotistix said:

if all versions of regen get to have an instant vs reactive option, sentinels should get it too. if reactive regen is better than instant regen then anyone who wants it can have it, but i don't like the idea of taking instant regen away from anyone who prefers it especially when other ATs get a choice.

 

It is a bit ironic that the Sentinel power that Scrappers/Stalkers/Brutes wanted to make Regeneration better is now not available to anyone.

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Posted
21 minutes ago, ghotistix said:

if all versions of regen get to have an instant vs reactive option


They do not. Tankers have no access to Instant Healing either.

The entire point of the branch, in this case, is to allow people who had Instant Healing to keep it if they want to. Neither Sentinels nor (obvs) Tankers had Instant Healing.
 

Posted
Just now, StarkWhite said:


They do not. Tankers have no access to Instant Healing either.

The entire point of the branch, in this case, is to allow people who had Instant Healing to keep it if they want to. Neither Sentinels nor (obvs) Tankers had Instant Healing.
 

 

He said "an instant vs reactive option".  Sentinels had Instant Regeneration.

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Posted
2 minutes ago, csr said:

 

He said "an instant vs reactive option".  Sentinels had Instant Regeneration.

Grouping Instant Regeneration with Instant Healing as some sort of category would be *really weird* as they are nothing alike.

Posted
7 minutes ago, StarkWhite said:


The entire point of the branch, in this case, is to allow people who had Instant Healing to keep it if they want to. Neither Sentinels nor (obvs) Tankers had Instant Healing.
 

 

i'm not saying instant regen and instant healing are the same. i'm saying that if other ATs get reactive regen as an option instead of a replacement, sentinel players who like instant regen better than reactive regen should also be given a choice.

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Posted

Oh, ooops, just got to level 10 and realized that Ailment Resistance is just one power after Quick Recovery: obviously that means that swapping them isn't very impactful -- I had in my head that it was much later.

 

Ailment Resistance feels noticeable in the early game in a way that the T1-4 powers do not.  Character is running smoother now.

Posted
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.

 

Posted
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.

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Posted
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.

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Posted
10 hours ago, csr said:

 

It is a bit ironic that the Sentinel power that Scrappers/Stalkers/Brutes wanted to make Regeneration better is now not available to anyone.

 

Yeah there is a lot of push back on that. Not everyone wanted it.

 

Could be that the current beta version is a clever way to accomplish something similar but still being reactive rather than proactive. Time will tell.

 

"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

Posted (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 by aethereal
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Posted

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.

Posted

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. 

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Posted

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.

Posted

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.

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Posted

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.

Posted
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. 

Posted
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.

Posted
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.

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