WeatherLord Posted Thursday at 05:44 PM Posted Thursday at 05:44 PM I was thinking more about the pros/cons between Instant Healing and Reactive Regeneration and think IH could use some love, especially if the goal is to make it viable compared to RR. To be clear I love RR, but I'd like IH to be competitive too. First off, no -regen resistance in IH really hurts, when RR can easily cap it Additionally, because IH is a long cooldown click, death is incredibly punishing since you're also losing the Hasten recharge buff, which let’s be real IH desperately needs all the recharge it can get. RR being a toggle means death is not that big a deal IH also suffers tremendously from slows, while RR doesn't care Those differences alone make RR way more desirable, but even if we just compare the regen values to uptime between the two, IH just falls behind even more. At minimum, RR gives you 400% (enhanced) regen with 100% uptime, and in practice this goes up to around 550-600% average when in combat. Note this performance costs the player almost nothing, just turn on the toggle and go IH gives about 1000% (enhanced) regen, and with max local Recharge slotting goes from 650 second CD to ~325 seconds, which is only about 28% uptime Best case, a high recharge investment build can bring that to around 175, so about 50% uptime However, in addition to the high recharge needed to make IH usable, you also need to build for some amount of slow resistance, otherwise a minion's cold sneeze halts your momentum In summary, IH requires significantly more investment and IMO still falls short of what RR can do. In my Beta mission playtesting, RR was superior every time, even with a build that tried to leverage towards IH's strengths. IH could really use some additional debuff resistance while active at minimum, and ideally have it's recharge reduced a bit or given something to make it more viable. 1
Wavicle Posted Thursday at 06:19 PM Posted Thursday at 06:19 PM 34 minutes ago, WeatherLord said: especially if the goal is to make it viable compared to RR I don’t think that’s the goal. The goal is to leave IH there for those who prefer it, while encouraging most people to take RR. 2 1 Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
WeatherLord Posted Thursday at 06:48 PM Posted Thursday at 06:48 PM 11 minutes ago, Wavicle said: I don’t think that’s the goal. The goal is to leave IH there for those who prefer it, while encouraging most people to take RR. That's fair and a good point. It's a reasonable approach and is certainly preferable to just removing IH outright. Still, I love what was done with Dark Armor's Dark Regeneration and Obscure Sustenance, which was also made to be mutually exclusive. They both fill a Healing role but accomplish the task in very different ways. Obscure got some nice buffs to make it more competitive, and I really like how this gives the player more options based on their playstyle and build goals. Both powers are great, it's a brilliant addition. I'd just like to see that with IH and RR as well. I don't want to offend anyone who likes IH currently, but honestly it feels more like a trap power now, where picking it instead of RR is just the wrong choice. Giving it some buffs would be nice.
Apotheosis Posted Thursday at 08:49 PM Posted Thursday at 08:49 PM (edited) On 5/26/2025 at 7:01 AM, The Curator said: Revive > Ailment Resistance Converted this power to Ailment Resistance. This power is now an auto power. Grants a 24% MaxHP buff, half enhanceable. Grants -15% resistance to heals (making all heals on you 15% stronger). Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit. Power no longer accepts endurance or recharge enhancements. I'd love the consideration for the defense/to hit debuff/ resistance portions of this ability to also be enhanceable, at least partially. And possible consider increasing the -Recharge Resist number as well. At least for Scrappers. Edited Thursday at 09:30 PM by Apotheosis
zenijos10 Posted Friday at 11:14 PM Posted Friday at 11:14 PM On 6/2/2025 at 6:08 AM, Troo said: 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. I don't have any insight into the balancing reasons for adding +Damage to MOG. Thematically, though, adding +damage to Moment of Glory makes sense. How much +damage does it actually add, is it buffable?
FupDup Posted yesterday at 12:12 AM Posted yesterday at 12:12 AM The reason for adding damage to MOG was basically just throwing a bone out to people saying (correctly) that Regen's clickiness cut into your damage output, so the damage buff is basically trying to level it out to having a neutral damage impact. Certainly, MOG is the only place where damage would make any sense in this set (thematically speaking). 1 .
Wavicle Posted yesterday at 05:45 AM Posted yesterday at 05:45 AM 6 hours ago, zenijos10 said: How much +damage does it actually add, is it buffable? It's 25 or 30% for a few seconds, then drops to like 15 for a few seconds, then drops to like 5 or 10 for a few seconds. +Damage can't be buffed. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Troo Posted yesterday at 06:42 AM Posted yesterday at 06:42 AM (edited) 7 hours ago, zenijos10 said: I don't have any insight into the balancing reasons for adding +Damage to MOG. Thematically, though, adding +damage to Moment of Glory makes sense. How much +damage does it actually add, is it buffable? It's effectively 13.5 seconds. (15s - 1.5s MoG cast time) 3.5s of +25% (5%+10%+10%) 5s of +15% (5%+10%) 5s of +5% Maybe using Moment of Glory every ~3 minutes makes up for "Regen's clickiness cut into your damage output". (I guess 'clickiness' is Reconstruction usage interrupting an attack chain maybe every 20-30 seconds and Dull Pain/Second Wind once every ~2 minutes) The +Damage is likely not offsetting a proc'd out damage aura. Here's how it is shown in game for a level 50 Brute: +10.00%% strength to all damage for 5.00s on target Ignores buffs and enhancements unresistable +10.00%% strength to all damage for 10.00s on target Ignores buffs and enhancements unresistable +5.00%% strength to all damage for 15.00s on target Ignores buffs and enhancements unresistable 6 hours ago, FupDup said: Certainly, MOG is the only place where damage would make any sense in this set (thematically speaking). Thematically? Like character just had to heal 40% of their health and now the character is 'pissed off' or 'focused' at/on attackers for a short time? So could go in a heal. Could go in Resilience as the ability to _________ despite being attacked resulting in slightly increased damage. Could go in Revive/Second Wind as part of an ability related to coming back from the brink of defeat. It's all made up stuff. Edited yesterday at 07:10 AM by Troo "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
Snarky Posted yesterday at 10:14 AM Posted yesterday at 10:14 AM my quick take. Regen is very powerful on a Tank. If Tanks were bent over during this patch Regen is their reach around. Every change looks solid, although i have not playtested them. But on a Tank? Fuggedaboutit. This answers some of the questions posed by the tougher enemies of the game who shred defense/resistance. Take Team buffs and ignore it all. 3
Xion80 Posted 23 hours ago Posted 23 hours ago (edited) Instant Healing: Maybe it should live up to its name while simultaneously giving RR some competition when it comes to making a choice between the two. I suggest some kind of heal buff to all other healing powers while its active, or a heal pulse similar to Unleashed Potential. Adding a recharge bonus would be viable. It could be a flat 30-40% recharge bonus across the board, or a 100% recharge bonus that depletes over the course of IH being active. Make it fast enough so that Reconstruction can match Fire Armor's recharge time on the heal. If I had gripes about the new version of Regen. It's that It feels we're forced to pick everything now. Dull Pain should have stayed Dull Pain IMO. Revive is thematic. I get it, but I skip it, as it's not really mandatory. Thank you for no +absorb add on. RR is definitely what Regen was needing. If only it didn't have to compete with IH. Hmm, how about putting Fast Heal and QR as one power? Add the 25% bonus every 2 sec to IH. Replace QR power option with "T bodies" power. It could be some kind of auto scaling recharge ability. Anyhow, "Aliment" power was definitely a push in the right direction! I got what I wanted and then some in that power! It feels balanced, while not stepping on any other secondary shtick. Edited 23 hours ago by Xion80
zenijos10 Posted 16 hours ago Posted 16 hours ago (edited) 16 hours ago, Troo said: It's effectively 13.5 seconds. (15s - 1.5s MoG cast time) 3.5s of +25% (5%+10%+10%) 5s of +15% (5%+10%) 5s of +5% Maybe using Moment of Glory every ~3 minutes makes up for "Regen's clickiness cut into your damage output". (I guess 'clickiness' is Reconstruction usage interrupting an attack chain maybe every 20-30 seconds and Dull Pain/Second Wind once every ~2 minutes) The +Damage is likely not offsetting a proc'd out damage aura. Here's how it is shown in game for a level 50 Brute: +10.00%% strength to all damage for 5.00s on target Ignores buffs and enhancements unresistable +10.00%% strength to all damage for 10.00s on target Ignores buffs and enhancements unresistable +5.00%% strength to all damage for 15.00s on target Ignores buffs and enhancements unresistable Thematically? Like character just had to heal 40% of their health and now the character is 'pissed off' or 'focused' at/on attackers for a short time? So could go in a heal. Could go in Resilience as the ability to _________ despite being attacked resulting in slightly increased damage. Could go in Revive/Second Wind as part of an ability related to coming back from the brink of defeat. It's all made up stuff. Thanks for the numbers and Indeed the +dam could go anywhere ( or nowhere!). Honestly, when I first played this game so long ago and read the name of the power, I expected it would be an offensive power, you know, "He went down swinging, but not before a brief moment of glory. " Since the change bringing us the latest version of MOG so long ago I've considered this my favorite power in the game. So while I'm not sure really if it needed the damage bonus, it as least makes some sense to me and doesn't seem to throw anything out of whack. Edited 16 hours ago by zenijos10 1
Psyonico Posted 15 hours ago Posted 15 hours ago Hey devs… I want to tell y’all a story. My first scrapper ever on live was /Regen because, you know Wolverine and Deadpool are badasses, I was super psyched to get to play such a badass set! However, I started playing near the end of issue 6, so Regen was in a bad state. I’ve ho-hummed over the years because I’ve always wanted to have a Regen character that I liked, but just couldn’t. I rolled a Regen/Savage tank on beta last night. Insta-50’d it and slotted it with SOs… THANK YOU!!!!! the set feels like it has the potential now to be the badass set I always hoped it would be (with the right IO investment). I did a mission against +1x4 Arachnos. I used Second Wind semi-reactively, since it is nowhere near perma with only SOs and no hasten I used it when my health hit about 75-80% and the set felt good. even when my recharge got tanked and I had to wait 10-15 seconds at a time before I could do anything, I felt comfortable that I was going to remain standing. So, from somebody who never got to experience toggle-IH, I thank you. What this team needs is more Defenders
Psyonico Posted 15 hours ago Posted 15 hours ago If I were to make 1 suggestion for what I think would improve regen for tanks, it would be to move Ailment Resistance, Integration, and Resilience down one tier and put Quick Recovery at Resilience’s current tier. I suspect this would make the lower levels a bit better for the young regen tank. 1 What this team needs is more Defenders
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