SeraphimKensai Posted Monday at 11:26 AM Posted Monday at 11:26 AM Good morning, With the release of Regeneration on Tankers, it's got me thinking about how the fundamentals limits on maximum hit points/regeneration effect play especially at lower levels. Please see the following as reference material: https://homecoming.wiki/wiki/Hit_Points https://homecoming.wiki/wiki/Limits#Health_Regeneration https://homecoming.wiki/wiki/Health_Regeneration Characters sub level 20 experience a scaling level modifier that reduces what their maximum hit points would otherwise be. With the lowest level characters affected the most significantly. Melee characters also are subject to lower maximum regeneration values than what their respective ATs provide if they are lower than lvl 20. Tankers and Brutes are subject to a lower theoretical maximum regeneration rate than scrappers/stalkers (this is due to at game launch the regeneration powerset was a scrapper exclusive, which was later proliferated to each of the melee ATs). *Tankers/Brutes are limited to 500% Regen less than Scrappers/Stalkers, perhaps this should be equalized amongst melee ATs? Last night I took my lvl 50+3 IO'd Regen/Stone tank on a Posi 1 TF set at lvl 11. As you can imagine my regeneration values took a nose dive (Luckily their was a cold defender on the team that was kind enough to shield us). Why do we set level modifiers on player maximum HP and regeneration? We don't do that for player maximum resistance or defense. As such, characters that rely on regeneration are adversely impacted by this design aspect while other characters are not similarly affected. Well I didn't stay below level 20 long, nor do I often exemplar below lvl 20, do the sub level 20 level modifiers even make sense to keep? As they artificially reduce the effectiveness of a character that a new player might choose to make and then be discouraged due to the lower effectiveness of their character. Personally I don't see why Tankers/Brutes theoretical maximum regeneration rate is lower than Scrappers/Stalkers in this day and age post regeneration powerset proliferation (not that many characters outside of using rebirth radial would see the theoretical maximum regeneration rate). If you've made it this far, thanks for sticking with me. Hopefully you all have a great day.
macskull Posted Monday at 03:41 PM Posted Monday at 03:41 PM 4 hours ago, SeraphimKensai said: We don't do that for player maximum resistance or defense. We do do that for defense (and damage, and tohit, and a whole bunch of other stuff). Player attributes that don’t scale with level are the exception, not the norm. There are a few reasons this happens: The same reason enhancements are subject to enhancement scaling when exemplared - so a higher level character isn’t that much more powerful compared to a character of that actual level when exemplared Ensures a “middle ground” for lower-level characters to ensure early content isn’t either a snooze fest or extremely difficult. 1 "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme (now with Victory support!) @macskull/@Not Mac | Twitch | Youtube
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