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+To All Healing set bonus + Regeneration defense = Sad Brute-tears.


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Posted (edited)

First off, I wanted to say thank you so much for giving this game back to all of us! Now for my bug fix:

 

All heal powers in the brute Regeneration defense set allow healing IO sets, and all healing IO sets have [+To All Healing] set bonuses (which displays in combat attributes as [Healing Bonus]).

No heal powers in the brute Regeneration set are gaining any benefit from the [Healing Bonus] stat in combat attributes with the exception of Dull Pain (it gives more healing but not more max health)

 

Further Experimentation:

 

I had Heal Other and Field Medic from medicine also trained and found that:

-Field Medic increases both the [Healing Bonus] combat attribute and the [Healing Received Bonus] combat attribute.

-Heal other DOES benefit from [Healing Bonus] combat attribute.

-When I was healed by someone else, [Healing Received Bonus] DID INCREASE the amount of healing received.

-When I used the Reconstruction self-heal I got NEITHER bonus (one would almost expect to see both applied). In fact...

-NEITHER [Healing Bonus] nor [Healing Received Bonus] combat attributes affected ANY powers in the regen set other than the aforementioned Dull Pain. 

 

Since it is widely opined that regen is the weakest brute defense, vastly under-performing Willpower's regen stat in most cases and especially Bio Armor (which has more raw regeneration

and resists on top of that), I can't imagine this is all WAI. At the very least Reconstruction should be receiving the benefit of [Healing Bonus] from a functionality standpoint and

the other regeneration powers should be from a balance standpoint. It's a huge blow to an already struggling defensive powerset to receive one less IO set bonus out of almost every

defensive power in your powerset because that bonus isn't interacting with your powers in any way. 


I know it's a long-shot to get instant healing back to a toggle like so many have asked for, but please show a little love and address this [Healing Bonus] bug.

 

Thank you and keep up the great work.

 

Edited by CaptainKillian
Posted

Most self-heals are flagged to ignore healing resist, so you can still heal yourself when afflicted by it, like from the green Mitochondria in a Hamidon raid, so nothing unusual there. Reconstruction is probably ignoring the bonuses to healing granted because it has enhanceable toxic resist, and all enhanceable resist powers are completely immune to outside buffs. So in other words, nothing unexpected here.

Posted (edited)

That still doesn't address the entire issue.

 

All of the +regeneration powers should be affected because +healing is the correct enhancement that affects them and heal sets are what they accept. That's an entire group of IO sets that will give one less set bonus (2 bonuses instead of 3 for a 4-slot IO set, etc. etc.) because the [Healing Bonus] stat is completely non-functional in the CORRECT application on a defense powerset of a tanking archetype. This is a game-balance bug. 


ALSO, since +healing is also +absorb (IE: temporary health), the max hps from Dull Pain could be reasonably expected to increase as well from the +To All Healing set bonus.

 

While it seems like you know the game workings a bit, dismissing it as 'not surprising' without acknowledging it as balance problem seems to imply a lack of appreciation for the impact this has on other players. I accept and appreciate the explanation of why reconstruct might not be accepting outside modifications, but being one of two heals in the regen set, it's not benefiting from +To All Healing IS a valid issue. I assumed it was all a bug; perhaps you're relegating SOME of it to just a significant flaw, but that leaves all of the regeneration aspect and so I am hoping a dev will look at the entirety of it.

 

I have a significant amount of hours of my life invested to aquire the 4-piece set bonus 5 times over (unwise perhaps, but this is the way I went about it) only to reach level 27 on the appropriate character and feel horribly let-down by the 30% [Healing Bonus] doing absolutely NOTHING.

 

As for why [Healing Received Bonus] doesn't affect self-only powers being that it's the standard for self only heal powers, I first have to ask 'why is that the standard'? A powerset whose entire shtick is self healing might logically suffer less (or more depending on ones conceptualization of the thing) from [Healing Received Bonus] debuffs; But by what logic does 'average Joe corrupter' deserve complete immunity to [Healing Received Bonus] debuffs of the Hami raid for their self-only heals when the flip side of that coin is that WP/Regen don't get the benefit of [Healing Received Bonus] for the entirety of the rest of the game's content? 

 

The issue of how people cope with [Healing Received Bonus] debuffs can be solved in a way that doesn't so negatively affect another aspect of the game. I'm sure of it. Even if that means tuning or reducing the number of them present.

 

That said, if an enemy debuffs the ability of your body to be healed then it should affect even self-heals.  Are [Healing Received Bonus] debuff attacks really that common? Is there some logical, conceptual, or balance reason why self-heals should be immune to suffering from healing resistance? If a medusa turns me to stone I'm not too certain how my white blood cells are gonna get where they need to be or how I'm gonna press the button on my tri-corder... (sure that's a hold but I'd expect a 100% [Healing Received Bonus] debuff along with it. And let's not forget, [Regeneration Resistance] is already an existing 'Debuff Resistance' combat attribute.  Let people have more access to it if that's what's needed for Hami.  Green inspirations giving [Regeneration Resistance] for a minute perhaps?

 

Edited by CaptainKillian
  • Thanks 1
Posted
8 hours ago, CaptainKillian said:

All of the +regeneration powers should be affected because +healing is the correct enhancement that affects them and heal sets are what they accept. That's an entire group of IO sets that will give one less set bonus (2 bonuses instead of 3 for a 4-slot IO set, etc. etc.) because the [Healing Bonus] stat is completely non-functional in the CORRECT application on a defense powerset of a tanking archetype. This is a game-balance bug. 


ALSO, since +healing is also +absorb (IE: temporary health), the max hps from Dull Pain could be reasonably expected to increase as well from the +To All Healing set bonus.

Healing enhancements affect healing, +Regeneration, +Absorb, and +Max HP, yes, but those are all distinct, different effects "under the hood." Bonuses to healing received and healing delivered only modify healing effects.

 

I understand why you would find this frustrating, but it is all working as designed, and it's not bugged. You might take this to the Suggestions and Feedback forums, which would be a better place to air your grievances on this topic.

  • Like 2
Posted (edited)

To echo what Vanden said here, as it is right now it is working as intended.  Most heals in mitigation type power sets are flagged as unresisted (meaning you can't reduce them with debuffs like from poison's Weaken and you can't buff them with healing bonuses from IO sets or Field Medic) you can still increase them with enhancements, but that is it.

 

 

Edited by Dan Petro
Posted

The set bonuses say they improve Healing, not that they act as global Heal Enhancements. They grant Heal Strength, which is only one of the attributes of a Heal Enhancement, the others being Regeneration, MaxHP and Absorb.

 

Like Vanden said, this is not really a bug; these set bonuses are acting as advertised, though I understand how it might seem like it doesn't make sense. Admittedly, all of this could use better documentation in-game. Ultimately, though, your issue is more of a quality of life thing, and would probably be better in the Suggestions forum.

  • Like 1

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  • 9 months later
Posted

I too was really sad when I first found that set bonuses from Heal didn't buff Regen, but I think it's working as intended like Trickshooter and Vanden are saying.   

 

In trying to think through why it might have been designed that way, I realized how OP Powerboost would be with click type Regen powers.    I'm guessing that's why Healing bonuses don't apply to Regen powers.  Until the Clarion Incarnate this wouldn't have impacted Brutes/Scrappers.   But imagine an Empath's AOE Regen Aura's base 500% Regen boosted by the 122.9% Powerboost controller Epic and then slotted for another 500% from enhancement, making for a perma aoe team Regen buff totaling 1613%.      And now with Clarion even a two Regen Brute/Scrapper team that both took Clarion could synchronized Powerboost together for a 2 * 70%=140% Powerboost of their Regen powers...  

Posted
8 hours ago, Solarverse said:

I want the power set in your avatar to be implemented into the game. That is all.

I'm like 90% sure that's just a demorecord with alternate Super Strength animations.

"If you can read this, I've failed as a developer." -- Caretaker

 

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