One with Nature/Enhanced Regeneration
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Comments
If their regen theme is to be kept, then I would suggest a Demi+ ability akin to vitality that significantly boosts their Regen when they hit a certain health %. Something like (50% of total health / 4) every 3 seconds for 12 seconds. Let us say the individual had 6000 health (which is pretty normal), so they would regen 750 health every 3 seconds for up to 12 seconds, to reach a total of 3000 health. Let's say hypothetically that this regen was hit at 20% health. Wouldnt seem too bad, and could save them in certain jams.
Also im not sure why they receive a resistance to fire....technically being covered with fur should make being alight more of an issue, not less.
- I'd suggest replacing their level 25 with weather retardant: Their natural habits in the wild has built up an endurance to the weather, giving them a 20% reduction to weather effects.
- Replace their level 50 with Sprint. If the user has sprint, then the Lobo will gain the benefit of being able to walk more rooms before receiving the 'too hasty' message.
- For demi, it seems the concept of Regen is just in a bad place right now and unappealing, so at this point, I am not sure.
Again, the purpose of this thread was always to address one with nature and enhanced regeneration, the demigod powers of the Elfen, Faeling, and Loboshigaru races. The report that is up is looking specifically to address regeneration demigod powers. Therefore, I am not replacing any level 25 or 50 power.
Small disclaimer, final numbers are not set in stone so I won't share details on specific abilities or values of certain regen levels. That part should hopefully be finalised in the next few days.
To address the situation regarding Elfen, Faeling and Loboshigaru, as well as the lack of impact certain skills have that should grant high regen on a very situational basis, there have been reductions across the board to what most abilities grant in terms of regen, most of them in half, a few more so. As is, most players will find themselves at 6/6 quite comfortably, with the exception to the three "regen races" who's racials will take them all the way to /10 in one or more fields.
To retain the status quo, regen levels themselves are being buffed. However rather than simply multiplying the amount per regen level by 1.5 or 2, we are looking at a model that progressively increases, going up from 1% per level to 2% and then again to 3% as you go higher up the levels. The numbers aren't finalised yet, but for the majority (regen races aside) people will see very little change, there may be some slight losses/gains of 1% either way.
The regeneration races should all notice considerable increases, with and without artifacts. One with Nature is still restricted to the same territorial laws as before, but are the only race with access to /10 across the board, Loboshigaru retain their /10 to health but see their mana and ego regeneration reduced as their racial is a permanent passive that has no terrain requirements.
Not sure it needed to be nerfed quite so heavily tho. I mean, the penalty to mana and ego regen was horrid, but I had enough health regen to not care about that part, and enough places to hunt where it doesn't affect me. Would have been ok with a -2 to health, -1 to mana and ego.
It just feels like most conflict quests are either way too easy too keep up, or have so little impact it's not actually worth bothering.
Conflict quests that are easy, should have minimal impact, that's how risk/reward works.
I kind of see how the regeneration thing 'addresses' the issue those three races have, still I feel rather sad that the fix was a 'regeneration nerf'. Personally, I think, regeneration is something you hardly ever notice, at least I don't. Sure, it may give you a few side points on the row, but it's not something that makes you feel 'oh, I got this, so nice', nor something that will be a 'ooh' effect when you get it. I had hoped for something more creative to replace it for all three races. Flavor over function.
Maybe messages specific to the different classes abilities would do the trick for me personally.
Regeneration wasn't nerfed. Buffs give less regen levels than they did before, but the value per level has been increased.
Players who could gag it likely would, those who couldn't would want to find a way to turn it off.
I don't know if it's something that needs to be addressed though, merely stating how I feel about it.