Recovery tweak
Old 04-25-2010, 08:10 AM   #1
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Default Recovery tweak

ok so we all know in combat regeneration is useless compared to the boost you get from dur my suggestion is pretty simple

make it so that at lvl 100 combat recovery and lvl 100 battle mending you have a 50% in combat regen rate rather than a 30% so that theres a reason to use recover rather than defense...this would spread out builds a lot and make the game much more varied imo

my suggestion is make combat recovery a base of 10% and add .15% every level and battle mending boosted to .25% a level
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Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 04-25-2010, 11:40 AM   #2
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I would suggest actually tweaking REG itself. After spending the last year + testing, you have to put a HUGE amount into REG to get large results and be able to even use it for defensive purposes. Even at 50% you are sacraficing a ton of melee and def to get results that can be considered defensive...

I think Glitch should have his toons go with a large dur/no reg and a large reg/no dur build and test, adjust reg until they are somewhat even.

Tbh this is why I chose the Regener class, I thought it would be similar to Wolverine (XMen) and basically be taking punishment but continue to move foreward towards the enemy healing as he goes.
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Old 04-25-2010, 12:43 PM   #3
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reg does need a huge buff this is kinda obvious, optimally reg should be a large factor in how long you survive. large enough so that its more worth putting points into reg rather than magic for healing purposes for melee users.

what I suggest is nerfing the healing for the standard 100 reg user and making the regeneration rate of reg, if not all recovery stats more dependent on them self and the corresponding things they regenerate. this would lead to making it so that an all reg build isn't possible as the only way such a thing could survive is if it completely out healed the opponent which is clearly unbalanced, but also that a complete dur build wouldn't lead to the best survivability.
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Old 04-25-2010, 01:19 PM   #4
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With the whole reg vs dur debate you need to realize that reg will never compete with the effectiveness in combat just as dur will never compete with reg in effectiveness out of combat. If boosting reg was as effective as dur in fight survivability then only a fool would ever boost dur.
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Old 04-25-2010, 01:36 PM   #5
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REG should be an integral part of a build however, perhaps not THAT strong, but I would fully suggest another skill (lvl 80) to add on top of battle mending, or/and add an epic gem taht gives you equal in combat to your out of combat reg.

Epicgen has a nice ring to it.
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Last edited by flipynifty; 04-25-2010 at 02:12 PM..
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Old 04-25-2010, 02:05 PM   #6
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Epic gems other than dmg & dmg buff would be awesome. Epic thorns... Epic heals... UNIQUE gems... Truly awesome.
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Old 04-25-2010, 04:16 PM   #7
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Quote:
Originally Posted by Glitchless
With the whole reg vs dur debate you need to realize that reg will never compete with the effectiveness in combat just as dur will never compete with reg in effectiveness out of combat. If boosting reg was as effective as dur in fight survivability then only a fool would ever boost dur.
ok it doesnt need to be the same but as it is its useless to try to raise in combat reg becaues it takes an ungodly ammount of reg to start to notice anything....the majority of nod doesnt take enough damage to need reg OOCso its just thrown to the side

as for dur not being as effective ooc think about it this way (i may be wrong) but if you have 2k extra hp and ur fighting a mob that does about 300-400 damage to you compared to having all that dur in reg you will heal that 300-400 damage in about 5 ticks or so but why would u need to bother healing when u have so much hp?
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Quote:
Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 04-27-2010, 02:12 AM   #8
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Personally I think that glitchless is right with the sytem as it is. Reg may not be used by players very much because dur has a specific, and much more noticeable effect. But the idea that someone puts stats into reg and "effectively" gains more health in a 60 second combat than if they were to stat in dur defeats the purpose of having a stat for dur in the first place. This game does NOT need to be broken by giving players an insane amount of "hidden" health.

Regeners may cry about this, so perhaps some class balancing is needed for the regener class. But otherwise the system should remain as it is.
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Old 04-27-2010, 11:34 AM   #9
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Regeners, well mainly myself, have been trying to find purpose or balance of this class since day one. So far the class bonus has been put to 24%, and hypergen/overgen was put into place. These both are still based upon REG which is still fairly useless in game as anything but a timesaver.

REG, mainly REC is a player stat that SHOULD be used towards a characters end game build, so what is the use of it atm aside to save time? If it's simply a time saver then I would suggest turning it into a skill.

As stated previously you have to put an extreme amount of point into it to get results in combat. Out of combat doesn't really matter, with the clan battles there is a 15 min wait after getting jumped, which is ample time to heal and arena heals you automatically.

I would like to see REG become a form of defensive build, or at least something useful lol
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Old 04-27-2010, 11:42 AM   #10
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you said it yourself, it saves time. in a game where time management is paramount. and you want it to make you tank as well? give it up.
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Old 04-27-2010, 12:23 PM   #11
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So you're saying a class should be built for time saving and so should a stat, as opposed to any form of melee, or defense or playability? You haven't played many RPGs have you?

The ability to regenerate and even the class description of regeners itself shows immense resiliance... resiliance to time countdowns? Give it up yourself lol

As stated many times in the past, I would like to see more diversity and diverse builds. Perhaps then people will have an excuse for not wanting to be inspected. As of now, most builds are extremely similar if not the same. Wouldn't you liket o see something new?
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Last edited by flipynifty; 04-27-2010 at 12:26 PM..
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