Why is health regen so bad?

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Waladil
Halfling
Posts: 103
Joined: Tue Jan 10, 2012 10:40 pm

Re: Why is health regen so bad?

#16 Post by Waladil »

Personally, I see non-Fungus, non-infusion health regen as a convenience. For a while on my last playthrough I had about 1,200 life but no regen items (aside from an infusion), and I couldn't hit auto-rest unless I wanted to wait hundreds of turns for that .25 to regen a tenth of my HP.

So I picked up a (randart) ring with 2.00-ish health regen and it made the wait times much shorter. So my takeaway is that small regen is really just there to shorten downtimes.

Fungus, on the other hand...

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Why is health regen so bad?

#17 Post by Zonk »

I agree it's weird.
The Quick Metabolism changes in 1.0.5 are nice but mean nothing if you don't actually have the talent.

I'm tempted to suggest bonus regeneration rate from simply levelling up, based on life rating - but that wouldn't fit much with how other resources work.

Alternatively, could have your life regen be affected by Constitution: say every point above 1 is 0.1 life regen, so at 50 you get +4, which is...something.
Edit: Although I can see how +0.1 life regen per Con above 10 would be HUGE considering the baseline is now 0.2 or 0.25...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

random417
Halfling
Posts: 92
Joined: Tue Oct 30, 2012 7:37 pm

Re: Why is health regen so bad?

#18 Post by random417 »

Maybe this will need another thread, but... I'd like to see a bonus for each start when you hit the natural cap. Something like (and the scaling may be off, but you guys will get the idea) a bump to see invis/stealth on cun, spell save on will, mana Regen on mag, life Regen on con, fruit chance or move speed on dex, and um... Maybe armor on str. This would help for almost everyone in the Regen department, and give some other nice boosts as well. Just a thought

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Why is health regen so bad?

#19 Post by Zonk »

random417 wrote:Maybe this will need another thread, but... I'd like to see a bonus for each start when you hit the natural cap. Something like (and the scaling may be off, but you guys will get the idea) a bump to see invis/stealth on cun, spell save on will, mana Regen on mag, life Regen on con, fruit chance or move speed on dex, and um... Maybe armor on str. This would help for almost everyone in the Regen department, and give some other nice boosts as well. Just a thought
'Fruit chance' is an awesome typo, sorry :lol:

As for the rest - while giving a special bonus when you hit the cap might fit with how levelling up works too(as you get a special level 50 bonus), I think we might just want to give gradual bonuses instead and let this kind of special bonus be handled for prodigy.

Again, giving a Life Regen bonus to Con while leaving other resources/stats untouched should work pretty well because Life is the one resource EVERYONE will have.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

random417
Halfling
Posts: 92
Joined: Tue Oct 30, 2012 7:37 pm

Re: Why is health regen so bad?

#20 Post by random417 »

*crit chance* stupid autocorrect. On that note though, why is there no straight prodigy? Everyone would use it... It would take balancing to get the admit right, but an always on Regen would be one I'd look at, but not automatically get whenever i can.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Why is health regen so bad?

#21 Post by SageAcrin »

I actually made a heavily Regen oriented Prodigy(Nature's Grace, which also gave very small amounts of magical damage affinity in addition to the regen oriented effects) in the set of Prodigies I made in an add-on, but it wasn't one of the five that got included in the maingame.

DarkGod has said he's interested in the rest of those, so maybe some time.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Why is health regen so bad?

#22 Post by Frumple »

Strongpoint wrote:Berserker is quite strange choice for a regeneration tank, because berserkers aren't attrition class. Bullwark and brawler work better for max constitution, maxed vitality, fast metabolism and regen items stacking route.
Zerkers get the built in 25 hp regen via bloodbath (which comes out to 60 something hp/round by itself, if you get healmod up there), which is what makes them one of the more attractive classes if you're aiming to stack regen. They're also probably maxing con and getting fast metabolism up there... and vitality, these days. Full regen critzerker can shrug off quite a lot while laying down the pain, which makes it pretty attractive. Since they're fairly lacking on defensive options compared to the other physical classes, regen tank is a natural fit for them that they don't have to sacrifice much to get running. It's a nice passive defense to compliment the active defense of murdering everything in sight.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Why is health regen so bad?

#23 Post by SageAcrin »

Why do you say a class with one of the highest damage bump attacks(thanks to Berserker+Mortal Terror) isn't an attrition class, anyways?

There's way better for burst damage, but they really do constant hit damage quite well, and +3 Life Mod tends to put them on top of the durability ladder. (Sure, Berserker skims some Armor/Defense off, but the Armor is long-term negligible and they weren't dodging well anyways. That's mostly an early game oddity.) They don't get Retribution or Shield Wall, but they're hardly squishy.

HousePet
Perspiring Physicist
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Re: Why is health regen so bad?

#24 Post by HousePet »

I want more fruit. :lol:
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Atarlost
Sher'Tul Godslayer
Posts: 1973
Joined: Sat Apr 26, 2003 7:38 pm
Location: GMT-8:00

Re: Why is health regen so bad?

#25 Post by Atarlost »

Zonk wrote:I agree it's weird.
The Quick Metabolism changes in 1.0.5 are nice but mean nothing if you don't actually have the talent.

I'm tempted to suggest bonus regeneration rate from simply levelling up, based on life rating - but that wouldn't fit much with how other resources work.

Alternatively, could have your life regen be affected by Constitution: say every point above 1 is 0.1 life regen, so at 50 you get +4, which is...something.
Edit: Although I can see how +0.1 life regen per Con above 10 would be HUGE considering the baseline is now 0.2 or 0.25...
If it's a QoL issue for health it's a QoL issue for any large bar that regenerates with time. I myself tend to run into the "resting takes forever" problem worst with fatigue, but can also imagine it being a problem with mana on builds that can't spare an inscription slot for a manasurge rune.
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n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

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