Why is health regen so bad?
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- Wayist
- Posts: 24
- Joined: Sat Dec 25, 2010 12:46 pm
Why is health regen so bad?
Tome in general seems to err on the side of uselessly low permanent (or sustainable) regen effects. You commonly see equipment with things like "+0.7 health regen", and Fast Metabolism gives you 5 health regen at the cost of 5 whole points!
Tome is not really a game of long-term attrition. You have many short skirmishes, and you are generally back up to 100% on all of your resources inbetween, barring special resources like hate, vim, and negative. This means that regen effects need to be effective and satisfying for short term attrition.
But then, maybe I'm misunderstanding something and/or devaluing something. So, discuss--is health regen really as shitty as I think it is?
Tome is not really a game of long-term attrition. You have many short skirmishes, and you are generally back up to 100% on all of your resources inbetween, barring special resources like hate, vim, and negative. This means that regen effects need to be effective and satisfying for short term attrition.
But then, maybe I'm misunderstanding something and/or devaluing something. So, discuss--is health regen really as shitty as I think it is?
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- Sher'Tul Godslayer
- Posts: 2000
- Joined: Fri May 07, 2004 8:26 pm
- Location: Nahgharash
Re: Why is health regen so bad?
Nah, it's not that bad. You're forgetting healmod, which adjusts your regen, and often comes stacked with it. You're also forgetting some skills that base themselves OFF your regen (the sudden growth from the fungus tree) and a varity of high-grade items later on. (Goedelath Rock, Lifebinding Emerald, a few artifact armors) I've even seen a ring with +2 health regen, later on in the game. (Just a random ego!)
Start stacking from multiple sources (and from regen infusions too) and you can start to get a decent amount. Enough that all the minor mooks aren't any longer a threat. Is it enough to make you take it over better armor? Probably not. It's just an extra kind of mitigation. And you also forget that some races don't GET better healing. Ghoul in particular is limited to regen rate and ONE iffy talent for healing.
So yeah. Regen rate can be useful, but outside of special circumstances involving huge stacks, it's not a top of the heap aspect to focus on.
Start stacking from multiple sources (and from regen infusions too) and you can start to get a decent amount. Enough that all the minor mooks aren't any longer a threat. Is it enough to make you take it over better armor? Probably not. It's just an extra kind of mitigation. And you also forget that some races don't GET better healing. Ghoul in particular is limited to regen rate and ONE iffy talent for healing.
So yeah. Regen rate can be useful, but outside of special circumstances involving huge stacks, it's not a top of the heap aspect to focus on.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
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Re: Why is health regen so bad?
It's more that certain health regen talents and egos are tragically small. Fast Metabolism, as you mentioned, is really bad and no feasibly attainable amount of healmod is going to save it. +0.7 life/turn is negligible, sort of like the +3% cold resistance stuff you see once in a while. Just pretend they're not there. However, the mechanic as a whole is okay, and there are some regen talents that are actually very good, such as the Berserker one.
Re: Why is health regen so bad?
That's the problem. It's better than nothing but its never what anyone ever is looking for. Healing mod % is fabulous, and with that and regen infusions and fungus your regen can be great. But the +5 to 10 from items and 5 talent points is nothing compared to the 50-70 per turn from a regen infusion.
I've had extended cat and mouse boss fights that lasted 50 turns or more, but even then the 250 health from 5/5 combat veteran is not impressive for the talent points invested.
I've had extended cat and mouse boss fights that lasted 50 turns or more, but even then the 250 health from 5/5 combat veteran is not impressive for the talent points invested.
Re: Why is health regen so bad?
That's more of a specific problem with Fast Metabolism, then. I suggested a while back that the regen from Fast Metabolism should scale off of Constitution, because a static amount of life regen gets relatively worse and worse as you progress and enemies start to deal more damage. It's the only talent of its kind that depends solely on talent level. If it was just changed to say, a flat 10 life per turn per talent level, it would become decent endgame but way too good early game. Fast Metabolism must scale off of something, and Constitution seems pretty intuitive.
Re: Why is health regen so bad?
Truely passive health regen is that bad. Faking it with a couple of highend regen infusions and proper use of the fungus tree and +heal mod gear is gloriously OP. 11 generic points (5/1/5 distribution) and going AM gets you constant disgustingly high regen, the infusions cost a fraction of a turn if that thanks to the third fungus talent, and you're restoring equilibrium like crazy. 5 equilibrium/turn, thats enough for a wyrmic to spam their basic specials without gaining equilibrium. Oh, and the fourth skill is a monsterous spike heal. Starts at 620% of your regen rate, which is itself gonna be upwards of 100 by midgame, for easily 3/4 of your life bar.DragonMasterHawk wrote:Tome in general seems to err on the side of uselessly low permanent (or sustainable) regen effects. You commonly see equipment with things like "+0.7 health regen", and Fast Metabolism gives you 5 health regen at the cost of 5 whole points!
Tome is not really a game of long-term attrition. You have many short skirmishes, and you are generally back up to 100% on all of your resources inbetween, barring special resources like hate, vim, and negative. This means that regen effects need to be effective and satisfying for short term attrition.
But then, maybe I'm misunderstanding something and/or devaluing something. So, discuss--is health regen really as shitty as I think it is?
Re: Why is health regen so bad?
There's some buffs to Fast Metabolism in SVN, probably due to this thread. I approve of them.
Having said that, I do have to note that not all regen should compete with Fungus. Fungus takes a very notable investment(Antimagic) for most classes, as well as a fair deal of Generic and either multiple infusion slots or good luck to maintain.
Sure, eventually the values are "60+ healing a turn" and really good. But heavy investment, heavy reward.
Equipment works on a much lower investment scale, and the rewards should be correspondingly less. They might be too low, overall, don't get me wrong, but equipment shouldn't have huge bonuses on the order of 5+ life regen, in general. Each point of regen can be thought of as mitigating that much damage a turn, and allowing someone to stack tons of regen/healmod can easily get out of control in this regard.
Especially as it already enables one of the better playstyles for physical fighters(Fungus) to start with.
Having said that, I do have to note that not all regen should compete with Fungus. Fungus takes a very notable investment(Antimagic) for most classes, as well as a fair deal of Generic and either multiple infusion slots or good luck to maintain.
Sure, eventually the values are "60+ healing a turn" and really good. But heavy investment, heavy reward.
Equipment works on a much lower investment scale, and the rewards should be correspondingly less. They might be too low, overall, don't get me wrong, but equipment shouldn't have huge bonuses on the order of 5+ life regen, in general. Each point of regen can be thought of as mitigating that much damage a turn, and allowing someone to stack tons of regen/healmod can easily get out of control in this regard.
Especially as it already enables one of the better playstyles for physical fighters(Fungus) to start with.
Re: Why is health regen so bad?
Svn changes is stamina = 1 per point, and health = 2.5 per point. Also it scales with tree mastery.
Re: Why is health regen so bad?
Nice. I was getting 15-20 regen on some of my characters before, now I should be able to get almost 30.
Re: Why is health regen so bad?
Honestly, the part I like about it is that it's a benefit to AM playstyle that doesn't aid mindmages.
The playstyle that appreciates heavy regeneration and life modifier most is AM-this gives a good way to produce a higher constant "defense" of regeneration, and a conditionless layer as well, but it only really applies to characters that get this category...which are physical fighters.
The playstyle that appreciates heavy regeneration and life modifier most is AM-this gives a good way to produce a higher constant "defense" of regeneration, and a conditionless layer as well, but it only really applies to characters that get this category...which are physical fighters.

Re: Why is health regen so bad?
And better yet, we also get to see how the new passives function works. 

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Why is health regen so bad?
So, with the svn changes, you get to run momentum without stamina drain quite easily...Or am I missing something?
If that's the case you might want to consider the stamina drain to be on each attack rather than a flat -x/turn.
If that's the case you might want to consider the stamina drain to be on each attack rather than a flat -x/turn.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: Why is health regen so bad?
In fairness, I believe regeneration only happens on the global turn, not the subjective, so Momentum would still show a net disadvantage. (Wait, does Momentum just apply a -regen or does it apply a differing effect? If it does just apply -regen, you're right...)
Regardless, Momentum's borderline overly powerful and this would be a good time to make that change, probably, given that it's much more sustainable with the Stamina regen gains.
Regardless, Momentum's borderline overly powerful and this would be a good time to make that change, probably, given that it's much more sustainable with the Stamina regen gains.
Re: Why is health regen so bad?
I love health regen. Early on when I play berserkers I prioritize regen+heal mod for everything i can get those things on.
I've found that combined with vitality and the stacked heal mod it adds up and significantly increases your survivability.
Not so good later on perhaps, but if you rush fungal tree you can ride the regen survivability up to lvl 30 at least.
My berserker died around 35. I foolishly attempted to clear the room of death. made a single misclick. all 1200 hit points of me went boom that turn.
I've found that combined with vitality and the stacked heal mod it adds up and significantly increases your survivability.
Not so good later on perhaps, but if you rush fungal tree you can ride the regen survivability up to lvl 30 at least.
My berserker died around 35. I foolishly attempted to clear the room of death. made a single misclick. all 1200 hit points of me went boom that turn.
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- Wyrmic
- Posts: 212
- Joined: Tue Apr 10, 2012 5:33 pm
Re: Why is health regen so bad?
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.
In fact one of my planned characters for 1.05 is a dwarf brawler with maxed health regen , saves and conditioning tree
In fact one of my planned characters for 1.05 is a dwarf brawler with maxed health regen , saves and conditioning tree