Regen Boon Intensity PLZ

Regen Boon Intensity PLZ

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Posted by: Zaviel.1245

Zaviel.1245

What i REALLY want to see: Regen stacking intensity like Might.
As of now Regen is a nearly useless boon and no healer builds around it. Now im not saying to stack super high, 5 seams decently balanced, but imagine the number of additional viable healing builds would exist.

Examples: Mace Guardian, Healing Turret Engineers, Healing Spring from Ranger, Banner Healing Warriors, and many more.?

The only viable healing builds are Druid and Tempest/Ele, because their healing is flat chunks not reliant on Regen for the most part. I know they sprinkle it in, but only in tiny portions.

Regen stacking to 5 intensity for example will be a healthy ballpark number. It also helps Boon corrupt when your 5 regen stacks become 5 poison stacks.

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Posted by: Crinn.7864

Crinn.7864

As of now Regen is a nearly useless boon and no healer builds around it. Now im not saying to stack super high, 5 seams decently balanced, but imagine the number of additional viable healing builds would exist.

Raid healing builds make heavy use of regen to provide constant healing. Regen with healing power is strong in PvE. It’s bad in PvP simply because PvP damage is so stupid high.

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Posted by: Rauderi.8706

Rauderi.8706

I’d been pondering how to do this as well. With the way that regen stacks now, it’s possible for low healing regens to interfere. It also doesn’t compare to the way that Poison does.

My initial thought on it is to make Regen’s power a little less, extend the durations, and make them stackable.

But.. I’m just not sure if that would help at all in ANet’s current environment of damage-spam PvP and one-hit-KO bosses in PvE.

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Posted by: Jski.6180

Jski.6180

What about adding in runes sigli or even skills that simply heal more when the player has reg on them.

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Posted by: Orpheal.8263

Orpheal.8263

If ANet would rebalance properly the Combat System, then we would also have a better working effective Regeneration Boon with the help of Dual Effect Attributes, with the help of a better Health System and with the help of the removal of the obsolete Gear Stat System and change instead to a class individual Stat Efficiency System that helps in better defining each Classes roles in this game in it’s Game Modes.

Boons need to get reduced same as much a Conditions, this pure overenrichment is just absolute poison for this games combat system.

Might, Regeneration, Protection, Swiftness, Fury, Stability, Vigor and Reflection, more isn’t needed.

Might = Increases Power and Condition Durations by 2% per Stack. Max 10 Stacks.
Regeneration = Regain Health and Endurance by 2% per Stack per Second. Max 10 Stacks
Protection = Decreases all incoming Damage by 3,3% and reduces Condition Durations you suffer on by 2% per Stack. Max 10 Stacks.
Fury = Increases Critical Hit Rate and increases CC Efficiency against Break Bars by 2% per Stack. Max 10 Stacks
Swiftness Increases Movement & Skill Recharge Speed by 33% for 3 seconds per Stack. Max 10 Stacks
Stability Renews your Break Bar by 2% per Stack per Second and increases your Health by 25% meanwhile. Max 10 Stacks
Vigor Increases your Attack Speed by 50% for 2 seconds per Stack and Dodges gain the Chance of 20% to cost no Endurance. Max 10 Stacks
Reflection Blocks incoming Attacks per Stack end reflects 5% Damage per Stack back to the origin. Max 5 Stacks.

8 Boons, that cover just everything, that GW2 has currently and needs.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Zaviel.1245

Zaviel.1245

Stacking to 5 is just a ballpark number, i’m speculating under the conditions of this being balanced in a proper way somehow.

I simply want regen to be more useful, it is easily the weakest boon in the game for any game-mode. Noone cares about Dwayna runes and that is a shame.

If regen stacking was a thing, build diversity would flourish and the classes capable of healing would increase.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

nah lol, it would be too overpowered.

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Posted by: Miellyn.6847

Miellyn.6847

Stacking to 5 is just a ballpark number, i’m speculating under the conditions of this being balanced in a proper way somehow.

I simply want regen to be more useful, it is easily the weakest boon in the game for any game-mode. Noone cares about Dwayna runes and that is a shame.

If regen stacking was a thing, build diversity would flourish and the classes capable of healing would increase.

The main reason that most groups take druids as healers is not that druids have the best heal but the best compromise between healing and offensive buffs. Revenant and Elementalist have more raw healing power but not the same amount of buffs.
The healing power that other classes can offer is just not needed at the moment so druid is the best healing specc as it offers enough heal to survive anything and the most offensive buffs.

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Posted by: OGDeadHead.8326

OGDeadHead.8326

The main reason that most groups take druids as healers is not that druids have the best heal

Are you sure about that?

Read AnariiUKs first post in this thread to get an idea about healing output for a druid:

https://forum-en.gw2archive.eu/forum/professions/ranger/Theoretical-Maximum-Healing-Output/first#post642437

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Posted by: LouWolfskin.3492

LouWolfskin.3492

If ANet would rebalance properly the Combat System, then we would also have a better working effective Regeneration Boon with the help of Dual Effect Attributes, with the help of a better Health System and with the help of the removal of the obsolete Gear Stat System and change instead to a class individual Stat Efficiency System that helps in better defining each Classes roles in this game in it’s Game Modes.

Boons need to get reduced same as much a Conditions, this pure overenrichment is just absolute poison for this games combat system.

Might, Regeneration, Protection, Swiftness, Fury, Stability, Vigor and Reflection, more isn’t needed.

Might = Increases Power and Condition Durations by 2% per Stack. Max 10 Stacks.
Regeneration = Regain Health and Endurance by 2% per Stack per Second. Max 10 Stacks
Protection = Decreases all incoming Damage by 3,3% and reduces Condition Durations you suffer on by 2% per Stack. Max 10 Stacks.
Fury = Increases Critical Hit Rate and increases CC Efficiency against Break Bars by 2% per Stack. Max 10 Stacks
Swiftness Increases Movement & Skill Recharge Speed by 33% for 3 seconds per Stack. Max 10 Stacks
Stability Renews your Break Bar by 2% per Stack per Second and increases your Health by 25% meanwhile. Max 10 Stacks
Vigor Increases your Attack Speed by 50% for 2 seconds per Stack and Dodges gain the Chance of 20% to cost no Endurance. Max 10 Stacks
Reflection Blocks incoming Attacks per Stack end reflects 5% Damage per Stack back to the origin. Max 5 Stacks.

8 Boons, that cover just everything, that GW2 has currently and needs.

A few things: First of all… i think you oversimplify the system way too much. Not saying the idea is bad but it doesn’t look like it will solve that much.
Seeing you wanted something similiar for the conditions this would lead to many situations in the open world where having many players would simply hinder everyone.
condis as well as buffs wouldn’t be able to apply to everyone or stack too easily.
You’d actually make these roles less desirable.

Then comes the fact that a few of the buffs you propose are… weird.
For example Reflection, it blocks for each stack… okay, so i asume that would work like aegies, but it also reflects damage? How does it do that while blocking, ergo negating the attack?

Stability too looks weird: 25% more HP? So… would i die once the buff vanishes and i drop below the buffed point? Wouldn’t this make me more vulnerable in the long run?

Others seem outright OP, regen… 2% of max health?… so with 10 stacks that would be a fifth of my health per second, who’s supposed to outdamage that? And that’s before even thinking about buff interaction if i have multiple of These.

I agree that buffs shouldn’t be in the current state of overabundance and some even need a rework to offer a broader role but this just seems overtuned.

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Posted by: Orpheal.8263

Orpheal.8263

@Lou

I also surely don’t say that the numbers are perfectly chosen out.
I present here only a “concept” that I think, will be for GW2 in the future the much better way to go for balancing this Games Combat System, specially with Elite Specializstions in mind, that alot more will be added in the future.

Rome wasn’t build in one day… ANet has changed with multiple Balance Patches also various Skills by now also multiple times, once buffed, then nerfed, then buffed again and so on. Nothing on this concept is set in stone – it services only the sole purpose of showing you, how a GW2 could look and work like under a for my opinion better overviewable and balanceable system with a drastically reduced amount of Boons and Conditions, while making each of the remaining ones more impactful within the Combat System.
Even the number 8 isn’t final for my concept here. I’d go also even with 9 or if it must be 10 on both sides.
Important is only, they need to get reduced, they need to get more impactful and much lesser spammy and they need to get balanced for a game, that will receive in the future multiple times new Elite Specializations from HoT on.

Like people surely have understood me by now good enough is, that this Game needs to update finally it’s outdated Combat System Mechanics – the game needs to be prepared for more additional Elite Specializations..
If ANet starts first on changing Gameplay Mechanics everytime they added first a new set of E-Specs, then it will be too late for this game.

About Regen – when access to this boon becomes harder and cooldowns longer before you can use it again, then such a powerful regeneration would be well balanced, especially when that boon could be also corrupted or be stolen before it reaches its maximum duration.
However, like said, nothign on this concept is set in stone and in the end it is the job and responsibility of ANet to finetune things.

About the Extra Health Effect – literally I ran out of ideas there and thought, this might become eventually handy for the game if there would be an effetc in a boon like Stability, to help you become a bit more tanky temporarely, becomign able to survive predictable burst attacks better.
Like you know, you will get attacked very soon with a powerful Rapidfire and you know, you can’t defend it, cause you are out of endurance and no block skil lready, but you have a Skil lwith Stability ready to go, then this effect could basically safe your butt, when you boost with it briefly your maximum health so that you can easier survive the burst damage, that eventually would have killed you, if you wouldn’t have had it at that moment.
Think of this effect as some kind of “airbag” when you know, you are very short before gettign a car crash ^^
That was basically the idea behind it. Shouldn’t it work like how I thought it would, then this is naturally open to be exchanged with something else.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside