Regen nerf is far too restrictive for PVE.

Regen nerf is far too restrictive for PVE.

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Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

What is the point of regeneration?

Every regen isn’t even enough to heal through one basic hit!
It ticks at less than 400 per sec for most classes, yet if a mob takes it they heal rapidly like the nerf never happened. White Mantle Mesmers can heal through attacks with regen up.
Given that most base attacks do 1000-2000 damage on average all health regen is basically screwed in game for PVE. I’ve had core heals that don’t even show a heal? Signet for ele ticks at 202 per cast when your taking easily 5-10 times the health in damage by one attack. The big cast of the signet is fickle as it may be 50%-25% health in one go every half minute or so.

Regen nerf is far too restrictive for PVE.

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Posted by: LouWolfskin.3492

LouWolfskin.3492

Quite honestly, if it were up to me, Regeneration would get turned around to be stackable in intensity, not in duration.

Of course that would mean all skills applying it would have to be rebalanced.
In essence the sources would need, often, a shorter duration for regen but, depending on cooldown, area and what not, a certain amount of stacks.

Water Trident for example could cause regen for a short burst of 4 seconds but give out 3 or 4 stacks.

Of course, stacks would need to be looked at in Terms of strenght.
Should they be more healpower dependant, how much does a single stack heal without healing power and so forth.

On the other hand this change, not that it will ever happen, could lead to new Problems.

Regen nerf is far too restrictive for PVE.

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Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Before the nerf regen was just fine. It healed you throug a hit and would keep you at health for a few seconds so you didn’t have to do everything on the fly. For tough classes the change really meant bulking up on damage since regen was pointless, but for a few it’s meant you either dodge attacks with crazy precision or die trying. My ele is good but with veterans in Bitterfrost and mesmers in Doric I find myself struggle just to keep my health up long enough to do damage. One veteran elemental in Bitterfrost will burn through my mitigation and defenses just to down it and the two wolves. Mesmers in Doric auto target so they hit you no matter what with their main if you’re already trying to handle a cleric or knight that are in your face. Add to that the damage loss due to confusion and well you’re practically fighting double the health pool just because of the confusion constantly on you.

I’m not sure if it was the Seraph armor stats that forced this change, or the Commander’s in PVP. Where with the right runes you could realistically run with 100% uptime on regen. It’s just frustrating that for classes like my guardian, ranger, elementalist, and engineer their regen is bunk and it was the core of what made them hard to kill in PVE. Water for my Tempest used to be a good support, now it’s garbage as regen is barely noticeable on auras and cultrips. The only healing centric heavy class I have left that’s worth anything is my Necros and it’s just a few traits yet they heal through massive damage.

Regen nerf is far too restrictive for PVE.

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Posted by: Rauderi.8706

Rauderi.8706

Quite honestly, if it were up to me, Regeneration would get turned around to be stackable in intensity, not in duration.

Of course that would mean all skills applying it would have to be rebalanced.
In essence the sources would need, often, a shorter duration for regen but, depending on cooldown, area and what not, a certain amount of stacks.

Water Trident for example could cause regen for a short burst of 4 seconds but give out 3 or 4 stacks.

Of course, stacks would need to be looked at in Terms of strength.
Should they be more healpower dependant, how much does a single stack heal without healing power and so forth.

On the other hand this change, not that it will ever happen, could lead to new Problems.

I will always recommend stacking regen. I think, in the end, it would add more synergy for parties and probably give some purpose to healpower.

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

Regen nerf is far too restrictive for PVE.

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Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

LouWolfskin.3492:

Sorry I forgot to add that your idea is a good alternative to increasing duration. This would be a good change to make regen worth while.

Regen nerf is far too restrictive for PVE.

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Posted by: Fay.2357

Fay.2357

Uh…What nerf are you talking about?

Regen nerf is far too restrictive for PVE.

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Posted by: Ashen.2907

Ashen.2907

If regen outhealed incoming damage it would be completely overpowered to the point of breaking the game.

If you have 16k health, and mobs hit for 1k (as mentioned in the OP), and mobs hit every 2 seconds, and your regen ticked for the less than 400 mentioned in the OP (lets use 300) then:

It would take 32 seconds for 1k per hit (every 2 seconds) to ablate the 16k health pool. In that 32 seconds the 300 per second regen would restore 9600 health, requiring the mob to spend another 20 seconds to ablate, during which time regen would restore an additional 6k health, requiring the mob to spend an additional 12 seconds to ablate, during which time regen would restore 3600 health, requiring the mob to spend an additional 8 seconds to ablate. During which time regen would restore 2400 health, requiring the mob to spend 6 seconds to ablate, during which time regen would restore 1800 health, requiring the mob to spend 4 seconds to ablate, during which time regen would restore 1200 health, requiring the mob to spend 2 seconds to ablate, during which time regen would restore 600 health, requiring the mob to spend 1 second to ablate….

at this point, assuming that the character has not dodged or avoided any attack in any way, has not used their healing skill, has not killed their attacker, etc, the character is down….after 84 seconds of doing absolutely nothing to defend himself.

How many normal mobs survive more than 3-5 seconds? How often does a character do absolutely nothing to reduce incoming damage or defeat attackers?

Regen nerf is far too restrictive for PVE.

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Posted by: Sartharina.3542

Sartharina.3542

If regen outhealed incoming damage it would be completely overpowered to the point of breaking the game.

If you have 16k health, and mobs hit for 1k (as mentioned in the OP), and mobs hit every 2 seconds, and your regen ticked for the less than 400 mentioned in the OP (lets use 300) then:

It would take 32 seconds for 1k per hit (every 2 seconds) to ablate the 16k health pool. In that 32 seconds the 300 per second regen would restore 9600 health, requiring the mob to spend another 20 seconds to ablate, during which time regen would restore an additional 6k health, requiring the mob to spend an additional 12 seconds to ablate, during which time regen would restore 3600 health, requiring the mob to spend an additional 8 seconds to ablate. During which time regen would restore 2400 health, requiring the mob to spend 6 seconds to ablate, during which time regen would restore 1800 health, requiring the mob to spend 4 seconds to ablate, during which time regen would restore 1200 health, requiring the mob to spend 2 seconds to ablate, during which time regen would restore 600 health, requiring the mob to spend 1 second to ablate….

at this point, assuming that the character has not dodged or avoided any attack in any way, has not used their healing skill, has not killed their attacker, etc, the character is down….after 84 seconds of doing absolutely nothing to defend himself.

How many normal mobs survive more than 3-5 seconds? How often does a character do absolutely nothing to reduce incoming damage or defeat attackers?

1. Regen has limited duration.
2. Multiple mobs have heavy burst damage abilities, or come in packs.

Regen nerf is far too restrictive for PVE.

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Posted by: Fay.2357

Fay.2357

If regen outhealed incoming damage it would be completely overpowered to the point of breaking the game.

If you have 16k health, and mobs hit for 1k (as mentioned in the OP), and mobs hit every 2 seconds, and your regen ticked for the less than 400 mentioned in the OP (lets use 300) then:

It would take 32 seconds for 1k per hit (every 2 seconds) to ablate the 16k health pool. In that 32 seconds the 300 per second regen would restore 9600 health, requiring the mob to spend another 20 seconds to ablate, during which time regen would restore an additional 6k health, requiring the mob to spend an additional 12 seconds to ablate, during which time regen would restore 3600 health, requiring the mob to spend an additional 8 seconds to ablate. During which time regen would restore 2400 health, requiring the mob to spend 6 seconds to ablate, during which time regen would restore 1800 health, requiring the mob to spend 4 seconds to ablate, during which time regen would restore 1200 health, requiring the mob to spend 2 seconds to ablate, during which time regen would restore 600 health, requiring the mob to spend 1 second to ablate….

at this point, assuming that the character has not dodged or avoided any attack in any way, has not used their healing skill, has not killed their attacker, etc, the character is down….after 84 seconds of doing absolutely nothing to defend himself.

How many normal mobs survive more than 3-5 seconds? How often does a character do absolutely nothing to reduce incoming damage or defeat attackers?

1. Regen has limited duration.
2. Multiple mobs have heavy burst damage abilities, or come in packs.

1. Anyone built for regen will have it up permanently
2. Have you tried dodging?

GW2 combat is built around the concept that you avoid damage instead of facetanking it and healing through the pressure. If you think you can play GW2 like you do WoW, you’ve got another thing coming.

Regen nerf is far too restrictive for PVE.

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Posted by: OriOri.8724

OriOri.8724

If regen outhealed incoming damage it would be completely overpowered to the point of breaking the game.

If you have 16k health, and mobs hit for 1k (as mentioned in the OP), and mobs hit every 2 seconds, and your regen ticked for the less than 400 mentioned in the OP (lets use 300) then:

It would take 32 seconds for 1k per hit (every 2 seconds) to ablate the 16k health pool. In that 32 seconds the 300 per second regen would restore 9600 health, requiring the mob to spend another 20 seconds to ablate, during which time regen would restore an additional 6k health, requiring the mob to spend an additional 12 seconds to ablate, during which time regen would restore 3600 health, requiring the mob to spend an additional 8 seconds to ablate. During which time regen would restore 2400 health, requiring the mob to spend 6 seconds to ablate, during which time regen would restore 1800 health, requiring the mob to spend 4 seconds to ablate, during which time regen would restore 1200 health, requiring the mob to spend 2 seconds to ablate, during which time regen would restore 600 health, requiring the mob to spend 1 second to ablate….

at this point, assuming that the character has not dodged or avoided any attack in any way, has not used their healing skill, has not killed their attacker, etc, the character is down….after 84 seconds of doing absolutely nothing to defend himself.

How many normal mobs survive more than 3-5 seconds? How often does a character do absolutely nothing to reduce incoming damage or defeat attackers?

1. Regen has limited duration.
2. Multiple mobs have heavy burst damage abilities, or come in packs.

You missed the point of his post (even though his math is slightly wrong. At 300 hp regened each second, and 1000 damage dealt every 2 seconds, the next hp loss is 400 every 2 seconds, or 200 every second. 5 seconds to lose 1000 hp, so 80 seconds flat to die). No fight against regular mobs goes on this long. You shouldn’t be taking 1 and a half minutes to kill a mob, you just shouldn’t. And mind you, this is without dodging, healing or blocking anything, just intentionally eating all of that damage.

If you do that for a minute and a half then you fully deserve to die.

Regen nerf is far too restrictive for PVE.

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Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Faye.2357

OK so let’s take regen ticking at 300 HP a second, and lets put that up against the two wolves and the Elemental in Bitterfrost. Bet you can’t down that in a few seconds. Dodges and other defences only last a minimum amount of time. Yet every leap of the Wolves is doing 1500 damage. And the Elemental is hitting at that or higher with it’s attacks. Even if they wait 2 seconds between attacks a hit pool of 11,900 is only going to last 5.2 seconds. That means your regen of 202 second won’t even have equaled the damage of a single hit or your regen of 300 will only cover one hit. And that’s with two dodges taken into account. So even with regen ticking all the time you won’t last more than 5.2 seconds against three. So what about the White Mantle Cleric? I’ll bet you can’t burn that one character without unblockable attacks in less that 5.2 seconds, and his hits are the 2000+ range with burning and bleeds applied on hit. You only dodge two attacks and the cleric has a reflective block that is crazy long and they’re never alone.

So let me explain the Engineer nerf. The healing trait in scrapper used to heal around 500 health per second with a speed buff active, and the superspeed was around 12k per second. Superspeed you might get two ticks and even now at 64% boon duration I haven’t hit higher than two seconds. Wanna guess what the numbers are now? 102 and if I bring healing up to 185 108 health per second. And the superspeed is at 500. You will regen one hit in 14.7 seconds. Superspeed will take three provided you can get it for that long. For a trait that competes with a stacking strength buff or one that puts vulnerability and weakness on a foe, it seems to be lacking in any use.

OriOri.8724

Go ahead try to burn down a veteran in two seconds in Bitterfrost or Doric. If you can actually show a video of you doing it solo then OK. But I willing to bet it will take you a long time just like it does everyone else. Second I’m using exotic gear with a few ascended trinkets, don’t really have a group to get mats and stuff for full ascended set.

Regen nerf is far too restrictive for PVE.

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Posted by: OriOri.8724

OriOri.8724

Even if I just auto-attacked and cast MW off cooldown it wouldn’t take me 1 and a half minutes to kill the veteran mobs in those maps.

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Posted by: Obtena.7952

Obtena.7952

I don’t get this thread … obviously the purpose of regen wasn’t to maintain your health at the levels it was prior to whatever nerfs. That’s why it was changed. I don’t see how it’s restricting you in any way in PVE. This isn’t a ‘face tank’ game, so the fact that it can’t heal through one basic hit makes lots of sense.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

The thing with regen is that it is not supposed to — by itself — keep you up. Used as part of overall defensive tactics including evades, blocks, reflects, protection, etc. it is fine.

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Posted by: Fay.2357

Fay.2357

I don’t get this thread … obviously the purpose of regen wasn’t to maintain your health at the levels it was prior to whatever nerfs. That’s why it was changed. I don’t see how it’s restricting you in any way in PVE. This isn’t a ‘face tank’ game, so the fact that it can’t heal through one basic hit makes lots of sense.

Regen wasn’t even nerfed. This guy is complaining about the engineer specific health regeneration buffs that are linked to having swiftness/superspeed/etc.

Regen nerf is far too restrictive for PVE.

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Posted by: Crinn.7864

Crinn.7864

I don’t get this thread … obviously the purpose of regen wasn’t to maintain your health at the levels it was prior to whatever nerfs. That’s why it was changed. I don’t see how it’s restricting you in any way in PVE. This isn’t a ‘face tank’ game, so the fact that it can’t heal through one basic hit makes lots of sense.

Regen wasn’t even nerfed. This guy is complaining about the engineer specific health regeneration buffs that are linked to having swiftness/superspeed/etc.

Is he? He mentioned the Ele healing signet, so I doubt he is talking about engis.

@OP regen is intended to augment your other healing and defensive measures, not be the end-all be-all of self-sustain.

Sanity is for the weak minded.
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Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Crinn.7864

Yes I mentioned the ele signet cause the post is on regen nerfs. In general all forms of health regen took a hit unless you stack nothing but Healing Power all heals were reduced. Go ahead look back in October where they were talking about doing just that. However even with high amounts of healing power you’re only getting a mild buff in healing. My engineer at 69 Healing Power heals 101 with the speed healing trait. With that buffed to 185 it only went up to 108. So how much healing power is it going to take for that to reach it’s original level of 500 if +116 is only +7 to the heal? And this takes away from damage just to have an emergency heal worth anything. The way I know that was the original stat is that was the numbers my Engineer was getting when I regeared him in Feb to full berserk gear and no added healing power. Superspeed healing was somewhere between 1500-1200 that part I can’t remember exactly. If you haven’t noticed healing has taken a huge hit. Regen ticks at suck a small rate the actual regen buff on all my toons that only my Necro that uses life steal and my warrior that has a modified regen buff actually get any healing that counts when your taking 1500 damage or higher in hits from basic mobs.

IndigoSundown.5419

Nowhere in my post did I say it’s supposed to keep you up all the time. However why don’t you watch what happens when a White Mantle Mesmer in Doric gets the buff. That is actually how regen used to work before the modification. Their confusion greatly reduces the damage they take and one can maintain heals through 4 seraphs and attacks from a player. I only said it would heal away a most basic attacks from one mob for a few seconds.

OriOri.8724

Given the damage numbers in Doric and Bitterfrost and no it’s not 1000dmg. Some mobs are doing flat damage no matter your health or toughness they knock the same gap in health 1/4-1/3.

Fay.2357

Nerfed for those without large amounts of Healing Power. And to get Healing Power you have to give up utility and damage with practically every class I’ve played. It may work for Raids where Utility specific classes are needed and there are plenty of shared buffs to make up for one toon or another not having them. But in open world, your forced to min max and that just takes all the fun out of customizing your toon.

This is why I don’t like the change, it’s the same blunder Blizzard made in Cata streamlining and now you only get a couple ways to play or your character is useless in end game. I like the game and I don’t want it to drive away the player base like HOT seems to be bound and determined to do. Dungeons and Raids are fine for increasing challenging content, but general open world where people get a free 80 and now have to play like they know the class? That is a recipe for disaster given the cost of regearing a toon when you failed to design them for the content. I’m currently working on Commander’s sets for my engineers and the cost is beyond reasonable. So I have 80’s that can farm up mats and take my time getting there, that doesn’t mean everyone else does or that this should be the norm. Mindless grinds make mindless game experiences and playing in Doric and Bitterfrost everyday just is pushing my distaste for the game in general. This is getting dangerously close to MOP levels of grinding.

Regen nerf is far too restrictive for PVE.

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Posted by: Sartharina.3542

Sartharina.3542

If regen outhealed incoming damage it would be completely overpowered to the point of breaking the game.

If you have 16k health, and mobs hit for 1k (as mentioned in the OP), and mobs hit every 2 seconds, and your regen ticked for the less than 400 mentioned in the OP (lets use 300) then:

It would take 32 seconds for 1k per hit (every 2 seconds) to ablate the 16k health pool. In that 32 seconds the 300 per second regen would restore 9600 health, requiring the mob to spend another 20 seconds to ablate, during which time regen would restore an additional 6k health, requiring the mob to spend an additional 12 seconds to ablate, during which time regen would restore 3600 health, requiring the mob to spend an additional 8 seconds to ablate. During which time regen would restore 2400 health, requiring the mob to spend 6 seconds to ablate, during which time regen would restore 1800 health, requiring the mob to spend 4 seconds to ablate, during which time regen would restore 1200 health, requiring the mob to spend 2 seconds to ablate, during which time regen would restore 600 health, requiring the mob to spend 1 second to ablate….

at this point, assuming that the character has not dodged or avoided any attack in any way, has not used their healing skill, has not killed their attacker, etc, the character is down….after 84 seconds of doing absolutely nothing to defend himself.

How many normal mobs survive more than 3-5 seconds? How often does a character do absolutely nothing to reduce incoming damage or defeat attackers?

1. Regen has limited duration.
2. Multiple mobs have heavy burst damage abilities, or come in packs.

1. Anyone built for regen will have it up permanently
2. Have you tried dodging?

GW2 combat is built around the concept that you avoid damage instead of facetanking it and healing through the pressure. If you think you can play GW2 like you do WoW, you’ve got another thing coming.

1. Unless you mess up your regen-granting rotation, or it stacks intensity instead of duration.
2. Dodging is just one damage mitigation tool. Regen should be another.

Making Regeneration stronger but shorter duration allows it to help recover from attacks by a single foe, or short exposure to multiple foes. It doesn’t have the duration to withstand a too drawn-out battle, nor the power to withstand multiple foes. Single non-veteran mobs aren’t a lethal threat to anything or anyone anyway, regeneration or not. It also can’t heal through the telegraphed burst hits.

Regen nerf is far too restrictive for PVE.

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Posted by: UnbentMars.9126

UnbentMars.9126

How about massively increase the amount that healing power affects regen tics, and allow it limited duration and effectiveness stacking? This way, healing builds that rely on regen buffing rather than straight healing (like eles) are now useful but require investing in healing power to be effective (which is as it should be) while avoiding issues with too much duration or too much effectiveness.

As it currently stands, regen’s max healing is nowhere near enough to be effective even when at full healing power.

Rev, Ele, Burnzerker
“Beware he who would deny you access to information,
for in his heart he dreams himself your master.”

Regen nerf is far too restrictive for PVE.

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Posted by: OriOri.8724

OriOri.8724

Regen could have its HP contribution upped a bit, but I wouldn’t increase it too much. As it stands right now, with 500 healing power, each tick of regen should tick for ~190 hp. If we increased the healing power contribution by 50% (from 0.125 to 0.1875), then that 500 healing power would mean each tick of regen would tick for ~223 hp. And that’s starting to come close to the health / second of some actual heal skills with 500 healing power.

Regen nerf is far too restrictive for PVE.

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Posted by: Sartharina.3542

Sartharina.3542

And the problem with that is… what? Regeneration would be able to function alongside healing skills, instead of being completely worthless.

Regen nerf is far too restrictive for PVE.

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Posted by: Fay.2357

Fay.2357

This whole thread just makes me chuckle though. Seriously, people complaining about sustain in open world stuff? I’ve never run a character with a lick of healing power or built for sustain in any way in open world and I’ve never had trouble happily mowing things down, including the new vets in LS maps.

Regen nerf is far too restrictive for PVE.

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Posted by: Mahou.3924

Mahou.3924

This whole thread just makes me chuckle though. Seriously, people complaining about sustain in open world stuff? I’ve never run a character with a lick of healing power or built for sustain in any way in open world and I’ve never had trouble happily mowing things down, including the new vets in LS maps.

Then be happy about your l33t gaming skills? I don’t know why people always want to indirectly brag about how “awesome” they are in the so-called trivial content parts of GW2. The whole mantra of “everything works in open world pve/LS/whatever is not raid” is as old and unhelpful (in general) as it can get. Like beating a dead horse²

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Posted by: Healix.5819

Healix.5819

This whole thread just makes me chuckle though. Seriously, people complaining about sustain in open world stuff?

Right? It doesn’t matter how good healing is, it’s ultimately useless when you only have 11k health and enemies in HoT regularly hit for 5-15k.

Regen nerf is far too restrictive for PVE.

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Posted by: Fay.2357

Fay.2357

and enemies in HoT regularly hit for 5-15k.

Haha what? Nothing in HoT is going around hitting for 15k unless it’s one of those frogs during octovine that you’re not actually supposed to be fighting…

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Posted by: Chaba.5410

Chaba.5410

I’m confused. Is this thread about the Regeneration boon or other healing traits and skills?

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

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Posted by: OriOri.8724

OriOri.8724

And the problem with that is… what? Regeneration would be able to function alongside healing skills, instead of being completely worthless.

The problem with that is enemies have to pose a challenge. If you are running around with regen that is as strong a heal/sec as your actual healing skill, your sustain more than doubled just from that.

I don’t get why people want everything to pose even less of a challenge than it already does.

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Posted by: Healix.5819

Healix.5819

Nothing in HoT is going around hitting for 15k unless it’s one of those frogs during octovine that you’re not actually supposed to be fighting…

I like how your first thought is zerg content, lol.

Not a single hit, but 15k bursts aren’t exactly uncommon. The jump shot on a veteran shadowleaper or the assault of a veteran smokescale is roughly that much within a 3 second window.

For a single hit, mordrem drakes can easily crit for roughly 10k. The winner however is in season 3 – the brutes in Bitterfrost with their ground stab projectiles.

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Posted by: LouWolfskin.3492

LouWolfskin.3492

And the problem with that is… what? Regeneration would be able to function alongside healing skills, instead of being completely worthless.

The problem with that is enemies have to pose a challenge. If you are running around with regen that is as strong a heal/sec as your actual healing skill, your sustain more than doubled just from that.

I don’t get why people want everything to pose even less of a challenge than it already does.

I personally just want to be Regeneration as a buff to be more situational and a bit of a burst instead of sustain. Like it heals over a small time for more than now and is therefor still different from direkt heal.

Maybe that’s just me, i just don’t like the idea of stacking it for over 2 minutes or whatever is possible and it doing nothing in the time it’s there.

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Posted by: synk.6907

synk.6907

getting wammo mending vibes

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Posted by: Sartharina.3542

Sartharina.3542

And the problem with that is… what? Regeneration would be able to function alongside healing skills, instead of being completely worthless.

The problem with that is enemies have to pose a challenge. If you are running around with regen that is as strong a heal/sec as your actual healing skill, your sustain more than doubled just from that.

I don’t get why people want everything to pose even less of a challenge than it already does.

I personally just want to be Regeneration as a buff to be more situational and a bit of a burst instead of sustain. Like it heals over a small time for more than now and is therefor still different from direkt heal.

Maybe that’s just me, i just don’t like the idea of stacking it for over 2 minutes or whatever is possible and it doing nothing in the time it’s there.

Right, and in situations where Perma Regen would be needed (High-end organized content, or specific builds), it should have the same value that 100% uptime on Quickness, Fury, or Might has – you’re facing a LOT of enemies (Or very challenging ones), so being able to outheal one enemy’s damage output isn’t significant.

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Posted by: Fay.2357

Fay.2357

Right, and in situations where Perma Regen would be needed (High-end organized content, or specific builds), it should have the same value that 100% uptime on Quickness, Fury, or Might has – you’re facing a LOT of enemies (Or very challenging ones), so being able to outheal one enemy’s damage output isn’t significant.

You’re drawing ridiculously false equivalencies there. Fury can be kept close to 100% uptime by multiple classes with zero effort. It has an impact appropriately minor on overall combat performance. Might is difficult to keep at 25 stacks 100% of the time and generally requires a dedicated setup to do so. It has an impact appropriately larger on overall combat performance. Quickness is exceedingly difficult to keep up 100% of the time and requires build, gear, runes, weapons, and utilities used in a particular rotation to maintain. It has an appropriately massive effect on combat performance.

Regeneration is maintained with 100% uptime by half the classes in the game without them even trying. It has an appropriately low effect.

Also, what’s that about needing permanent regen in high-end organized content? I manage to complete raids every week without needing permanent regen, so I think you’re encountering a personal issue there.

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Posted by: Rauderi.8706

Rauderi.8706

Regeneration is maintained with 100% uptime by half the classes in the game without them even trying. It has an appropriately low effect.

Which is part of the problem. It’s something of a trash-tier boon because it’s so prevalent but has such a small effect. Just about every support build for every profession has access to a spreadable Regen, but the way it stacks makes it fairly dumb to use.

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

Regen nerf is far too restrictive for PVE.

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Posted by: OriOri.8724

OriOri.8724

Not every boon has to be as powerful as Might or Quickness, which is something that I think a lot of people have forgotten. It adds a lot of flavor to have weaker boons that are more widely accessible.

Regen nerf is far too restrictive for PVE.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Not every boon has to be as powerful as Might or Quickness, which is something that I think a lot of people have forgotten. It adds a lot of flavor to have weaker boons that are more widely accessible.

This is a point that I think gets ignored by some. If the game only allowed one to have one boon at a time, then regen would be weak. However, one can have multiple boons, and combine them with other skills and actions. Thus, it is appropriate to look at the total of what’s possible and the effects produced, rather than the singular merits of any given aspect of play.

Regen nerf is far too restrictive for PVE.

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Posted by: Rauderi.8706

Rauderi.8706

Not every boon has to be as powerful as Might or Quickness, which is something that I think a lot of people have forgotten. It adds a lot of flavor to have weaker boons that are more widely accessible.

In comparing Might to Regen, that’s something of a point. A single stack of might is easily accessible, but almost utterly worthless (maybe 1-2% power boost and laughable condi), but stacked to 25, it’s suddenly very powerful and absolutely desirable as a 25-30% boost.

Regen ought to work similarly, probably tweaked with lower base recovery and higher HealPow contribution. And just like how some professions can spit out multiple stacks of Might for effect, if a Regen skill needs to be more empowered, it could also have greater stacks.

As it exists right now, it’s not just the amplitude of the effect that’s weak, but the fact that groups can actively interfere with each other instead of improving healing synergy.

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

(edited by Rauderi.8706)

Regen nerf is far too restrictive for PVE.

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Posted by: Sartharina.3542

Sartharina.3542

Not every boon has to be as powerful as Might or Quickness, which is something that I think a lot of people have forgotten. It adds a lot of flavor to have weaker boons that are more widely accessible.

Would you be saying the same if Might didn’t stack potency, and merely duration?

Regen nerf is far too restrictive for PVE.

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Posted by: OriOri.8724

OriOri.8724

Considering that would make it a different boon entirely, I really don’t get your point.

Regen nerf is far too restrictive for PVE.

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Posted by: LouWolfskin.3492

LouWolfskin.3492

Considering that would make it a different boon entirely, I really don’t get your point.

Why compare the two then?

Might, as pointed out, is only desirable because it stacks intensity.

Regen nerf is far too restrictive for PVE.

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Posted by: OriOri.8724

OriOri.8724

Considering that would make it a different boon entirely, I really don’t get your point.

Why compare the two then?

Might, as pointed out, is only desirable because it stacks intensity.

You’re right, why compare any boon then since they are all different? /s

Regen is kittening fine people. Its handed out like candy, and is made weaker to compensate for that. If you guys want it to be super powerful, then it would start to be restricted like quickness or resistance is, and then overall you’d more than likely get less usefullness out of it due to the increased difficulty in keeping it up.

Regen nerf is far too restrictive for PVE.

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Posted by: Keadron.9570

Keadron.9570

Revert the nerf to base healing and it would be fine. Dedicated healers shouldn’t be a thing in this game anyway

Regen nerf is far too restrictive for PVE.

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Posted by: Sartharina.3542

Sartharina.3542

Regen is kittening fine people. Its handed out like candy, and is made weaker to compensate for that. If you guys want it to be super powerful, then it would start to be restricted like quickness or resistance is, and then overall you’d more than likely get less usefullness out of it due to the increased difficulty in keeping it up.

It is absolutely impossible for anyone to get ‘less use’ out of Regen than its current incarnation, because it currently does absolutely diddly-squat of value. So, no, Regen is NOT “Fine” – It’s completely useless.

Stacking intensity instead of duration would probably fix all its problems.

Regen nerf is far too restrictive for PVE.

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Posted by: otto.5684

otto.5684

Regen is kittening fine people. Its handed out like candy, and is made weaker to compensate for that. If you guys want it to be super powerful, then it would start to be restricted like quickness or resistance is, and then overall you’d more than likely get less usefullness out of it due to the increased difficulty in keeping it up.

It is absolutely impossible for anyone to get ‘less use’ out of Regen than its current incarnation, because it currently does absolutely diddly-squat of value. So, no, Regen is NOT “Fine” – It’s completely useless.

Stacking intensity instead of duration would probably fix all its problems.

No just no. You solo almost all content with full Berserker gear and end game PvE survivability is not an issue for any class. This will mess with game balance significantly making it so much easier to solo things you are not supposed to solo, and render a lot of PvE mechanics useless. Why?

And certainly should not apply in PvP.

Regen nerf is far too restrictive for PVE.

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Posted by: Rauderi.8706

Rauderi.8706

Regen is kittening fine people. Its handed out like candy, and is made weaker to compensate for that. If you guys want it to be super powerful, then it would start to be restricted like quickness or resistance is, and then overall you’d more than likely get less usefullness out of it due to the increased difficulty in keeping it up.

It is absolutely impossible for anyone to get ‘less use’ out of Regen than its current incarnation, because it currently does absolutely diddly-squat of value. So, no, Regen is NOT “Fine” – It’s completely useless.

Stacking intensity instead of duration would probably fix all its problems.

No just no. You solo almost all content with full Berserker gear and end game PvE survivability is not an issue for any class. This will mess with game balance significantly making it so much easier to solo things you are not supposed to solo, and render a lot of PvE mechanics useless. Why?

And certainly should not apply in PvP.

Saying that is just tone-deaf to the details that have been put forward.

Stacking Regen as it exists now? Yeah, that might screw some things up in PvP. It might encourage groups to linger around the party bunker, but Regen would never do enough to out-heal what a team would put out for damage. So that’s not even a real concern.

But what’s gone around as ideas isn’t even suggesting Regen at full strength, but lowering that in some capacity (duration or effect) and letting the stacking take care of burst healing that a party can commit. Which means some abilities will have to be redesigned to handle it, and done in a way that doesn’t spit out too many stacks at one time.

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

Regen nerf is far too restrictive for PVE.

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Posted by: OriOri.8724

OriOri.8724

Regen is kittening fine people. Its handed out like candy, and is made weaker to compensate for that. If you guys want it to be super powerful, then it would start to be restricted like quickness or resistance is, and then overall you’d more than likely get less usefullness out of it due to the increased difficulty in keeping it up.

It is absolutely impossible for anyone to get ‘less use’ out of Regen than its current incarnation, because it currently does absolutely diddly-squat of value. So, no, Regen is NOT “Fine” – It’s completely useless.

Stacking intensity instead of duration would probably fix all its problems.

No just no. You solo almost all content with full Berserker gear and end game PvE survivability is not an issue for any class. This will mess with game balance significantly making it so much easier to solo things you are not supposed to solo, and render a lot of PvE mechanics useless. Why?

And certainly should not apply in PvP.

Saying that is just tone-deaf to the details that have been put forward.

Stacking Regen as it exists now? Yeah, that might screw some things up in PvP. It might encourage groups to linger around the party bunker, but Regen would never do enough to out-heal what a team would put out for damage. So that’s not even a real concern.

But what’s gone around as ideas isn’t even suggesting Regen at full strength, but lowering that in some capacity (duration or effect) and letting the stacking take care of burst healing that a party can commit. Which means some abilities will have to be redesigned to handle it, and done in a way that doesn’t spit out too many stacks at one time.

And to keep it balanced, it would mean that in most situations players would be receiving less usefullness out of regen than they currently do, unless they are running in a group with at least 1 person whose build is designed to pump out regen at all times.

Other than that, it will always be less useful than it currently is, because otherwise it would be ridiculously overpowered. Which means, overall this would be a change for the worst.

Regen nerf is far too restrictive for PVE.

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Posted by: Ashen.2907

Ashen.2907

To me regen is about rewarding active defensive play through maneuver, mobility, and the like.

By moving in a manner to reduce opponents’ rates of attack, using dodges effectively, and various temporary invulnerability options, incoming damage is reduced sufficiently, often, to allow regen to act as an ongoing means of dulling the edge of incoming damage. It seems intended to work in conjunction with other defensive capabilities rather than on its own. It would lose much of its appeal to me if turned into yet another burst heal.

Regen nerf is far too restrictive for PVE.

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Posted by: Katastroff.1045

Katastroff.1045

To me regen is about rewarding active defensive play through maneuver, mobility, and the like.

By moving in a manner to reduce opponents’ rates of attack, using dodges effectively, and various temporary invulnerability options, incoming damage is reduced sufficiently, often, to allow regen to act as an ongoing means of dulling the edge of incoming damage. It seems intended to work in conjunction with other defensive capabilities rather than on its own. It would lose much of its appeal to me if turned into yet another burst heal.

That’s exactly my way of thinking, what cant hit you, cant hurt you and dead stuff dont hurt much.

When i purchased HoT i was given a boost to lvl 80 and some nice exotic soldier armor for my longbow ranger and it was usefull for a while till i learned about this incredibile skill:

DODGE.

Im now running in full ascended viper gear axe/axe and axe/torch. I dont die much and only use WHAO on rare ocassions. I farm packs of centaures solo in lake Doric, kill everything i see in bitterfrost to farm karma and i could hold on to blue oasis mostly solo when i was farming them legendary bosses for the title.

Life regen ? I aint got much room for that in my build, but then, dead stuff dont hurt much.
Do i face tank everything ? If i can i will, but i’ll dodge and go range if needed. Raw damage aint always the way to go to survive. freezing, crippling, knock down are pretty usefull in my case.
Do i get downed a lot? not more then anyone else i guess.

Just my 2 canadian cents.

Why simplify things when its so easy to complicate them ?

Regen nerf is far too restrictive for PVE.

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Posted by: Sartharina.3542

Sartharina.3542

And to keep it balanced, it would mean that in most situations players would be receiving less usefullness out of regen than they currently do

That is absolutely impossible, because players don’t receive any usefulness from regen at all. Giving it the potential to burst heal, or provide functional sustain with effort in maintaining it will make it more useful than barely a ‘cover’ boon it is now.

Regen nerf is far too restrictive for PVE.

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Posted by: Drakz.7051

Drakz.7051

Regen does seem to be pretty bad, the game seems to want you to be killing things fast.