Author Topic: Should basic enemies have health regeneration and how it should work?  (Read 1125 times)

Aeroblyctos

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Should basic enemies have health regeneration and how it should work?

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Jaelbird

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whats stopping u from regenerating

unless u are a machine

edit: monster level x 1 maybe or something
« Last Edit: March 11, 2013, 10:45:45 am by Jaelbird »
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Aeroblyctos

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I think it's better to have % instead of solid numbers. I was thinking like 3% hp / sec, but I think it's not a good idea to have regen when enemies are fighting... But what then?

Jaelbird

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that sounds reasonable when out of combat for like 10 secs or so

but u could still add ie the monster level x 1 while engaged in combat so players wouldnt dally
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Aeroblyctos

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that sounds reasonable when out of combat for like 10 secs or so

but u could still add ie the monster level x 1 while engaged in combat so players wouldnt dally
What's dally?

Jaelbird

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its wasting time

in this case idling while in combat
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Aeroblyctos

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Ah, okay. Yes, hmm, perhaps, perhaps.

Have to think about this.

CoNteMpT

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with health-regen, **** and extreme become unbeatable since you have to "lame" your way through some things.

there actually is this item in,  guess kar'gath, that gives you an aura which stops health regen of enemys. it saith "banned" but its actually so immensely important that i feel like keeping it in the game is the best option.

i say no to health reg
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Aeroblyctos

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Some chapters now have regen and some not. So should I just remove their regen?

liauyuancheng

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Rather have all units have innate regeneration, to prevent too much hit and run tactics

CoNteMpT

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okay i just wrote a huge essay about the neccessity of hit and run tactics on some mobs + good and bad examples of when to have and not to have regen and then i noticed that its not leading anywhere.

im against health reg for normal monsters but what you can do is the following: every monster that didnt take damage for 30 seconds (including bosses) is restored to full health, anything else would be, well, a bother.

but that really only goes for normal monsters. special or quest monsters should just stay the way they are right now, like the temple guardians in chapter 2.
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liauyuancheng

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Temple guardians in chapter 2 are quest monsters? Why not apply your suggestion for all monsters? Anyway they are meant to be killed quickly before one revives and to do so, one usually need to gain levels and get some damage items.

CoNteMpT

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why should i apply the same rules for special/quest monsters and normal monsters? yes you have to get some levels and damage to kill them, but with normal monsters you should just be able to PLAY and to be effective, and kiting around is effective under some circumstances and really, not having health regen doesnt hurt AT ALL.

i mean, did any situation occur to you where you thought "oh man, if that monster just now had health regen, it would be REALLY GOOD" ?

no? neither had i.
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liauyuancheng

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I still think that everyone monster should have their own innate hp regen as it can increase the difficulty of TCO by increasing hp regen for each increasing difficulty level. This is another way to differentiate between easy, normal, hard, extreme and ****.

CoNteMpT

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extreme and **** are the same, but well yeah, hp regen leads to soooooo many balance issues, its not even fun thinking about. believe me, especially if you scale it with difficulty, it will be unbalanceable
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