About HP/MP regen

I am jumping here and there to give a bit of feedback when i got free time since i like the game and see potential in it specialy thanks to friendly developers.

Though this game need a bit of work to do in it ,i might say still alot ,but that count for every game and actualy never end.
In this topic i would like to write a bit about the HP/MP regen.

I really like the change to the regen that it now regen by % ,with is kinda cool and will be always good to have on char.
Still probably need bit of number changing but its really good choice of you.

Though the flasks changes are bit weird in my opinion.
Due to the long recorvery times in them they changed more to natural regen rather than being a potion to drink specialy in critical situation.

How the game should work for me:
- natural regen - small but constant
- flasks - used rarely but give rapid regen to save you
- hp/mp steal effects - basicaly a second natural regen ,bit higher than the natural per tick though requiring a target to activate it

How it is in game :
- natural regen - with the new system its perfect
- flasks - secondary natural ,basicaly spam of long term regen pots
- hp/mp steal effects - give sh**load of mp/hp to that in wery fast time

Many games dont really understand how powerfull are steal effect ,crowd control effects ,reflect and immorality effects in game.

They need the most look in them ,since you turn the number a bit wrong and it screw everything up ,the whole balance of game.

Please have eye on those 4 things in your game ,i suggest to start from the steal effect and then go straight to crowd control due to the actual spam of it. Maybe add a diminishing effects or harder cast requiements for skill that got CC in them.

Also i know that flasks got mods that can speed up the time of it alot. But thats no the point ,it should be the other way around ,by basic they should regen fast ,and by mods you could change them to constant regen or instant regen.

Anyway thanks for reading and sorry for my crappy english.
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Leech stats will always be overpowered when given as a percent of the damage you do, especially with the rampant use of multi-hitting skills. I'd say static +leech is the way to go, but that also get amplified by area attacks to unreasonable levels.
life steal should not be able to heal you faster then what you would normally regenerate +100% or something


Only if it is actually overpowered, since life steal is the only form of regeneration that works while you are being agressive
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Etna wrote:
life steal should not be able to heal you faster then what you would normally regenerate +100% or something


Only if it is actually overpowered, since life steal is the only form of regeneration that works while you are being agressive


Life/mana leech are already set at constant rates, regardless of how much you leech. Life leech is 25% of your max hp per second, and mana leech is 12.5% of your max mana per second. That's always how fast they leech... leeching more just extends the duration, it doesn't increase the speed.
Personally, I hate the low soft cap on mana leech right now.... life leech is generally hard to hit the cap on, but it's still definitely possible.
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Last edited by taekvideo#0697 on Jan 3, 2012, 4:56:52 AM
I wanted to say that the stat is really strong stat and give tons of survibality to the user of it.

Thats why it require some good limiting ,or in power ,or in rarity of finding it.
If they wanna keep hp/mp steal as it is ,it would need to be unique item mod rather than just normal easy to get one.
Last edited by herflik#4390 on Jan 3, 2012, 6:45:58 AM

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