Now that leech seems to have been sorted out over the past 20 post. @XLVI_carpo@Llama8
What do you guys think would make health regen/ healing better or do you like it the way it is?
Healing
Healing amounts should stay the same but healing should be applied at a heal rate which can be improved through heal rate affixes/passives just as leech can get improved leech rate.
Healing applying 1x/s is just to slow for the pace of combat atm especially engame.
Over healing gives ward at 1/10 its value. A skill that heals for 300 health (which is a huge heal) to a full health ally would instead give 30 ward (it really isnât that much)
Health regen
Either add more flat values or make health regen have % of maximum health values. % of maximum health would be more beneficial as that way people who stack more health wouldnât have a diminishing return on flat amounts.
Targeted healing spells/skills should have other benefits beyond just the healing.
A âpre-healâ in the form of a bubble the absorbs X amount of damage.
A heal that does a small burst heal as well as a heal over time (4 seconds, spec up to 10).
A heal over time (4 seconds, spec up to 10) that can also buff resists, max hp, armor, etc. depending on spec.
A heal that âoverhealsâ (looks like red ward on health globe). It decays over time like ward. Target âragesâ with adrenaline. Buffs some offensive stats at the cost of lowered defensive stats until overcapped health is gone.
Health Regen should probably just have either a higher base value, or scaled to max HP. There should also be hybrid health regen affixes that add a flat amount and a percent increased amount. Maybe change Vitality again to " grants 10 health, +1 health regen, and 2% increased health regen.
This is a bit OP as you could just do massives heals on yourself before going into battle, kind of like stacking 100k ward with rip blood a couple of patches ago.
+1 health regen per point of vit would be a nice addition.
I think you assume too much here. I gave no indication of amount of damage it could absorb or cooldown. It could be a 60 second cooldown for just a 300 HP shield and it would be widely considered trash. It could be balance in a way that wasnât OP while still be useful.
This will be way too off-topic. If you feel like it, open up a thread about mana regen.
(6 mana regen, from a attribut that also scales you damage a bit i waaaaaay too much)
Of course Vitality needs to be tweaked, if it would get flat hp regen.
I do like the suggestion of flat hp regen for vitality, even though the numbers needed to be tweaked. (We only have 3 affix slots where we can get flat hp regen currently and like 8 for % health regen)
I already read alot of crazy stuff here on the forums, so spotting irony getâs really hard.
No reason to get huffy.
Thatâs why i âsetâ this ironical smiley⌠but ok, we should end this.
If vitality become 4 - 7 HP AND the suggested +1 flat hp regeneration it would be fine i think, too.
And i think the point of only having this few affix slots where we can get hp regen currently is because it is the stronger part of hp regen. (itâs just like increased crit chance vs base crit chance)
It should also be noted that Vitality doesnât scale anything for skills. Vitality, you get what you see. Attunement scales lots of skills, so it has other uses besides what Attunement itself gives.
If to be honest, I strongly believe that max-HP / max-MP should always be bound with HP-reg / MP-reg. I mean like: Base HP-reg = 10% max-HP / sec. Thatâs it. Increase your HP by 50% and get 50% increased HP-reg value⌠automatically. Also current character parameters are pretty dump. We have affix to increases HP and VIT⌠why the heck we have to things doing the same. It is a main attribute. Why not give it combined value. I mean like âŚ
+1 VIT -> +5 HP (and 0.5 HP-reg as a result), 1% faster escape from stunned state
+1 STR -> +3% armor, +3% stun chance, +1% stun duration
+1 DEX -> +3 dodge rate and crit avoidance, +30 stun avoidance