In looking at this:
http://www.arcengames.com/mantisbt/view.php?id=12606I'm reminded that it's pretty opaque to the user how the Regen mechanic works. Right now it can heal the last 5 hits you've taken, basically, unless you take more hits in the meantime or you took any actions in the meantime, etc.
Which is hard enough to understand, but if you wanted to compute how much hp that worked out to, with some of the hits sliding out of the window midway... well I'm not sure there's any sane UI design for telling you all that you'd want/need to know.
So what I'm thinking of doing is making regen work on the last hit that exo took, until either it's fully healed or another hit is taken. Then the max you could regen is already present in the UI (in the log that lists who did what to whom) and generally stays relevant for less time anyway.
This nerfs regen by not letting it apply to multiple hits, but buffs regen by not putting a time limit on how long it has to heal that last hit (which is a bit of a concern in terms of people just standing there skipping turns to heal some huge hit with a level-1 regen effect, so maybe there does need to be some kind of max pulses that can apply to the same hit, like 10). Still, I imagine it will need numeric adjustment for balance.
The upshot of it all is that:
+damage_reduction is good against multiple little hits, and running firefights
+regen is good against single big hits, as long as you can space them out enough
+shields works against everything, but probably gives less effective health overall (at least that's the target balance)
Anyway, my questions are:
1) If the above change were made, what would Regen's numbers need to be to be competitive with +shields and +damage_reduction?
- For reference, the min and max values you can find on a single part for these (in 0.920, whenever that comes out) :
-- +shields, min 25, max 500
-- +regen, min 5, max 110
-- +damage_reduction, min 3, max 50
2) Assuming question 1 is addressed properly, does this sound like a good change?