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Engineers Regeneration VS Weaponmasters Regeneration  XML
Forum Index -> Druids RPG
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Elite

Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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can the engineer regeneration be increased to a reasonable percentage instead of a fixed amount?
Not for example the weaponmasters have regeneration when maxed heals up to 300 health back by 5 health points per second. That means it would take exactly 60 seconds or 1 minute to fully heal the player.

While engineers at their current state would take longer depending on which vehicle they use... this causes problems. Say an engineer was in a paladin with maxed health which would be 1800 and with regeneration maxed it would heal 5 health points per second. So it would take 360 seconds or 6 minutes to fully heal the vehicle, does anyone see something wrong with this picture. Okay and yeah some people might say well what about a scorpion it has less health so it would take alot less to fully heal it, that is quite true.

This is what i think should be done:
For engineers change the amount of regeneration to a percentage
Since for WM regen works this way 300\5=60 seconds, it would only be fair to make the engineers regenerate at around the same time frame which would be 60 seconds.
So in order to find an equivalent percentage 5\300=.01666666666 that means around 1.666% should be the percentage the engineers would regenerate when having maxed regeneration.
As for the number of percentage per level.. would be easy just divide by 5 to get level 1 and then multiply to get each new corresponding level:

level 1=.3333%,
level 2=.6666%,
level 3=.9999%,
level 4=1.3333%,
level 5= 1.6666%

That means for a paladin which has: 1800x(.01667)=to around 30 health per sec, but remember since its a percentage it will be different for a turret or a scorpion.
So my question now is... does this sound reasonable or fair? please comment on your opinions

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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My engineer on DC isn't high enough to really say whether this is needed, however my impression just on general principle is that having access higher HP vehicles and turrets is an advantage in itself.

I remember a discussion like this that happened on the DW servers, with players who had 700 Ammo Bonus complaining about Resupply taking a long time to refill their weapons. It's a bit silly since some players don't have Resupply at all (Medics), and the majority of players don't have 700 Ammo Bonus, so fretting that your 2000+ minigun bullets take a long time to fill up seems ... kind of short sighted.

My concern with Regeneration as a skill (not just for Engineers) is that it's a reasonably effective counter against monster Damage over Time (DOT) attacks. If Regeneration by default worked on a percentage value, you might see a point where DOT attacks lose viability due to high passive always-on Regeneration, meaning that the only really viable monster attacks are spike damage (e.g. Titan Rocks). In general principles I would much rather get my HP knocked down bit by bit than by getting one-shotted all the time, so I think it's good to keep that in mind when thinking about tweaks.

One thing I suggest is that maybe Regeneration should increase in effectiveness when the player has not taken damage for some time. Guild Wars has a system like this set up as a core gameplay mechanic, and I think it works pretty well for them there -- As soon as you take damage or begin attacking your passive regeneration turns off, but if you avoid combat your regeneration steadily increases over time. This means you can fight your next combat at full or mostly-full effectiveness without having to wait several minutes to regenerate, but at the same time allows monster DOT attacks to be effective since they aren't competing against a high passive player health regeneration.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Whilst I can understand that only getting 5 armor per second for a Paladin is not super-speedy, I am not sure about increasing it.

Firstly, the 5 armor per second is exactly the same as the 5 health per second regeneration. It means you can take 5 extra damage per second. 5 = 5. It's fair. To allow the Paladin to heal 30 armor per second is way too powerful.

Secondly, I am not convinced about the "I have a higher health limit so I should heal faster" concept. Does that mean that if the normal regeneration maxed gives 5 health per second to a player with 100 health, should it give 15 health a second to a player with 300 health max? Same argument.

So, I think I prefer just to keep things simple.
Trooper

Godlike
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Joined: 05/17/2008 15:32:06
Messages: 367
Location: t3h interwebz
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its health is there regardless. maxed regen doesn't heal slower on a WM who has no health bonus, why should a engineer be different?
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Elite

Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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Point well taken... I just wanted to see other people's opinions on the matter

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
 
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