Theoretical Question Regarding Instant Healing


Arcanaville

 

Posted

I'll keep it simple, would you accept a nerf to the amount of +regen Instant Healing provides, given it was changed back into a toggle? I'm not sure how significant of a nerf, but a nerf nonetheless.


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Posted

No. Currently I enjoy the bouncy, click-based performance of */Regen and taking away the nominal "god mode" power (MoG is a more traditional god mode numerically, but it doesn't operate in the same use-case classification that god mode's do) would take away from that playstyle a bit, not to mention that damage recovery as a defense doesn't scale up in a remotely similar way as additional damage mitigation mechanisms do.

It doesn't help that I know roughly the level of nerf that would need to be seen to see IH turn back into a toggle. We're not going to see a similar high-cost, high-return relationship that we were used to seeing back when it was unless they attach some very painful costs to it (such as killing damage output capabilities or somesuch), so the power would have to experience a vast drop in performance potential.


 

Posted

Instant Healing is awesome as it is now. I see now need at all to change it.


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Posted

Nope, for the reasons Umbral said. Either it would make the power's regen small enough to just not be that helpful, or make it have some really obnoxious side effect that would try to dissuade us from using it. In a world of IOs pouring endurance on us and inherent Fitness, there's no way they'd just make it cost more again.


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Posted

Actually heres a though, keep the name but have it be rise to the challenge ish with a -regen to opponents and only hit half the amount of NPC's, with it enhanceable to 200% regen. Would give the opportunity to have a tauntish aura, wouldnt be overpowered, and would stack well with other powers in the set.


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Posted

Change for the sake of change would piss me off, plain and simple. Regeneration as a set is fine. Yes, it's not the Regeneration some of us old timers remember, but I've long since made my peace with that. It now is what it is and what it is is fine. Yeah, I'd cope if Instant Healing was a toggle, but why? Nostalgia? As for random changes in some completely different direction, no. Seriously, no. Plus disallowed by the cottage rule.


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Posted

Quote:
Originally Posted by Cheeze_Head View Post
I'll keep it simple, would you accept a nerf to the amount of +regen Instant Healing provides, given it was changed back into a toggle? I'm not sure how significant of a nerf, but a nerf nonetheless.
Hell yes I would, I hate how clicky Regeneration is. I would love if they reduced the amount of click powers to two or three at most.


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Dark/Shield Build Thread

 

Posted

I wouldn't mind if they nerfed IH slightly. Let's say to 800% regen instead of 1000%. But I think any more nerfed-ness and it would look like a skippable power again. (to me anyhow, or it could replace fast healing, then people would call for fast healing to be changed in some way).



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

I'd even take 500% passive regeneration if it meant I could have IH as a toggle.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Never had it as a toggle, so I don't particularly care about that. I do know that as it stands right now, it's way more of a godmode power for Regen than (just one single brief) Moment of Glory. Not saying that I'm not glad they made MoG no longer a complete pile of suck. I just find that if things are heading downhill fast, Instant Healing does way more for me.


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Posted

Quote:
Originally Posted by Patteroast View Post
Never had it as a toggle, so I don't particularly care about that. I do know that as it stands right now, it's way more of a godmode power for Regen than (just one single brief) Moment of Glory. Not saying that I'm not glad they made MoG no longer a complete pile of suck. I just find that if things are heading downhill fast, Instant Healing does way more for me.
Not even close, without significant defense bonuses, IH isn't any where near a god mode power, its regeneration increase can be over came pretty easily in PvE and PvP.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

But I can understand someone arguing that Instant Healing does more for them than Moment of Glory. I'll take Moment of Glory over Instant Healing personally, but they're both useful. They're just useful differently. Instant Healing gives you a nice, moderate buff to your survival for quite a while. Moment of Glory stops most damage cold, giving you time to regroup, recharge, heal up, and get back to it. By the time it drops, you need to have the situation back under control - or at least know which tool you'll be using next.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

What Instant Healing is not is an "oh crap" button. If you use it because you're already about to be screwed, it's not going to save you. I have to say I rather successfully use it as a god mode. Is it like popping Unstoppable? No. But it tremendously increases the average DPS I can sustain for quite a while, and if I am paying attention to what I'm doing, that's really useful.

Modern Regen is the powerset of "pay attention to what you're doing". If you don't or can't, you'll faceplant. That's why I like it.


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Posted

Quote:
Originally Posted by Werner View Post
Change for the sake of change would piss me off, plain and simple. Regeneration as a set is fine. Yes, it's not the Regeneration some of us old timers remember, but I've long since made my peace with that. It now is what it is and what it is is fine. Yeah, I'd cope if Instant Healing was a toggle, but why? Nostalgia? As for random changes in some completely different direction, no. Seriously, no. Plus disallowed by the cottage rule.
Christ did the devs gut the hell out of Regen! IH when it was a toggle was glorious!!! /SIGH. Wish we had gotten some compensation instead of nerf after nerf after nerf to the set. Far too binary for my tastes these days with IH only lasting a pissant 90 seconds and MoG lasting 15 seconds.

With that out of the way, I agree that change just for the sake of change would irk the hell out of me too.


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Posted

Quote:
Originally Posted by Djeannie View Post
Christ did the devs gut the hell out of Regen! IH when it was a toggle was glorious!!! /SIGH. Wish we had gotten some compensation instead of nerf after nerf after nerf to the set.
I remember well the "glory days" as some refer to them. One of my first characters at launch was a claws/regen. He was a one-panda wrecking machine. 95% of the time he'd be the last one standing on a large team gone wrong. If a team had a regen scrapper, you really didn't need a tank. Or buffs. Or debuffs. Or controls. Or other DPS. Now apply the landscape of IOs and tell me with a straight face that regen shouldn't have been changed.


 

Posted

I'll get back to this thread after my ma/regen sits under the Spirit [Bodhi] Tree with i19 and attains enlighenment to his *core*.


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Posted

Quote:
Originally Posted by Santorican View Post
Not even close, without significant defense bonuses, IH isn't any where near a god mode power, its regeneration increase can be over came pretty easily in PvE and PvP.
This is an incredible over simplification. It's VERY hard to calculate how close it is to a godmode and even then, whether it's as good depends on the circumstance.

I just wrote out a lot of complicated math and scenarios to explain why, and I think it's a waste now.

IH+DP offers 53 HP/S. That's a flat rate of sustainable incoming damage. The other god modes offer a relative rate. Resists and defense remove a portion of otherwise incoming damage. To match a reduction of 53 HP/S with other crashless god modes, you have to be expecting A LOT of incoming DPS, and even after the reduction there will be quite a bit left over. Enough to kill a base HP scrapper in about 25 seconds.
Just pretend for simplicity that a click power mitigates 50% of incoming DPS in your circumstances. That means you have to be taking 106 DPS to have said power match DP+IH. That means there's a remainder of 53. You are still in trouble (whether you used this imaginary power or DP+IH).

Crashing god modes don't need nearly that much. The relative amounts of mitigation from other powers makes it very complicated, however. Yes, Elude can mitigate 95% of incoming typed damage, but compared to the 60% that would have been mitigated w/o it (assuming you didn't just rez+Elude), it's really not that impressive. The way I run it, to match DP+IH in those circumstances, all the damage left over will amount to a measly 8 DPS. The resist based crashing god modes are less effective by this measurement, though still more effective than DP+IH practically.

However, those godmodes CRASH. Compared to other crashless click powers that self buff, DP+IH is amazing.


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Posted

Not really, go stand it a +0x8 group with 0 defense to every type/position and see how long you'll last. DP and IH will not be enough to keep you alive.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Same answer as most everyone else... I'd rather have the click for a spike of high regen then have a lower level of constant regen that wouldn't be enough to get me through the spikes of damage I might face. If anything I'd rather have it be more clicky... as in higher regen, less duration, on a shorter recharge.


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Posted

I would go that way too, Shred.

Too often have I not used IH when I should have, or clicked it and then get spiked. I would rather it last shorter, recharge faster. Or just be there all the time. To be honest, I have stopped taking it on my regens (2), because most of my deaths are "whoah look at those pretty numbers -> dead". I would rather click a purple, hit MoG, Recon, or DP.

Another thing that bugs meh is that I hit DP and then die, with no heal... but now DP is gone =( that usually makes me cry, swear, or both.

Edit for clarification:
I would either like it as a toggle with less regen attached or faster recharge, less duration, higher regen. Because right now, I just don't see a reason to use it often. (same with resilience kinda, would be nice if they added some sort of debuff prot, either slow, regen... something)



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Quote:
Originally Posted by Santorican View Post
Not really, go stand it a +0x8 group with 0 defense to every type/position and see how long you'll last. DP and IH will not be enough to keep you alive.
I'm considering a much bigger post, but in brief...

If Dull Pain and Instant Healing are not enough to let you survive for long in a particular group, that is NOT the kind of group you will ACTUALLY be facing in the game. You'll turn down the difficulty. When the difficulty level is such that you can normally survive, but sometimes need your click powers, then Dull Pain and Instant Healing WILL be a huge boost to your survivability in relative terms.

Similarly, if you somehow run 45% defense to all and 50% damage resistance, you'll be running on +4x8 to avoid boredom. Sometimes you'll need your click powers. When you do, Dull Pain and Instant Healing will provide the SAME boost to your survivability in relative terms. Obviously not in absolute terms, but absolute terms mean very little for how the game is probably actually played (challenging but not suicidal).

Double the regeneration is double the survivability, pretty much independent of how much damage mitigation you have.

(Edit: And yes, I'm partially playing devil's advocate. I could probably argue just as well for the other side. I just think this side of the argument is more often overlooked.)


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

I just got done playing a regen to fifty, and IMO, the set is underpowered, even moreso with upcoming free fitness. One of the sets biggest draws for me is the fact you get quick recovery so early on, now that everyone gets stamina for free even earlier, that advantage has been reduced greatly. And the biggest problem with the set, again imo, is that it really only offers survivability, and yet it falls behind most of the better sets, especially those that offer defense that can be built up even further with IOs.

The regen I built up, had softcapped defense to s/l and even with that, and IH up a LOT, I didn't feel nearly as sturdy as I do on other built up secondaries, even while running IH. Granted, I might not be the most skilled regen player, but I would expect a secondary that only provides survivability AND requires more skill and activity to use effectively, to provide superior mitigation, much less inferior mitigation, even if the gap isn't enormous.

The set also has some glaring weaknesses that are not all that rare to run into. Obviously -reg creates some problems, and while its not very common in the old game, the new content seems to use it more often. And -rech can really cripple the set.

If I were in charge, I'd buff regen by lowering the recharge on IH, and making it more possible to have perma with enough investment, while giving the set -reg and -rech resistance/protection.


 

Posted

Quote:
Originally Posted by _Pine_ View Post
Another thing that bugs meh is that I hit DP and then die, with no heal... but now DP is gone =( that usually makes me cry, swear, or both.
Oh man that drove me crazy, not only are you dead due to slowness, you're mocked by the game by losing the power as you rez in shame, lol.


 

Posted

I know I said earlier that I would wait and see what i19 had to offer the set, but I dont think my opinion is going to change. I dont care how much regen the set gets. What kills me is the overwhelming debuffs stacked on me (esp -recharge) so I dont have access to tools. If the set would replace IH's regen with a burst power that would a least remove all debuffs (or add that to MOG) - and make it on a fixed timer (not if given to MoG mind you), that would be the stuff. Your getting beat down, they are all over you- debuffed to all get out, and then you find it within yourself to get a resurgence of power throw them all off you and bang! Your back in it!


Miss Arc #147491: Rise of Bedlam
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