Regen...?
I bet that horse is really tender by now.
Now, having said that, let me explain that I have close to 6000 logged-in hours across four Regens, and play three of them regularly. Don't think I'm not interested in Regen's performance, or that I don't agree it has some issues. I think the public perceptions of those issues are rooted deeply in Regen's lack of in-set +defense powers, which limits how close it can get to 45% defense. The ability to get defenses in the 35% and higher range makes what I consider the largest, most immediately noticeable difference in survivability on any character.
I think to a less-noticed extent, but more fundamentally, Regen is the only powerset that relies heavily on survival tools that behave linearly instead of proportionally and are reactvie to boot. By that I mean that defense and resistance both remove a fixed (average) percentage of incoming damage, while Regen mostly repairs/replaces a fixed (average) amount of it per time. Finding a balance between those two that behaves the same across all incoming DPS levels is just not going to be possible.
Bear in mind that Regen just got some buffs. Personally I think they were nice to have, but not game-changing. But I think the conservative nature of those buffs may indicate that the devs don't feel that Regen needs a survival tool change on the scale of making IH (at its current strength, certainly) able to be always-on.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
A number of threads already exist of a similar nature to this one. Two that contain a lot of /Regen information are:
http://boards.cityofheroes.com/showthread.php?t=260718
and
http://boards.cityofheroes.com/showthread.php?t=277089
That said, I will reply by saying that I largely agree with Uberguy. I'll take it a step further than him by saying that the reactive nature of Regen's survival tools makes its performance vary wildly from player to player. More than any other set, Regen requires an understanding of the game and the abilities of your opponents so that you can anticipate when you will need each power. Talk about Regen underperforming comes from the two extremes of the playerbase for the most part:
1.) People who do not truly understand what they are doing and don't care enough to learn.
2.) People (myself included) that are interested in making high-end IO builds that often reveal Regen isn't able to achieve the same level of insanity as some other sets. In actual gameplay situations, there aren't a lot of times where that matters. Just because we believe Regen performs slightly below other sets on paper (in loose approximations) doesn't mean it's a bad set. I think this a part of the problem with the public perception of Regen. People see some of the threads on the forums and don't fully understand the context of the discussion.
To allow IH, at it's current strength, to be on all the time would make Regen way overpowered in situations where it is already good and do little to make it better in situations where it is bad. It doesn't matter if you are healing hundreds of hitpoints per second if you die in three seconds. IF Regen were to receive another buff beyond what it already has received, it would probably be more resistance. Possibly by having Resilience scale with your current hitpoints in a way similar to the passive resistance in SR. But I would say that's far from needed.
@Rorn ---- Blue Baron ---- Guardian
I bet that horse is really tender by now.
Now, having said that, let me explain that I have close to 6000 logged-in hours across four Regens, and play three of them regularly. Don't think I'm not interested in Regen's performance, or that I don't agree it has some issues. I think the public perceptions of those issues are rooted deeply in Regen's lack of in-set +defense powers, which limits how close it can get to 45% defense. The ability to get defenses in the 35% and higher range makes what I consider the largest, most immediately noticeable difference in survivability on any character. I think to a less-noticed extent, but more fundamentally, Regen is the only powerset that relies heavily on survival tools that behave linearly instead of proportionally and are reactvie to boot. By that I mean that defense and resistance both remove a fixed (average) percentage of incoming damage, while Regen mostly repairs/replaces a fixed (average) amount of it per time. Finding a balance between those two that behaves the same across all incoming DPS levels is just not going to be possible. Bear in mind that Regen just got some buffs. Personally I think they were nice to have, but not game-changing. But I think the conservative nature of those buffs may indicate that the devs don't feel that Regen needs a survival tool change on the scale of making IH (at its current strength, certainly) able to be always-on. |
I'm only going by what I've read in these forums.
Basically just trying to find out if all these "claims" were justified or not.
IF Regen were to receive another buff beyond what it already has received, it would probably be more resistance. Possibly by having Resilience scale with your current hitpoints in a way similar to the passive resistance in SR. But I would say that's far from needed.
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I commented on IH because I knew that it used to be a toggle.
They're overreacting.
But yes, performance varies wildly with build and player ability. Since its top end performance is really only comparable to other sets, rather than exceeding them, my guess is that it underperforms a bit on average.
"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
Videos of Other Stupid Scrapper Tricks
My skill level is moderate to above-average.
I've had no major issues with regen at all.
But I've heard from a great many new/unskilled players about how much it sucks.
Regen rewards player skill more than any other set in the game. You know that when you pull off something crazy with a Regen, it wasn't your uber-expensive soft-capped build that got you through it. YOU got you through it.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
@Vitality: Well, I think there are things that Regen's nature makes it not as well-suited for as some other powersets. One that's a popular pastime around here is AV and other hard-target soloing. Regen's good at staying alive, but the way it's designed, doing so under the harshest conditions means you have to either defeat your foes really fast, or you need to run around and wear them down. By definition, you don't beat down a hard target really fast. (Well, these days some folk are getting damn fast, but we're still talking minutes.) And most hard targets also regen pretty fast, so backing off to heal some is going to let them regen enough to hammer your shot at a record takedown time.
In more normal content, I don't find this to be a big problem. In standard missions, I can usually defeat my foes fast enough that they can't run me out of survival tools before I defeat too many of them (reducing their DPS) for them to overcome me. The more AoE-centric your primary, the better you can usually pull this off.
One place that "normal" content becomes sort of abnormal is the Incarnate Trials. I've seen some of the best Scrapper builders in this forum contend that Regen is disadvantaged in those settings. I'll certainly say that you probably don't want to volunteer your Regen to go tank most of the iTrial AVs solo. Beyond that, though, I find mine perform very well in that content. Their high burst survival though things like MoG and strong (but limited) burst recovery tools let them take a hell of a beating before having to fall back, and high recharge means they can return to the fray quickly. (Two days ago I found myself soloing multiple Molecular Acid containers on a MA/Regen Stalker.) Of course, I have invested heavily in my Regens, so they are by no means representative of all Regens in the field, and having played Regen fairly consistently since just before Issue 2, I'm probably not representative of all Regen players in the field. But in this forum? I'm not all that. (Edit: See vid Werner linked to.)
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Regen rewards player skill more than any other set in the game. You know that when you pull off something crazy with a Regen, it wasn't your uber-expensive soft-capped build that got you through it. YOU got you through it.
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Under the conditions that most players here expect melees to deal with (no temps, no inspirations) yes Regen underperforms. Personally, I use all tools available to me, and I have no problems. My SS/Regen Brute tanks, my BS/Regen Scrapper solos grenades and acid containers on Lambda. Is it as effortless as it is for my Fire/Shield Scrapper...no. Sometimes, my timing is off and I go squish. But heck, that really doesn't cause that much of a problem in this game.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Regen rewards player skill more than any other set in the game. You know that when you pull off something crazy with a Regen, it wasn't your uber-expensive soft-capped build that got you through it. YOU got you through it.
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I really, really like that. The set is worth learning. The rewards are amazing.
You'll never go and make a sandwich in the middle of the spawn like you might with Willpower, say. But oh, the satisfaction when you get it right.
"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
Videos of Other Stupid Scrapper Tricks
You'll never go and make a sandwich in the middle of the spawn like you might with Willpower, say. But oh, the satisfaction when you get it right.
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Edit: I should mention that, back in early days Regen and SR were the only Scrapper powersets that actually qualified as what most of us would call "toggle and forget". Invulnerability was still saddled with "Unyielding Stance". Dark Armor had mutually exclusive toggles. And back then, SR sucked compared to its peers unless you were running perma-Elude, because of lower scale of defense in its powers, lack of DDR, and differences in critter attack mechanics.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Here's my problem with Regen.
Because it requires so much relative time activating defenses it is the only secondary that actively reduces my damage output.
Every other set has at least one power that boosts offensive capability, or a taunt aura to prevent you from chasing runners which I consider an offensive boost. Even SR has Quickness. Meanwhile the only offensive advantage Regen used to have, extra Stamina, has been watered down by inherit fitness, IO and Alpha endurance management tools, and even the sewer trial Endurance buff.
While most soft sets have increased DPS as the reward for exceptional builds and playstyle, Regen still forces lowered damage with no real benefit.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
Here's my problem with Regen.
Because it requires so much relative time activating defenses it is the only secondary that actively reduces my damage output. Every other set has at least one power that boosts offensive capability, or a taunt aura to prevent you from chasing runners which I consider an offensive boost. Even SR has Quickness. Meanwhile the only offensive advantage Regen used to have, extra Stamina, has been watered down by inherit fitness, IO and Alpha endurance management tools, and even the sewer trial Endurance buff. While most soft sets have increased DPS as the reward for exceptional builds and playstyle, Regen still forces lowered damage with no real benefit. |
Then again...that is also the players fault...sometimes.
Here's my problem with Regen.
Because it requires so much relative time activating defenses it is the only secondary that actively reduces my damage output. Every other set has at least one power that boosts offensive capability, or a taunt aura to prevent you from chasing runners which I consider an offensive boost. Even SR has Quickness. Meanwhile the only offensive advantage Regen used to have, extra Stamina, has been watered down by inherit fitness, IO and Alpha endurance management tools, and even the sewer trial Endurance buff. While most soft sets have increased DPS as the reward for exceptional builds and playstyle, Regen still forces lowered damage with no real benefit. |
If you think you can't put QR + Stamina to good use even in the modern day, I think you're doing it wrong. I had a [Edit: Regen!] Scrapper that didn't have Fitness to maximize other things, and it was painful, even with a Miracle/Numina/PShifter. Inherent Fitness didn't water down that build, it made it more able to run non-stop, even including firing Incarnate powers off. On the flip side, I have a Stone/Fire Brute thats DPS suffers due to endurance drain without Cardiac [Edit: despite having Fitness and the afore-mentioned IOs]. Replacing Cardiac on that character with Spiritual (what I really want) then also requires me to swap out Barrier or Rebirth for Ageless. That's not a trivial exchange (though it's not unambiguously negative). On Regens with QR+Fitness, I go Spiritual and never look back.
Second, while I can't argue the reality that Regen costs you DPS to perform, I think I can question how much of an effect it has in practice on anything but AV soloing and pylon runs. I've already conceded that, in my opinion, Regen isn't a good choice for those. But honestly I have never felt my damage watered down in other contexts because I played a Regen, despite playing other sets also. Barring obvious examples of +damage from sets like Shield and FA, I just don't see Regen as costing me anything meaningful in the area of damage dealing outside of going toe-to-toe with hard targets.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Regen rewards player skill more than any other set in the game. You know that when you pull off something crazy with a Regen, it wasn't your uber-expensive soft-capped build that got you through it. YOU got you through it.
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I really, really like that. The set is worth learning. The rewards are amazing.
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There are times I crave that, but a lot of the time, I want to take control of how well I survive back from the RNG. Regen does that for me. Fiery Aura gets an honorable mention.
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While most soft sets have increased DPS as the reward for exceptional builds and playstyle, Regen still forces lowered damage with no real benefit.
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From the devs' point of view, the extreme high end is only one very small factor in their balance scheme, and Regen performs admirably in the lower-middle range. The Scrapper-Forumite point of view is different, heavily skewed towards the extreme high end of bleeding edge builds -- but as you can see, even here we have people who place a lot of value on the intangible reward of knowing that they, as players, have as much to do with their success as their builds do.
So for good or ill, Regen is what it is, and it isn't likely to change. The complaints about Regen come from a small subset of a small subset of the player base, and those complaints concern a small subset of the builds in the game (heavily IOed level 50 builds).
Personally, Regen isn't my cup of tea, but that's not a bad thing. I think there's kind of an unconscious presumption that personal taste shouldn't be a huge factor in distinguishing melee defensive sets, because they're all designed to do basically the same thing. But why not? Every other AT offers absolutely monumental differences in playstyle from power set to power set (compare, say, a Force Field to a Storm Defender). When you really think about it, it's not only healthy that Regen should offer a distinct play style; from a design perspective, it's actually kind of impressive that Regen manages to do that without compromising too much on raw performance.
I also think that Regen gets an unusual amount of criticism simply because the way the set plays now is different from how it used to play; if Regen had been introduced as-is, people would be much more inclined to shrug and move on if Regen's play style didn't suit them. Instead, people who've come back to the game over the years find that a character they already had plays in a wholly different way that's frankly unfixable, no matter how much influence or iTrial grinding they throw at it.
I don't know.
The way I look at it...toggle IH or even inherent IH...would make the set actual Regeneration. (I say even inherent IH because I think Regen should offer the best recovery/sec)
You would still be reliant on your three clicks for the tough battles and taking alphas.
Therefore, it would still be more click intensive than all the other sets.
It would be the same attentive playstyle...just smoothed over.
This is just my opinion.
PBs get Reconstruction and Dull Pain to go along with good resists and a permable 85% resistance power.
Willpower gets Fast Healing along with Integration or Instant Healing (depending on the number of enemies) to go along with good resistance and good defense.
I really don't think perma IH would make this set outperform others at high levels...I think it would just smooth over the playing of the set.
PBs get Reconstruction and Dull Pain to go along with good resists and a permable 85% resistance power. |
Willpower gets Fast Healing along with Integration or Instant Healing (depending on the number of enemies) to go along with good resistance and good defense. |
I really don't think perma IH would make this set outperform others at high levels...I think it would just smooth over the playing of the set. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
But it would be a much higher survival level, unless either IH was reduced, or other powers were reduced.
The problem is not that it would outperform them at high levels. It's that it would outperform them everywhere else. |
You could still enhance it...but it wouldn't be giving you the healing that it does now when you first get it and enhance it...
Maybe. I'm not sure what that'd make the power look like at level 28, when you can first get it, for them to be satisfied with us running it full time at its current power at level 50.
There's also the fact that we're talking about heavily IO'd performance. Arcanaville's Scrapper analysis puts Regen near the top of SO-grade performance. So what's our target here? And is it a target the devs care about?
Stuff like this is why such dramatic changes to the set are so unlikely.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Maybe. I'm not sure what that'd make the power look like at level 28, when you can first get it, for them to be satisfied with us running it full time at its current power at level 50.
There's also the fact that we're talking about heavily IO'd performance. Arcanaville's Scrapper analysis puts Regen near the top of SO-grade performance. So what's our target here? And is it a target the devs care about? Stuff like this is why such dramatic changes to the set are so unlikely. |
Another option could be scaling Integration Regeneration. Where...the regeneration of integration would work as it does now at 100% Health...but it would increase the lower your health is.
Basically...it would work in the same mechanical way as the scaling resistance of SR works...except it would offer more regeneration instead of resistance.
I think having the level scaling auto IH or the HP scaling Integration regeneration would accomplish the target being looked for without breaking the playstyle nor the set.
Well let me say that Regen will always been near & dear to my heart, no matter how long & play or abstain from playing. My first character back in i4 was a DM/Regen, and my joy at playing that character was the foundation of my appreciation for the game.
I've tried out all the secondaries, and I can say that the only one I really don't appreciate it Dark Armor - and even THAT is a result of my personal play style, rather than any shortcomings of the set itself. So it's clear to me that your mileage will vary on any power set or combination thereof.
Having made those two disclaimers, I think that the real foundation of the issues with Regen is not its imagined shortcomings, or performance when fully slotted out with IO's at high levels.
I think the bigger issue is that many players enjoy using melee sets that feature weapons. Any set with a weapon redraw will inherently not blend as well with Regeneration as other sets due to the fact that weapon sets have redraw, and Regeneration is very clicky. If you're not an experienced player, you will often be frustrated by the delay in redraw from using your active powers. More experienced players will not have this issue - because they have a better feel for how & when to use their abilities when they will do the most good, require the least attention, and when they will lose the least amount of DPS.
Alot of newer players expect Regeneration to be an all-inclusive, 100% passive, fire-and-forget set. Once upon a time it was that way, but even back in those days the set had weaknesses that could be exploited - the same as every other set. Back then, when IH was a toggle, hasten was permanent, and Dull Pain was permanent, you would still find yourself in situations where the alpha from a room full of enemies was just a little too much, and you would end up faceplanting & feeling silly.
Why do I do do do things I do
Nobody was ever there for me to talk to
Once I was youngster, pure and true
Now I'm running with a sick, sick crew.
Well let me say that Regen will always been near & dear to my heart, no matter how long & play or abstain from playing. My first character back in i4 was a DM/Regen, and my joy at playing that character was the foundation of my appreciation for the game.
I've tried out all the secondaries, and I can say that the only one I really don't appreciate it Dark Armor - and even THAT is a result of my personal play style, rather than any shortcomings of the set itself. So it's clear to me that your mileage will vary on any power set or combination thereof. Having made those two disclaimers, I think that the real foundation of the issues with Regen is not its imagined shortcomings, or performance when fully slotted out with IO's at high levels. I think the bigger issue is that many players enjoy using melee sets that feature weapons. Any set with a weapon redraw will inherently not blend as well with Regeneration as other sets due to the fact that weapon sets have redraw, and Regeneration is very clicky. If you're not an experienced player, you will often be frustrated by the delay in redraw from using your active powers. More experienced players will not have this issue - because they have a better feel for how & when to use their abilities when they will do the most good, require the least attention, and when they will lose the least amount of DPS. Alot of newer players expect Regeneration to be an all-inclusive, 100% passive, fire-and-forget set. Once upon a time it was that way, but even back in those days the set had weaknesses that could be exploited - the same as every other set. Back then, when IH was a toggle, hasten was permanent, and Dull Pain was permanent, you would still find yourself in situations where the alpha from a room full of enemies was just a little too much, and you would end up faceplanting & feeling silly. |
Even when IH was a toggle...it still was not a fire and forget set.
I think if any players read over the power selections of Regeneration...then they should not expect it to be a fire and forget set. That's their own fault for assuming that without reading the descriptions.
Even when IH was a toggle...it still was not a fire and forget set. |
Why do I do do do things I do
Nobody was ever there for me to talk to
Once I was youngster, pure and true
Now I'm running with a sick, sick crew.
Well I agree with what you're saying, but I think that's really the issue - players making selections based on what they expect, rather than taking the time to read & understand.
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I do understand your point, but I'd rather see the name changed to match the set than the set changed to match the name at this point. Neither are going to happen, of course.
"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
Videos of Other Stupid Scrapper Tricks
Alot of newer players expect Regeneration to be an all-inclusive, 100% passive, fire-and-forget set.
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I seriously think they only people who have that bias are old school players who remember how the set used to work. Back when IH was a toggle, it was fairly common to skip Reconstruction - especially if you had pre-ED, 50% enhancement strenght HOs slotted Instant Healing. After its first round of nerfs, it was also at least sort of common to skip MoG. If you did both those things (and I did both) the set really wasn't very clicky at all. Dull Pain was about it.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I've been wondering.
There has been a lot said of how Regen underperforms when compared to other sets.
What about changing IH back to a toggle?
Or at least reducing it's recharge so with enough +recharge it can become Perma? (like the most recent change Light Form from PB's)
...or, are people just overreacting when they talk about how Regen underperforms?