Regen Nerf

Late to the conversation on this but yeah I’m on the side of thinking that nerfing it is a little unnecessary if not outright stupid. It was already weak, a better thing to do would be to make it a lot stronger but limited in use in battle, losing its efficiency as more health is regenerated, allowing for the player to fight with reckless abandon for a while until their regeneration starts to slow.

And out of combat it’d still be very useful for countering environmental damage as it doesn’t combat tag you, though if that gets too strong it can be scaled down some. This way the stat would be useful in exploration, PVP, and PVE without stalling PVP or making the player unkillable forever. Literally took me 30 seconds to come up with a better idea, shame.

Edit: Just saw the patch note from the goat moochez after writing this lol. That’s a solid solution too I suppose, just doesn’t offer a way to increase survivability out of combat.

Regen mfs now:

What happens if you somehow get negative regen after this change?

Bootleg drawback

Are you the one with the character starving for 56 real life hours or something?

Also at this point we should just rename the stat to lifesteal :broken_heart:

Yes I’m the person who made that post

The enemy gets healed for a fraction of your damage

Antipower

Drawback that only activates if you land your shot

hello vampirism FS :pensive_face: (mage better)(surge is a healing spell now :money_mouth_face: )

ye i love chasing my target with low hp around sameria for 3 hours until it gets its whole hp back faster than me and i get one taped by pshot

No im an angry void orb now fear my wrath

The fuck they actually did it bruh

Well I guess that will be interesting, now, we only have Resistance left to rework!!!

Resistance should be passive, but it can be stripped. Stripped by the amount of hits you take by an enemy with armor piercing.

So if you get hit 10 times from a guy with 5% armor piercing, you get 50% resistance stripped.

Is the effect permanent though

I’d rather make it not only strippable by armor piercing - otherwisely people will be forced to use it either way

It should rather be a passive effect like you said - the amount of Resistance invested in determines the strenght of your resistance, and it blocks off a certain amount of damage taken based on the strenght (of resistance)

The more you take damage, the weaker your resistance will be, however the weakening process is slow, therefore making resistance more useful than just “take 5 hits and now your resistance is gone krill fissue bro”.
AP would simply then deal damage THROUGH resistance or reduce it faster based on the percentage.

Lasts until the end of your combat status

For example,

You have 50% resistance and you get hit by a guy with 25% armor piercing twice, you will have 0% resistance.

You have 90% resistance and get hit by a guy with 10% resistance 4 times, your remaining will be 50% resistance until the end of combat.

I know it forces people to use piercing stat but you don’t even need a lot. This makes multi hit moves like 5x Javelin very useful

That sounds really unfair to be honest

I mean, sure, it has good initiator potential - but when you get resistance turned off - doesn’t it just become useless?
You take several hits without much damage and then you suddenly take full damage because they are using AP?

At this point Resistance would be used below 20% since if we invest more you will lose onto other stats, therefore making armor piercing users your biggest enemies

What do you mean? So if you get hit more you wont be able to lose more resistance?

It’s more like a stat more useful for PvE, giving enemies passive 5% piercing.

But in PvP, it’s so that it nerfs heavily invested into 1 or 2 stat builds like only attack speed. Which solves the issue of metamancers.

If you get hit more your resistance will be lowered.

If you get out of combat, it will recharge gradually but quickly.