[Gameplay] Regeneration/Clarity should add to non-combat regen

Pretty much all there in the title.  I should say that this occurred to me while I was being a cheese-monkey and running circles around a random monster with my newly matured daughter, because I really didn't feel like waiting 15 months (weeks, years?  who knows what time scale turns are on) outside of combat before she could summon her second elemental.  It seems silly that I've got units who are able to recover from the most terrible wounds in mere minutes as long as they're fighting something, but revert to being bedridden as soon as they're at peace again.

Logically, any creature with any sort of per combat turn regeneration should be fully healed after a single map turn, but obviously that presents balance issues.  I think simply adding their combat regen to the normal non-combat regen and allowing it to function outside of friendly territory would be fine.

4,933 views 2 replies
Reply #1 Top

Amen to that! But since magic is in need of a total rework, I don't know what would be balanced or not.

My opinion is that Tactical regeneration should be limited to some special units (Like the Fire Giant, with his 3 starting MP is not much of a cheat), otherwise is just too abusable.

 

 

Edit: Oh, that said, 1 mp x strategic turn is just... Lame :p

Reply #2 Top


Logically, any creature with any sort of per combat turn regeneration should be fully healed after a single map turn, but obviously that presents balance issues.
End of quote

Actually if done right it could work quite well. I recall Trolls in MoM had regen and would be fully healed after combat. The main thing that was kinda over powered about MoM's regen though is even if the unit died in Tactical combat as long as you won the fight it would come back with full HP. Honestly I think it would be better to simply have if the unit survives combat. Besides combat needs a major over haul as is.