Regeneration enchantment

You can abuse Regeneration enchantment in tactical battle. For example, you fight with weak monsters and not finish them until your enchanted unit regenerates full health. Maybe regeneration should be stopped when your unit achieves Max Tactical Health. Max Tactical Health is maximal health your unit had in current tactical battle.

10,620 views 10 replies
Reply #1 Top

No offense meant, but how is that abuse?  Consider: time stops in a battle, for good and worse.  When you return to the strategic map, any damage you've suffered in tactical combat will (from the standpoint of the strategic map) instantaneously appear there, and so will any healing you've done.  They're just flip sides of each other, the way I see it.  And it isn't abuse to hold off an opponent, stronger or weaker, to let a regen spell knit bone and flesh, anymore than it would be to take a healing potion.  Unless I'm missing something else in your argument. :)

Reply #2 Top

The AI needs to learn how to do this, or regen should be considered the opposite of "clink" damage

 

 

Reply #3 Top

Now Regeneration enchantment is OP, because it really gives you full health all the time between battles for as low as 15 mana and 1 mana per turn. Also it causes you to spend time on skipping many turns in tactical battle. It is boring like kiting monsters. Imho it should be fixed.

Reply #4 Top

Regen should just heal your units fully at the end of each strategic turn. Problem solved.

Reply #5 Top

Quoting Sarudak, reply 5
Regen should just heal your units fully at the end of each strategic turn. Problem solved.
End of Sarudak's quote

 

Correct.

Reply #6 Top

Considering that each turn is a season, it makes sense that regen would have this effect. I usually set regen to do 5 healing per soldier in the unit per turn and +1 in tactical battle, simply for the sake of balance. The death mages have no healing recouse like this.

Reply #7 Top

seanw3 has the right of it. The problem is that regen is not overpowered it is a problem of tactical regen vs. strategic regen. There should be more regeneration per season and less for tactical battle. Another alternative to this is that regeneration is only a strategic spell so that you heal quickly on the strategic map, but not in the tactical battles (although I don't think people will like this option very much).

Reply #8 Top

Quoting seanw3, reply 7
Considering that each turn is a season, it makes sense that regen would have this effect. I usually set regen to do 5 healing per soldier in the unit per turn and +1 in tactical battle, simply for the sake of balance. The death mages have no healing recouse like this.
End of seanw3's quote

This doesnt solve the problem.

You should not be able to heal from 1 hp to full health by running in circles for 200 turns in tactical battles.

Reply #9 Top

Quoting parrottmath, reply 8
seanw3 has the right of it. The problem is that regen is not overpowered it is a problem of tactical regen vs. strategic regen. There should be more regeneration per season and less for tactical battle. Another alternative to this is that regeneration is only a strategic spell so that you heal quickly on the strategic map, but not in the tactical battles (although I don't think people will like this option very much).
End of parrottmath's quote

 

I can agree to Strategic should do more.  I can also agree to Tactical needing a fairness buff.  Explanation: Trolls regen 4 hp a round tactical.  My suggestion is the base should get upped to 4 plus extra per shard (Same as Trolls get nothing more).  This spell is only for the very early to early game as it is and super weak.  A small kind of bump, it might be somewhat useful for midgame.  While it may not stop you from getting destroyed late game. 

 

Re: Death.  Oh please.  While drain life is not per turn, you get to damage them and heal yourself.  Considering how weak the per turn is.  Yeah.  Death Magic still king. Or curse/mass curse and kill them since their defence went to zero for 3 whole turns.

 

 

 

Reply #10 Top


I have to say that with even one archer on the enemy team, kiting is impossible. One the things I did to balance AI monsters was to make sure most armies could either do damage at range or have 9 moves to prevent the kite. I even buffed Slags to unreasonable levels to give them a chance for vengeance against Glazunov. That is the kind of monster balance I hope to see in beta 5.