Ideas for Regeneration buff.

So regeneration would:

1. at the end of each battle won, resurrect any hero with the regen buff to full HPs and avoid any wounds from this combat only, provided they won the battle outright.

2. At the start of each season (before any actions), set any hero with regeneration active to full HP.

3. not give any HP back in battle

4. have a higher mana upkeep then 1 per turn.

5. the hero still wouldn't get any XP from the battle to balance being automatically set to full HP, but as long as their side wins outright, they won't suffer a wound.

So you'd still have to win outright, but if you did and a hero with regen was lost, they would be resurrected with full HPs and no extra wounds. It also means that you have to bring enough firepower to any battle for the regeneration to work.

Troll Charms would probably still heal 1HP per action.

 

What do people think?

3,141 views 12 replies
Reply #1 Top

I think the better solution would be to give Death mages a similar ability, but more in tune with the sphere.  So, for example, a level 2 or 3 Death enchantment that heals the enchanted unit for 3 health, +1 per death shard, whenever he lands an attack.

Kiting single monsters with a single champion is fine.  Roflstomping an opposing army with a single champion is the problem.

Reply #2 Top

Interesting idea.  Regen can get pretty powerful with 3 or 4 life shards and high initiative - 4 or 5 regen on a high initiatiave unit does heal a lot of damage.

Reply #3 Top

Of the options above, 3: regeneration taking longer than the few minutes simulated by a turn in battle.

Reply #4 Top

Quoting StevenAus, reply 2
Interesting idea.  Regen can get pretty powerful with 3 or 4 life shards and high initiative - 4 or 5 regen on a high initiatiave unit does heal a lot of damage.
End of StevenAus's quote

Yep and that is the reason why i think the spell should heal 2 HP and should not scale with the number of shards like Cloak of Thorns.

Reply #5 Top

I think the kiting is part of the problem not just the buff.

I would love it if on the highest difficulty all monsters had +2 movement speed in combat and on the next highest they have +1 move sped in combat.

This makes the game harder as promised.

Mike.

Reply #6 Top

Quoting mdonais, reply 6
I think the kiting is part of the problem not just the buff.

I would love it if on the highest difficulty all monsters had +2 movement speed in combat and on the next highest they have +1 move sped in combat.
End of mdonais's quote

In my opinion an artifical bonus like the movement speed or the current hit points make the game harder, but ruin the game balance, because suddenly some spells are useless.

To prevent kiting it should be much more difficult to increase the movement speed.

Reply #7 Top

If regeneration was limited to the first 10 turns in battle I'd be happy.

Reply #8 Top

Quoting Heavenfall, reply 8
If regeneration was limited to the first 10 turns in battle I'd be happy.
End of Heavenfall's quote

For the spell, but not for Trolls. I just love it when one of them retreats from battle and regens to come back and kill me. So much good pain.

Reply #9 Top

Interesting ideas, but I'd prefer to have the spell set to the same as what reall trolls get and that is +4 hp turn plus any shard scaling. Even so, it is weak and still won't save you in battle if you're taking lots of damage. 

 

Reply #10 Top

My idea:

 

Regen is strategic and multiplies healing rate by (number of life shards+1)

 

Reply #12 Top

Quoting Nidhogg_123, reply 12
buffs cost mana every turn in tactical combat

or

buffs cost initiative
End of Nidhogg_123's quote

 

At least regeneration, good ideas.