Celtic Heroes

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A new type of regen

#1
Instead of having a base of say 20 hp regen and that being nearly useless when you reach such a high level due to having so much health or energy etc. why not have a way to correlate this? Let's add percentage regeneration. For example you have a percentage regen of .5% and you have 2000 energy you'll in turn regenerate 100 energy per tick. I think this is a much more efficient way to handle regen especially to reduce the complaining about excess use of energy for some skills this way you'll regain the energy in no time, it also helps correlate your stats with your regen after leveling up your vit or focus so much.

-Thanks for reading

Re: A new type of regen

#3
+ 1

Great idea man.

Maybe you could also consider making Potions or Rings/Bracelets/Charms that add % hp or % energy instead of a set amount.
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Immortalius Lvl 215+ Warrior
Vyper Lvl 196 Ranger


Aeon
Taranis

Re: A new type of regen

#7
From a budget-minded player's perspective, I fully support this. I'd love to worry less about regen, and more about stats and skills (jewelry)

However, I don't see this implemented at any point, for one simple reason: OTM's profit.

As it stands now, I'm betting the purchase of plat, and subsequently the purchase of sigils, and pots are a sizable portion of where plat goes in the overall scheme of things, Twice I've bought plat to sell items, Restoration pots were a hot seller both times, probably 40% of sales. I've purchased a good handful of sigils myself, and I've read many times here about payers with hundreds, and sometimes over a thousand sigils to meet there energy demands. Even if each sigil was changed to even 0.2% regen, 100 sigils would provide ludicrous regen, 20% of a bar per tick.
If regen is re-coded to be a percentage, the point where players inevitably simply say "ok that's enough regen' comes at a much lower pricepoint, which cuts into OTM's profit.

Secondarily, if adequate regen can be bought through sigils (and not hundreds and hundreds of them) then all that regen gear we all covet so mightily stops being bought from the lux shops, and there's no gold sink. This fundamentally changes the player economy. It also means that many items in the Lux shop have little purpose. What could I do if I had that half a million gold back from my regen gear? What could you do with it?

If it's ever put to a vote, I'd support it, but I won't hold my breath.

Re: A new type of regen

#8
+1 agreed wholeheartedly. This may be difficult for melee classes, since they don't invest into focus often, most melee classes have low energy which means the amount they would regenerate could be considerably lower then it is now with static numbers of regeneration. Just something to think about, I still like the idea.

Re: A new type of regen

#10
+1 agreed wholeheartedly. This may be difficult for melee classes, since they don't invest into focus often, most melee classes have low energy which means the amount they would regenerate could be considerably lower then it is now with static numbers of regeneration. Just something to think about, I still like the idea.
This could also work with health such as a regen ammy of .5% hp and .5% energy or make them separate items and you can choose which one you would like to try.
However, I don't see this implemented at any point, for one simple reason: OTM's profit.

If they were to implement this into sigils it wouldnt actually mean they're cutting any profit. For example every sigil you get say .01% regen of that pertained stat then it would take 100 sigils to regen your bar fully on one tick. People would still be buying plat for their alts because they can make easy use of it. Where as now they don't buy anymore just because they saw how much only 25 sigils did at such a high level and how worthless sigils can be. If they were to amplify the use of sigils i dont think sales would be harmed at all just because now many more people have trust in the platinum system and actually how much it can do for them.

As for items they could make it a low percentage like .5% as in the example with 2000 energy, you're only gaining 200 energy per tick and casters easily use that in one spell.
With energy its ok but dont make it with health to tanks would get à high advance in everyway full tanks Will get 300 a tick :d

You could adjust them say .2% hp and .5% energy say the tank has 1000 hp hes only getting 50 hp regen but also don't forget that tanks take a lot of damage.

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