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Seeing a big Trend with Solo Regen Chosen.

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tazdingo
Posts: 1264

Re: Seeing a big Trend with Solo Regen Chosen.

Post#51 » Thu Dec 11, 2025 5:53 pm

Sinisterror wrote: Thu Dec 11, 2025 4:53 pm
tazdingo wrote: Thu Dec 11, 2025 3:36 pm there's a lot of people who don't remember the alpha days where there was no such thing as solo because shaman checkmated everything simply by existing
I never played alpha or even beta. Started the day WAR was released. Do you remember any shaman skill functions way back then?
I meant loosely here. no my point was more that to my memory regen gear didn't kill solo, it enabled it. before fleshrenders were in you either played a healer or didn't bother, I think IB/BG did OK with their self heal still existing

i think the bigger issue to fix might be easy non-phys and "true" damage. if a 100% def specced chosen couldn't do damage for free it wouldn't be a problem. no reason to kill regen entirely (which making heal debuffs affect it would do.) regen is useful in a lot of contexts and would be sad to see it gone when its not the core problem, just an enabler of it. notable free damage on def specs (via auras and self procs) is the real issue

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Shieldslam
Posts: 22

Re: Seeing a big Trend with Solo Regen Chosen.

Post#52 » Thu Dec 11, 2025 9:58 pm

This:
tazdingo wrote: Thu Dec 11, 2025 3:36 pm there's a lot of people who don't remember the alpha days where there was no such thing as solo because shaman checkmated everything simply by existing
is why this wouldn't work:
leubac wrote: Thu Dec 11, 2025 11:49 am I wouldn't mind if hp/4 was completely removed from the game.
Two years ago or so, there were DPS Shaman and AM EVERYWHERE and those who were there either dreadfully remember or chose not to. Without regen you are either out right dead or close to it when DoTs tick on you (try it out yourself), what are you going to do about them sitting on a highground with their 100ft range you can't quickly/easily reach? Try to run while dying or turn around so they kite you or simply outheal your dmg? Same thing happens with the newly buffed (and ridiculous) DPS Zealot and Magus. Issue is ultimately magical DoTs doing too much damage once geared AND the fact that only two classes have a reliable gapcloser so kiting classes dominate unless you somehow can get close (which you won't against a competent player). We used to have almost daily threads about begging to nerf Shaman/AM because they were such a menace - the only reason we don't have them anymore is because everyone quietly agrees that those, as well as Magus, are overtuned beyond words for solo but LUCKILY not many play them currently so the issue isn't as obvious and it's a lot easier to swallow only dying to them 1/10 times compared to 9/10. While Magus is universally agreed to have no counter but it's "okay" since they are so rare it's somehow acceptable .. imagine if more people ran around on def Magus, you'd see a thread every other day.
Stinksuit wrote: Thu Dec 11, 2025 6:09 am Ive said it many times and even in this post. Just make heal debuffs affect hp regen and its done, no need to even tweak the numbers..
What exactly would this achieve? I can't think of any class besides WE/WH, AM/Sham (xd), RP/Zeal (xd), DoK/WP, SH/SW who'd reliably run on-demand 50% healdebuff solo. None of those actually suffer against regen, it's mostly melee classes who have issues with it since they will always take dmg in return and do not have the luxury to kite or spec into an entirely different path to maaaaaaybe run into a regen opponent. I mean sure that might be a small benefit for certain classes however fixes absolutely nothing but rather leans more into the rock-paper-scissors of soloing.

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