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Regen items
Posted: Wed Jun 01, 2022 10:33 am
by inayarens
Hey, I am looking for a list of all available hp/4sec regen items.
I know there is a torso with 184, fleshrender jewels with 40, HV jewel with 48, pocket with 80, sc weapons with 20.
https://null/
Anything else? Are there also trophies with reg on it?
Re: Regen items
Posted: Wed Jun 01, 2022 11:09 am
by Sulorie
Soulstone talisman for sent/ranked jewel with 72 regen. Multiple weapons with Regen or procs. Regen liniment.
Re: Regen items
Posted: Wed Jun 01, 2022 7:33 pm
by facundo7777
As the tittle is more general than Your question i can add one thing:
All regen items should be removed or redesigned for different stats.
Re: Regen items
Posted: Wed Jun 01, 2022 9:02 pm
by Detangler
facundo7777 wrote: Wed Jun 01, 2022 7:33 pm
As the tittle is more general than Your question i can add one thing:
All regen items should be removed or redesigned for different stats.
Nah, just the fleshrenders, the HV accessory, and the 80 hp pocket item. without those you can't stack ludicrous regen anymore and it wont have the massive gap between the "haves" and "Have nots" in small scale fights. leave the Sov items alone. Using the 184 Grimshimmer torso item has enough drawbacks that it really is a tradeoff between that and a sov/warlord chest piece.
Re: Regen items
Posted: Thu Jun 02, 2022 7:08 am
by Sulorie
Detangler wrote: Wed Jun 01, 2022 9:02 pm
facundo7777 wrote: Wed Jun 01, 2022 7:33 pm
As the tittle is more general than Your question i can add one thing:
All regen items should be removed or redesigned for different stats.
Nah, just the fleshrenders, the HV accessory, and the 80 hp pocket item. without those you can't stack ludicrous regen anymore and it wont have the massive gap between the "haves" and "Have nots" in small scale fights. leave the Sov items alone. Using the 184 Grimshimmer torso item has enough drawbacks that it really is a tradeoff between that and a sov/warlord chest piece.
As long as you have a healer in your small scale group, you wouldn't opt for regen gear anyway. It's a solo thing and this in itself is pretty niche. No idea why we should block it even further.
Regen gear gives classes with less healing skills who are per default at a disadvantage some sustain if playing solo, even if it doesn't make them equal to classes with actual healing skills.
Re: Regen items
Posted: Thu Jun 02, 2022 1:45 pm
by Detangler
Sulorie wrote: Thu Jun 02, 2022 7:08 am
Detangler wrote: Wed Jun 01, 2022 9:02 pm
facundo7777 wrote: Wed Jun 01, 2022 7:33 pm
As the tittle is more general than Your question i can add one thing:
All regen items should be removed or redesigned for different stats.
Nah, just the fleshrenders, the HV accessory, and the 80 hp pocket item. without those you can't stack ludicrous regen anymore and it wont have the massive gap between the "haves" and "Have nots" in small scale fights. leave the Sov items alone. Using the 184 Grimshimmer torso item has enough drawbacks that it really is a tradeoff between that and a sov/warlord chest piece.
As long as you have a healer in your small scale group, you wouldn't opt for regen gear anyway. It's a solo thing and this in itself is pretty niche. No idea why we should block it even further.
Regen gear gives classes with less healing skills who are per default at a disadvantage some sustain if playing solo, even if it doesn't make them equal to classes with actual healing skills.
And it makes WH/WE near unkillable. tank v tank fights are draws every time if both stack regen. it makes the solo game way less entertaining as the gear gap difference between regen and no regen is like Annihilator v Sovereign - zero chance to win vs someone with full regen gear.
Re: Regen items
Posted: Thu Jun 02, 2022 2:23 pm
by tazdingo
the idea of removing a bunch of unique and interesting gear so that tanks can run around soloing each other is absurd
Re: Regen items
Posted: Thu Jun 02, 2022 7:09 pm
by Sulorie
Detangler wrote: Thu Jun 02, 2022 1:45 pm
And it makes WH/WE near unkillable. tank v tank fights are draws every time if both stack regen. it makes the solo game way less entertaining as the gear gap difference between regen and no regen is like Annihilator v Sovereign - zero chance to win vs someone with full regen gear.
You shouldn't go around solo in rvr, when you can't heal yourself. We shouldn't promote more solo play to begin with and if someone wants to play solo, they have to prepare for it gear-wise and with an appropriate spec.
You can say the same about all sorts of potions, which have a huge influence on the outcome of 1vs1 fights, especially if one side has no or less/worse pots. As next step do we remove those too?
Re: Regen items
Posted: Thu Jun 02, 2022 8:01 pm
by facundo7777
Sulorie wrote: Thu Jun 02, 2022 7:09 pm
Detangler wrote: Thu Jun 02, 2022 1:45 pm
And it makes WH/WE near unkillable. tank v tank fights are draws every time if both stack regen. it makes the solo game way less entertaining as the gear gap difference between regen and no regen is like Annihilator v Sovereign - zero chance to win vs someone with full regen gear.
You shouldn't go around solo in rvr, when you can't heal yourself. We shouldn't promote more solo play to begin with and if someone wants to play solo, they have to prepare for it gear-wise and with an appropriate spec.
You can say the same about all sorts of potions, which have a huge influence on the outcome of 1vs1 fights, especially if one side has no or less/worse pots. As next step do we remove those too?
We shouldnt promote solo thats why remove regen items. Some classes are broken and op af in solo due to regen items.
No regen = less solo players, classes builded for their purpose (tank to tank, we or wh to assasination etc).
Re: Regen items
Posted: Thu Jun 02, 2022 8:42 pm
by Sulorie
facundo7777 wrote: Thu Jun 02, 2022 8:01 pm
We shouldnt promote solo thats why remove regen items. Some classes are broken and op af in solo due to regen items.
No regen = less solo players, classes builded for their purpose (tank to tank, we or wh to assasination etc).
There is a difference between not promoting it and making it less viable. We don't have to cut out "game modes" for no good reason. Anyone can go for more sustain, if they want to last longer solo and at the same time it doesn't affect any other field of play, as those specs are no viable anywhere else.
It only becomes "too strong" if you go rvr with a class/build not made for soloing and then you encounter those players but this is entirely avoidable.