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City Of Heroes: Official Regen Nerf Thread: Statesman

| 22 Apr 2005 21:15

Broad Sword:
Slice (4 damage, 1 recharge, 1 accuracy)
Build Up (2 accuracy buff, 3 recharge speed)
Whirling Sword (4 damage, 1 recharge speed, 1 accuracy)

Regeneration:
Fast Healing (2 heal)
Reconstruction (5 heal, 1 recharge speed)
Dull Pain (5 heal, 1 recharge speed)
Integration (6 heal)
Resilience (6 damage resistence)
Instant Healing (5 heal, 1 recharge speed)

Pool Powers:
Health (6 heal)
Stamina (6 endurance recovery)
Hasten (6 recharge speed)
Tough (1 damage resistence)
Weave (1 endurance discount)

Hero Level
We tested this build at levels 30, 35, 40 and 45.

Minions
With enemies up to 6 levels above the hero's level, this build could take on from 20 to 50+ minions at the same time with minimal issues. This dropped to a low of about 10 minions where the hero was level 45 and the minions were eight levels above the hero's level.

Lieutenants
Even with lieutenants as high as 8 or 10 levels above the hero's level, it never took fewer than 10 lieutenants to reliably take down a hero - and that with lieutenants 8 levels higher than the hero's level. With lieutenants only 2 levels above the hero, it took 15 lieutenants to reliably take the hero down, and at the same level as the hero 17-25 lieutenants.

Bosses
For bosses of the same level as the hero, it took on average 12-15 bosses to take down this build. As the level of the bosses was raised in relation to the hero's level, this number dropped; at the extreme of 8 levels above the hero, it still took 4-5 bosses to reliably take down this hero.

Range
The enemies we tested against were ranged, which given this build's heavy use of melee AoE's became a problem once the enemies began to disperse. If the enemy type had been melee-only, this would have increased, rather than decreased, this build's effectiveness.

Accuracy
Survivability against lieutenants and bosses six to ten levels above was more an issue of Accuracy and time. In most cases it was feasible to simply hit and run, though this was time consuming. Alternatively, it would be necessary to use Accuracy buffs or Accuracy Inspirations to hit the enemies. Needless to say, against minions this was not an issue, even with minions ten levels above.

Inspirations
Up to about five or so levels above the hero, Inspirations were very nice, but not critical. Above that point, Defense and Accuracy Inspirations were necessary to survive the opening of the engagement. Provided enough minions were around, it was generally possible to kill minions fast enough to more or less replenish the initial supply of Inspirations. This was not the case with lieutenants and bosses, and killing them quickly was a significant determinant of success.

Enemies
The villains used in this set of tests were Vortex Council minions, lieutenants and bosses.

As you can see, a Regen Scrapper can still handily take on a ton of stuff. Missions (AV's aside) are relatively easy even at the highest difficulty setting.

What has consistently been pointed out in these forums is that Regen is no better, and in fact, somewhat worse, than Invulnerability. Datamining and testing confirm this; this means that Invulnerability is also a concern.

There's two principles in balance here: 1) the player needs to be able to find a challenge in the game. If a power set is so good that it's nearly impossible to find a tough fight, then the game becomes boring. 2) All Power Sets should be holistically equal. Some might be situationally better than others, but when all things are considered, Power Sets are equal.

The changes to Regen address issue #1 but not #2 - and that's something that we'll need to remedy in the near future.

Here's the Thread

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