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It would be funny if Regeneration allowed the use of your own body as an ingredient in cooking, like Photosynthetic Skin, it would be a jerky that increases your max hp by base 10% and 3% per mutation rank.
Yes, but body parts produce weak cooking effects and are heavy. Regeneration's self-jerky could function much like Photosynthetic Skin's ingredients already do, being available to use on cooldown and giving only a single effect. This also allows stacking the max hp bonus with normal jerky items for even more hp or those triggered effects.
Regeneration is currently a good source of reputation neutral faces and those scale with your level. You can wear your own +3 ego faces if you hug a Madpole hald naked for a few turns (run when you get low though). I think you need to be level 35 for +3 and level 20 for +2, but not sure.
Would maybe be cool if you could infuse your dismembered limbs with life and make them allies for a while. Regeneration is imo too expensive for what it does right now and seems for the most part to be a new player mutation to deal with Golgotha and the likes. It costing 5 is harsh. A mutation only giving utility is fine (especially physical mutations like to give passive stuff), but the utility just becomes so easy little as you progress and get access to other options. Infinite limb reg is kind of nice, but it happens too rarely to not just use the other options.
Though I do like the idea of having a 'super-tonic' healing ability on a long-ish cooldown as well.
With the extreme buff for single weapon fighting, getting decapitated can not be safely avoided with AV/MA anymore due to penetrating strikes. You can now die even with super high stats from a single hit from an axe arcdervish without reg/precog (which is not a fun change I'd say).
I'd say just buffing HP reg a bit over level would already do a lot. It is a bit sad that unless you boost willpower and toughness a lot, you are hardly getting much more HP per turn on level 30 vs level 1 and even if you do boost them, the change is too little to matter against the max HP/damage numbers and healing items that you usually have at that point. I think that is a general issue that could be changed, which would buff regeneration too. Even if that gets changed, I'd say taking it down to 3 does not sound unreasonable.
The more you know about the game the more you find it to be expensive for what it does.
But for a brand new player I reckon it's probably one of the best choice for a much easier start.
At low level it let you heal to full hp by just resting a bit.
If you put some level into it, lets say till lvl5, you're safe from fungus, glotrot,... all of which are notoriously deadly / run ending for new players. Let you focus on other stuff.
As of now, I reckon it work as intended, new or lazy player don't mind the cost for it's usefulness. More experienced player or more motivted player prefer to focus on something more cost efficient.
So instead of reducing it's cost or plain buffing it's effect from lvl1, I think it would make more sense to work on the scalling.
You gain 10% flat increase in hp regen per lvl for a max of 310% at lvl30, this is silly. Make it exponential past lvl5 and add like a flat +10hp/lvl flat recovery.
Same with the limb regen chance, you reach 100% at lvl10 then it keep going up, why ? You still can't regrow more than a limb per round. If you loose an arm you still need at least 2 round to regrow it fully even with like 300%regen chance and as far as I'm aware, nothing can reduce your chance of regrowing stuff so...
I say, lets apply the above 100% for a second limb and above 200% for a third !