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let's say it was 10% per trigger, which is roughly 1 time per 'your turn' if you have everyone alive.
10% of 600, is 60. meaning at "normal gameplay levels' EG not WD 8000+ your healing 60, when enemies are doing over 300. And that is with a relic I am highly pushing essence into (Carpenter Class Relic) keeping them at 600+ HP.
Nurse only AoE Heals for like 100. So your effectively nerfing the heck out of the Regen Relic, to the point it's weaker than a Nurse, at the 'benefit' of being 0 Cost MP.
Now let's advance a little. Enemies commonly do 400 damage. Your HP is now 1000. Your still, only healing, 100 with a nurse AOE healing for another 100, or 200 of the 400 damage dealt.
Meaning.. by the time this relic is "not as useful" Nurses are already heavily relying on single target heals - and you should just add a nurse to your party. Maybe invest in some Evasion Gear, because if you literally dodge it, it does 0 damage to you, as well as no effects like fire, sleep, poison, burn, etc.
2nd commenter → In my experience enemies don't do 300 damage when your chars' hp is 600. It's far less, about 100-150. Otherwise you put not enough essence into your HP relic.
On the other hand I'm currently on 7.000+ floor, got 2500hp on my chars and enemise do 500-600 damage - 25-30% of max hp.
My nurses not wearing magic boosting gear heal the group for 200Hp. Regen is stiil 100 - about 4% of max hp.
When I reach 10.000 floor, my chars wiil have around 3500HP, enemies will deal 800-900 damage - still 25-30% of max hp, nurses will heal the group for 250-300hp per cast. HP regen will still be 100HP - about 3%.
The more hp pool my chars have, the less efficient hp relic becomes.
Saving this prodression, when max hp wiil be 10.000, enemies will deal 2.500-3.000 damage, nurses will heal the group for 800-1000hp, but relic will still regen 100 hp - 1% of max hp.
I'm sure this needs to be fixed.
This actually makes no sense when you really think about it. The way you are saying this, is at some point, you will just lose.
You only get 1 shot, if your HP is low, if your HP is higher, and you can survive, HP regen comes into play at that time. So instead of dying in 5 shots, you regen and are able to take 6 or 7, that extra shot, allowing you time to recover, and hope they attack some of the others, to spread the damage out.
The real problem is when RNG decides to say "♥♥♥♥ you" and focus all 4 attacks onto 1 guy. This is the more likely scenario to happen, and usually at this point, even high HP, will die.
Enemies are hitting for 9,500-12,500 in the 90,000 range with 70k-75k Health.
If at floor 7,000 they were hitting for 500-600 damage, so that 13 times the floor but 20 times the damage, at floor 350,000 it will be even worse, and worse still near floor 1,000,000.
Edit: And just to add to my point at level 100,000 now enemies are hitting for 15,000-18,000. That is about 5,500 damage in only 10k floors
Not to mention that even if you can get oneshot and you do have x in your party you get put to 1 hp. Though can't really rely on the regen relic for that. And you can easily get oneshot in ambushes at higher floors..
At that point using things like back protectors or damage resistance gear is recommended as well as scripting to that when characters dont need to take an action they defend.
Mineshafts = healing fairy.
Nurse's "Group Heal" base healing increased to 20% of ally's Max HP or 100, whichever is greater. Cannot exceed half of ally's Max HP.
in list Version 1.0.5 (66) IN DEVELOPMENT
The problem with regen and health as a whole is how it scales, when you have 20,000 hp you would need 200 ticks to regen a 1 hp character to full. HP grows at a flat rate, while damage taken and dealt grows at an accelerated rate.
I'm, only around 1k HP myself. TBH it sounds like you have really enjoyed this game to get to that point. For sure it is difficult to balance a game such as this from begining to end. You ultimately need early game and late game content. I think the right choice is made in having stonger support for the first 1000 floors, over the later 10,000. I think the best way to allow this type of support is to grow the game to more than a single dev. Meaning find a way to support him and maybe he can hire a second. Just think of that triangle of quality, money, time.
(I'f you notice my postings for the last few hours, I'm slowly getting more drunk. sorry)