DDDsDD999 wrote:VDZ wrote:DDDsDD999 wrote:Should probably make this based on HP, so 10 CON characters with a bunch of heart containers don't just regenerate their health faster than the damage they take. Or just remove heart containers, like they probably should be.
Is HP regen based on Max HP rather than CON? Because if that's the case that seems like a problem to me. It's not just heart containers; it would also lock out the option of having equipment buff HP directly, temporary buffs raising HP, etc. Likewise, it's not just this specific formula that would be problematic in that context; anything involving CON-based damage or damage scaling would be hindered by faster regeneration. Wouldn't it be better if a 10 CON character with a bunch of heart containers would only regenerate as fast as a normal 10 CON character? (I'd expect an increase in HP to do only that and not also be a pseudo-CON increase for regeneration purposes.)
HP Regen is flat (at some point at least, I don't know if they changed it). The problem here is that a 10 CON character would take single digit damage cleaves which heal off over any chasing period.
Then the problem isn't really with heart containers, is it? At single-digit hits you'd need to take over 10 hits without healing before you get KO'ed. The heart containers will only protect you from a death of a thousand cuts as the wounds slowly bring your HHP from 100 to near-0.
Which, if the scaling is really that bad, just brings another problem: If stronger players cannot properly KO newbies, they'll instead be crippling them through slowly accumulating wounds, and by the time they can feasibly KO the newbie, the concussion might actually kill them. (It'll at least cripple them for the foreseeable future.) By not getting KOed before then they miss out on the free teleport home to protect them from being murdered, thus likely only increasing the suffering caused to newbies by griefers.