Daedros wrote:So, after thinking about how weak Regeneration is in M&M8, i'm wondering if it's possible to make Regeneration (spell, skill, and item property) regenerate a percentage of Max Health? Like Normal/Item Regeneration regenerates 1% Max Health every tick, Expert regenerates 2% Max Health per tick, Master regenerates 3% Max Health per tick, and Grandmaster regenerates 4-5% Max Health per tick. This would make the War Troll a viable tank alternative to the Champion, because while the Champion focuses on mitigating incoming damage, the War Troll focuses on regenerating it, and therefore could easily regenerate between fights on his own.
Also, i'm wondering if it would be possible to add a SP Regeneration ability to the Meditation skill? Like Normal Meditation/Item SP Regen regenerates 1% Max SP per tick, Expert Meditation regenerates 2% Max SP per tick, Master Meditation regenerates 3% Max SP per tick, and Grandmaster Meditation regenerates 4-5% SP per tick. This is on top of Meditation adding directly to the SP pool. This would help alleviate the problems that spell casters have when they run into hordes of monsters that have massive HP pools to burn through because of monster scaling.
Also, is there a "permanent" way to reduce your characters Age? I can't quite remember if M&M 6 had one, i remember that some of the older M&Ms did. It would be awesome if Rejuvenation Potions could "permanently" reduce your characters age by like 5. So if you're like Age 50, you can drink 5 Rejuvenation Potions, and go back to Age 25. Would also be great if Age affected Liches and Vampires/Nosferatus differently than other characters. High ages should actually increase a Lich's Intellect and Endurance, while increasing the Strength, Endurance and Speed of a Vampire/Nosferatu. The older they get, the more powerful they become.
Now I know this isnt what you were asking for, but I noticed that you can actually stack regeneration items on your character and recieve the benefit of them all. My knight had several regen items and recieved 5hp per tick, while my sorcerer could cast magic all day long after getting 4-5 mana regen items.
At least that's how things worked before the latest patch, might be a bug or a feature, Im hoping its a feature because it makes those items worth collecting again.
Bugs I have found:
*Castle Darkmoor and the rejuvenation potions cannot be drunk.
*The cloaks on the paperdolls seem to conflict with the armour after the patch, that wasnt the case before it.
*If you start with a "pure MM6 party" in Enroth, you cant get anything better than Basic disarm trap (Knight/Archer) without altering the files.
*Not a bug per se, but it FEELS as if time goes by a bit too fast? A 7 hour cast of regeneration lasts about half a dungeon now, when it used to be more than enough to clear it. I dunno, just a hunch, might also be a feature and not a bug. Though I would prefer if time didnt pass so fast, but still give me the ticks of regen in the same real time. Ie, in 5 minutes real time say I would have been experiancing 2 hours of "game time" in game, and gotten 10 regen "ticks", for example, those times are probably way off. I would love it if those 5 minutes of real time instead would be translated to about half of what it is now, so 2 hours "game time" becomming 1 hour, but still give out those 10 "regen ticks".
Again, awesome mod and support for it, talk about ressurecting a whole franchise.