elmdor wrote:HardboiledGargoyle wrote:Would it be too radical to remove normal HP regen from all non-resting actions?
Maybe it would - your char can even repair his equipment (from corrosion) on the go!
(but if it were removed then it could be buffed to e.g. 1 HP/turn, independent of max HP)
This change is interesting to think about as it has several knock-on effects. It would slightly discourage the current pattern of retreating to a safe spot to rest, and instead slightly encourage standing still (but closer to danger) to rest. It would incentivize training stealth, although maybe not that much. It would also end up being a modest nerf to characters with faster HP regeneration (trolls, VS, vampires in the "alive" state, probably others) in that they wouldn't get to enjoy these benefits while traveling or in battle.
Probably the most important effect would be on speedrunners, who would forever curse the dev responsible for removing the ability to regen-on-the-go AND their beloved breadswinging all in one commit.
This would encourage an extremely annoying-but-optimal strategy of blink-regen-blink-regen with melee-only monsters. Don't forget that for many characters, blinks are practically unlimited. Moreover, it would not remove kiting for fast species like Sp and Ce, just make it a million times more tedious: run away, stop to regen, run away, etc.
Also, it's not a modest nerf to species with fast HP regen, it's a huge one. "I can get back a good chunk of my HP in a fight" is orders of magnitude better than "I get interrupted by monsters while not fully healed less often."
Lastly, consider what this does: it effectively makes healing an active ability during fights. If there was an active ability that was always available, and quite often useful, I think the first thing most players would want is for the developers to turn it into some sort of a passive ability, or to reduce the need to use it all the time: see the recent changes to Sif's channeling.