Blood Magic

Blood Magic

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[Idea] Regen Problem

ThePreviousOne opened this issue ยท 15 comments

commented

As I've heard direwolf20 say countless times "WayOfTime doesn't like people using regen at the altar".
So I was thinking; why not check for regen effect, then take more LP with a low chance to kill the player(all LP).

commented

I'm not against regen, I'm against people using regen with no cost. Also, a chance to kill a player randomly will NEVER be added to the mod - this mod will still be playable in hardcore.

commented

Ok, my mistake. I still like the idea of taking more LP though, cutting is scary

commented

I was thinking, take a variable amount of LP, to make click happy people pay more attention.
To me the added "risk/danger" makes it more exciting

commented

I used to cause hunger, but I stopped doing that when I added the incense system. Botania added Regen III (or even IV) for basically just mana, which is very cheap.

commented

"cutting is scary" I know it's part of the mod itself but sometimes I wish there was some kind of "setting" or something where for example if you SHIFT+right click it takes half your healthbar at a time that might help people who are (click happy xD) or just get frustrated when clicking too much (lazy indeed) but is that a feature request ? You say that your not against regen WayofTime but if I remember right any regeneration effects who were higher than level 2 were giving hunger If I am not mistaken and isn't that kind of contradictive..?Because I am pretty sure that high level of regen is pretty expensive..?(diamond apple from TC,enchanted golden apple etc.)

commented

You hardly need regeneration if you're in range of a Ritual of the Satiated Stomach.

commented

Could maybe have it do something like tell the player under the effect of strong regen 'The blood flows from the altar back to your body' or something. And the higher levels of regen means less and less blood flows? It would make the time to get blood more even, I think; you can have high regen but your blood is obviously worth less now.

commented

No regeneration = 100% blood from cutting your wrist.
Regeneration 1 = 90%
Regeneration 2= 72%
Regeneration 3 = 50%
Regeneration 4 = 30%
Regeneration 5 = 15%

Seems fair.

commented

Then people are just gonna go to back to sacrifice since self-sacrifice would be less powerful.

commented

Not if you doubled the base rate of cutting yourself.

commented

I'd argue that tranquility still works, and you can apply regen to restore your health afterwards... you just can't use a long regen for infinite easy LP. Self-sacrifice would still be fantastic, but it'd be less of an abuse of the system. Besides, in 1.9 health naturally regens pretty fast from eating. There's still advantages to having some regen, being that your health recovers more quickly and you're less likely to die. If I'm not mistaken, it still adds up to a net benefit, just one with diminishing returns.

Besides, sacrifice should still be a valid option.

commented

No regeneration = 100% blood from cutting your wrist.
Regeneration 1 = 90%
Regeneration 2= 72%
Regeneration 3 = 50%
Regeneration 4 = 30%
Regeneration 5 = 15%

Seems fair.

This is actually very close to something I've wanted to implement since 1.7.10. Haven't ever brought it up with Way, though.

commented

It is a logarithmic 10% decrease in blood per level of regen. Easy enough to scale up to regeneration X. This could work hand in hand with the increase from the Tranquility bonus.

commented

Tranquility, that is what is was thinking of when I said double your blood.

commented

Update on this? General idea was accepted but implementation is uncertain.