Stinksuit wrote: Fri Oct 10, 2025 6:12 am
Im not really sure why you seem to be so defensive about this subject? For the most part it seems that people are having quite a good conversation about this (I'm actually surprised it has stayed this civil). As was mentioned above. If it bothers you so much, well maybe you shouldn't read the thread..
In most cases this is due to complainants losing to a regen build, making a regen build themselves, tasting a win which make them feel invincible, and then getting defensive when other people talk about removing their means to that crutch.
I don't blame them.
Lately, PvP has become very hateful. On both Order and Destro. People will emote, troll, grief and corpse jump when they kill an enemy. This pushes solo and small scale players to opt the most effective ways to survive and kill. Interestingly enough, the very community that hates on these "OP" builds leads to their popularity. Then, when they die to these builds, they add more hate to the fire, creating a vicious cycle which I believe is intended as per the grand design of this game.
Coming back to the discussion on the grimshimmer pieces, let's put down some numbers for all the common sources of regen:
1. Grimshimmer Chest X1 : 184hp/4 sec
2. Fleshrender Rings x3: 120hp/4 sec (not 4 because of sent/vict ring)
3. Regeneration III (Renown): 140hp/4 sec
4. Pocket Item x1: 80hp/4 sec
5. Regen Potion: 80hp/4 sec
6. Regeneration of the Sentinel talisman: 72hp/4 sec
This totals 676hp/4 sec which is 169 hp each second. Note that these are ONLY the common sources that anyone can use, this can be further increased from other class specific items like boots, shoulder, helmet, etc. but anyone running this much regen loses too much offensive capability, and these builds are mostly good against others that have 0 sustain.
Even if Grimshimmer chest is completely removed, it still leaves 492hp/4 sec which is 123 hp each second which is more than enough. This means that with small tweaks, regen builds will still show similar performance.
Now, if we completely remove regen from the equation, this will lead to a class meta shift because regen is a major pillar of health recovery for some classes and archetypes. I will elaborate:
Sources of Health Recovery:
1. Direct Healing: High amounts of health recovery but requires GCDs or casting, with no offense being done in the same time. Can be countered by Heal Debuffs and interrupts.
2. Life Taps: Moderate to high health recovery. Abilities that deal damage and heal the user at the same time. Can be countered by Block/Parry/Disrupt, absorbs or interrupts.
3. Regen: Low health recovery. Can be countered only by increasing DPS by 100-180 per second (depending on how much regen the target is running), which is not much honestly and the core reason why regen alone is not enough to survive.
Consequently, classes with access to direct healing and life taps, and those that have enough dps/mitigation against them would dominate the solo meta. I can see a future where forum posts would call for heavily nerfing life taps and tactics such as divine fury. They will also call for reducing efficacy of heal debuffs and complain about too much Block/Parry/Disrupt (we are getting here soon btw).
To conclude, contrary to what most people believe, I believe regen increases build variety and ways to spec out your class outside the usual RvR/SC specs. The actual problem lies with certain classes being able to do more damage than others while being "tanky" at the same time, but I don't believe they are invincible when they choose to fight. Remember, running away is a loss
Personally, I wouldn't mind regen being removed, it will only impact a niche, albeit a super fun, gamemode. But it won't solve the issue of people believing that there are OP builds in 1v1.