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Main Forums => Suggestions => Topic started by: scribjellydonut on May 11, 2009, 10:08:34 PM

Title: Monstrous Regeneration
Post by: scribjellydonut on May 11, 2009, 10:08:34 PM
For anyone who has played a cleric to get to 5th circle spells, do any of you use Monstrous Regeneration? It seems like the most useless spell. A level 9 cleric can regenerate 12... count it 12 hit points, and a level 10 can get 15 hit points, both over the duration of 4 & 5 rounds respectively. I ask this spell to be tweaked to make it worth casting at all. By the way, before you respond with feedback please at least wiki the spell to see what I'm talking about - Even on high level servers this is a useless spell.
 
 
My suggestion -
Since I like weaker spells over the course of long durations compared to strong spells over short durations I suggest.
 
Spell level: cleric (//%22http://www.escapefromunderdark.com/wiki/Cleric%22) 5; druid (//%22http://www.escapefromunderdark.com/wiki/Druid%22) 5
Innate level: 5
School: conjuration (//%22http://www.escapefromunderdark.com/wiki/Conjuration%22)
Components: verbal, somatic (//%22http://www.escapefromunderdark.com/wiki/Component%22)
Range: touch
Area of effect: single creature
Duration: 10 rounds (//%22http://www.escapefromunderdark.com/wiki/Round%22) / caster level
Save: harmless
Spell resistance: no
Description: For the duration of the spell, the target (//%22http://www.escapefromunderdark.com/wiki/Target%22) creature (//%22http://www.escapefromunderdark.com/wiki/Creature%22) gains the ability to regenerate (//%22http://www.escapefromunderdark.com/wiki/Regenerate%22) 1 hit points (//%22http://www.escapefromunderdark.com/wiki/Hit_point%22) every round.
 
As you can see, this will give the target 1 HP a round for 10 rounds per caster level. I don't think this makes the spell a balance issue, since 1 HP a round is hardly going to be beneficial in the thick of melee. Rather the purpose is kind of like a temporary ring of regeneration over the course of 10rounds/level. And seeing as you need a level 9 cleric to even cast this spell, I don't see it being overpowered.
 
If that doesn't fit your bill, then maybe there is some other way you can modify this spell to make it... well useful.
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Post by: Relinquish on May 11, 2009, 10:14:23 PM
Regeneration is quite a great ability. If you don't like the spell you can always prepare other ones (I don't see why anyone would prepare this spell even if it was changed) It may be used more for an RP sense, where you can regenerate a limb (Though I'm not positive about that, I recall there being a discussion about it being able to regenerate limbs and I forget the outcome)
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Post by: lovethesuit on May 11, 2009, 10:20:54 PM
10 rounds is just 1 turn.

I think extending the duration to turn/level would be good, or even just round/level.
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Post by: meow-mix on May 11, 2009, 10:34:55 PM
Troll   23str   14dex    23con   +5ac   +10hp   claw 1d6+6 / claw 1d6+6 / bite 1d6+6
critical: 20/x2   regeneration +1

This is I believe what the level 4 spell polymorph does on EfU for 1 turn/level.  So basically regeneration +1 for turn/level, plus physical bonuses.

A level 5 spell should do significantly more hp per round (which is does) for the same duration (which it does not).

Or it should do the same hp per round (which it currently exceeds) for a significantly increased duration (which it does not).

From a balance perspective, monstrous regeneration is laughably underpowered.  But I doubt it's a frequently enough used spell that the DM's want to script a new version.

Correct me if I am wrong!
Meow-mix
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Post by: Relinquish on May 11, 2009, 10:43:01 PM
Troll is a mage spell, though It has +2 regeneration IIRC here, but since it is primarily a mage spell the AB is still laughably low.
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Post by: lovethesuit on May 11, 2009, 10:49:16 PM
The Regen is 5. Geez. It's right there in NWNWiki u guyz.
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Post by: TheImpossibleDream on May 11, 2009, 10:49:39 PM
In a roleplay realm such as this one a spell like this (not from an item but cast by a cleric or druid) can regenerate lost limbs
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Post by: Relinquish on May 11, 2009, 10:50:30 PM
No, the regen is nerfed on NWN, turn into a troll and see for yourself.
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Post by: Jayde Moon on May 11, 2009, 11:32:22 PM
Compared to a medicine bag used by a decently skilled healer, the spell is utterly useless.

A healer with healing skill upping items can pretty much get their skill high enough to guarantee the same payout on a medicine bag used IN melee.

When medicine bags are regularly returning 20 hp, it seems a regeneration spell should be able to do more.

CMW every round for your level in rounds, or 1 HP per round for your level in turns seems fair.
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Post by: Drakill Tannan on May 12, 2009, 04:32:41 AM
Quote from: meow-mix;125342....monstrous regeneration is laughably underpowered. But I doubt it's a frequently enough used spell that the DM's want to script a new version.

Correct me if I am wrong!
Meow-mix

That's the point. It isn't used because it's pretty useless, what Scribejellydonut suggests is making it usefull so it is usefull.

In fact, i'd love to see other spells been buffed, fire wall comes to mind, but that's for another thread, i support this chance, mounstrous regenerations is totally useless, with this modification it would become usefull, but in a diferent way as the actual level 6 regeneration spell.
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Post by: TheImpossibleDream on May 12, 2009, 05:04:39 AM
Quote from: Drakill Tannan;125404That's the point. It isn't used because it's pretty useless, what Scribejellydonut suggests is making it usefull so it is usefull.

In fact, i'd love to see other spells been buffed, fire wall comes to mind, but that's for another thread, i support this chance, mounstrous regenerations is totally useless, with this modification it would become usefull, but in a diferent way as the actual level 6 regeneration spell.

It's not used because there hasn't been a cleric to reach that high without getting spell failure before hand just yet!
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Post by: Drakill Tannan on May 12, 2009, 05:10:40 AM
But when a cleric does, trust me, it won't use it, neither will the druid but who makes druids anyway?
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Post by: scribjellydonut on May 12, 2009, 06:28:07 AM
I believe there is a level 9 cleric wandering about, but FOIG
 
No, it's not me lol
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Post by: Egon the Monkey on May 12, 2009, 10:01:25 AM
Quote from: Drakill Tannan;125404In fact, i'd love to see other spells been buffed, fire wall comes to mind
O_O
That spell is awesome.
L7, it lasts for 18 seconds. Deals 4d6 dmg to anything running through it. is easy to aim and not hit allies with. Less damage than ICesptorm or Firball, but easier to use in a trickey situation, and can if used right hit a LOT more enemies.

To use it, you plonk it where enemies advance through. I've dropped them on Wild Orcs way ahead of my allies so everything got hit by it. I've blocked corridors on Jergals with it. I've used it with Grease on the recent Spider attack to slow down AND burn everything coming in.

I just live in hope of a Goblin based server attack so I ratchet up 80% of the kills with that spell alone. ;)
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Post by: lovethesuit on May 12, 2009, 06:03:17 PM
Quote from: Relinquish;125349No, the regen is nerfed on NWN, turn into a troll and see for yourself.

I do. Often. And I regenerate for 5hp. SPEAK NOT OF WHAT YOU DO NOT UNDERSTAND FOOL
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Post by: Relinquish on May 12, 2009, 06:43:57 PM
Quote from: lovethesuit;125461I do. Often. And I regenerate for 5hp. SPEAK NOT OF WHAT YOU DO NOT UNDERSTAND FOOL

DO NOT YELL AT ME BECAUSE WHEN I USED IT IN THE UD I REGENERATED TWO HIT POINTS A ROUND FOOL
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Post by: lovethesuit on May 12, 2009, 06:56:39 PM
Quote from: Relinquish;125468DO NOT YELL AT ME BECAUSE WHEN I USED IT IN THE UD I REGENERATED TWO HIT POINTS A ROUND FOOL

NO UR THE FOOL
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Post by: Germain on May 12, 2009, 06:58:12 PM
Isn't the point of the spell to provide healing over the course of a fight vice a means of healing in between fights?

I sadly have to agree that as it stands there certainly isn't enough Clerics/Druids to probably warrant a change in the spell.  Such is my opinion though.
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Post by: scribjellydonut on May 12, 2009, 07:31:55 PM
Quote from: Thane;125470I sadly have to agree that as it stands there certainly isn't enough Clerics/Druids to probably warrant a change in the spell. Such is my opinion though.

Except that it would be devilishly easy to do
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Post by: derfo on May 12, 2009, 07:58:46 PM
i had an item with monsterous regen once a day one time it was sick
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Post by: MrGrendel on May 12, 2009, 11:14:00 PM
The advantage of this spell lies not in the raw healing it does, but in that it heals passively while the cleric is free to do other things in that time. Thus, in terms of hp healed, it should be weak compared to other cleric alternatives, not strong.
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Post by: scribjellydonut on May 12, 2009, 11:42:11 PM
Quote from: MrGrendel;125500The advantage of this spell lies not in the raw healing it does, but in that it heals passively while the cleric is free to do other things in that time. Thus, in terms of hp healed, it should be weak compared to other cleric alternatives, not strong.

Don't you think everyone realizes that?  That still doesn't change the fact that it does 3 hp a round, for 4 rounds(or 5 if you're level 10).
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Post by: MrGrendel on May 13, 2009, 12:06:16 AM
Quote from: scribjellydonut;125508Don't you think everyone realizes that?

No, I don't assume everyone innately knows or considers this. Why do you think I pointed it out?
 
Quote from: scribjellydonut;125508That still doesn't change the fact that it does 3 hp a round, for 4 rounds(or 5 if you're level 10).

That's 4 rounds of casting other spells (such as your full allotment of cure critical wounds from the 4th level of spells) with the regeneration healing on top of it.
 
5th-level cleric spells, by default and design don't include any powerful healing spells. But you could supplement the cleric's healing abilities with regeneration, if you really wanted to. You're not missing out on either cure critical wounds OR heal (assuming you made it to 11) by taking the spell.
 
If you had to give up a slot of cure critical wounds, or heal, to take regeneration, I might agree with the OP that MR should be equivalent. However, as this level of spells doesn't provide much in the way of good healing, and because MR may still provide an advantage in the right circumstances, I'd say to leave it as is.
 
Also, frankly, clerics are plenty powerful already.
 
All just my opinion, of course.
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Post by: The Crimson Magician on May 13, 2009, 12:10:17 AM
TBH, just pick a different spell. Also.

MR G. SUP.

SADLY I MUST DISAGREE WITH YOU, BECAUSE EVERYBODY KNOWS THAT THE SPELL HEALING CIRCLE IS WAAAAAAY BETTER THEN MONSTROUS REGENERATION AND EVERYONE KNOWS THAT
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Post by: MrGrendel on May 13, 2009, 12:17:24 AM
Quote from: The Crimson Magician;125517SADLY I MUST DISAGREE WITH YOU, BECAUSE EVERYBODY KNOWS THAT THE SPELL HEALING CIRCLE IS WAAAAAAY BETTER THEN MONSTROUS REGENERATION AND EVERYONE KNOWS THAT

OH SHI-
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Post by: Jayde Moon on May 13, 2009, 12:33:43 AM
Also, I can use a medicine bag on you and it will do a shit ton more passive healing on you while I'm free to do other stuff, like medicine bag the rest of the party, and then cast other spells, or shoot my crossbow, etc.

My only point in this suggestion/debate is that a spell that belongs in the hands of a level 9 cleric should have a lot more wow factor than an easily acquired item that utilizes a skill that is a class skill (afaik) for every class.

Even someone totally untrained in the skill has a 5% chance of healing 9 pts of damage when not engaged in melee.

Whether the DM team has the desire to change it, due to the lack of lvl 9 clerics running around, is their call.  But it seems silly for the peanut gallery to contend that this spell has some kind of advantage relative to what you need to be able to cast it, especially when held against medicine bags, available to all and able (ESPECIALLY by level 9) to heal FAR more HP.
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Post by: MrGrendel on May 13, 2009, 02:58:00 AM
I have to admit, it's not too good compared to healing spells from IV or VI. But in the big picture, maybe clerics don't need to have a good heal for every single spell-level. You could put empowered cure serious wounds in there or something if you really want to fill all your spell slots with healing.
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Post by: Drakill Tannan on May 13, 2009, 01:37:40 PM
MrGrened (as always) i disagree with you. Monstrous regeneraton is plain and simply useless. To my eyes regeneration is mean to either

 A) Heal over time in between combats, to be at higher HP in between fights.
B) Have slightly more life while fighting.

Monstrous regeneration has a duration so small it cannot posibly be used for A) because it will need to be cast after each fight, a round better spent in a lower level healing spell, such as, even cure light wounds (3 HP for 4 rounds = 12 HP healed in total, cure light wounds heals 1d8 +5 with an average of 9, if the cleric has a healing domain, you can expect it to -always- heal more than 12 HP) As for B) it is almost worthless, it does a allow slighly faster healing, but healing circle is simply better to heal multiple frontliners.

Changing it in the wat Scribjellydonut suggests makes it usable by the means of A) while not B), leaving that to the true regeneration spell. Something pretty good IMO.

Also you mentioned clerics are already overpowered, well, how about druids? i feel they are vastly underpowered (i know eveyone says, al least in the forum, druids are overpowered, but none has been able to tell my why) and this might give them some more usefullness.

EDIT(s): More off topic, Egon please explain me how firewall can be somewhat usefull? it deals, if we are optimistic, 20 damage at a time where most enemies have over 50 HP, so it doesn't kill anything, it damages them, but only if they go through it, but the area of effect is small, so most enemies likely dodge it accidentally and aren't bothered, the fact that you can't chose the direction of the wall also annoys, this leaves to it being only usefull in narrow corridors and doorways, and you have to metagame to do that, unless of cource you're a sorcerer, in wich case, why would you take a spell that can only be used on certian situations when you have other good level 4 spells? Edvard's deals good damage and it's less variable, so you can always expect it to deal more, also it paralizes if the enemies fail the savin throws (speaking of wich, firewall offers a saving throw for half damage, meaning 10? horrible) good for a conjuratior and i belive the duration is the same. How could firewall be posibly usefull when you have Edvard's?
(PS if you don't want to spam the post with non-topic, send me a PM)

More off-topic: Thouse two tyiping with CAPS LOCK on, be less childish please.
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Post by: Mort on May 13, 2009, 09:53:00 PM
Probably wont be modified since it's used as part of the dropping items in its current form and would probably become too strong if it was modified to give regeneration for 9 turns.