Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

Game Mechanics A Change to Base Health Regen

Discussion in 'General Suggestions' started by Flufe, May 16, 2025.

?

Do you think this change to how Base Health Regen works is a good idea?

  1. Yes!

    100.0%
  2. No!

    0 vote(s)
    0.0%
Thread Status:
Not open for further replies.
  1. Flufe

    Flufe Le Furry Guy

    Messages:
    9
    Likes Received:
    26
    Trophy Points:
    47
    Guild:
    Minecraft:
    Hello!

    This is an idea I've had in mind for a while, and also something that has been discussed every now and then in the official Discord. I finally figured I shall make a Forum Suggestion about a change to how the Base Health Regen works in Wynn. I find it rather appropriate to post now too, since the most recent patch adjusted Health Regen Raw values.

    So here we go, this is my suggestion, I'll try to go in depth a bit too.

    === Part I - Introduction ===

    Health Regen is quite a important identification in Wynn, as it serves as a easy way to survive without having to drink potions or cast any sort of spell to heal yourself. Certain items may increase or decrease your health regen, which can create interesting build scenarios at all stages of the game.

    However the base Health Regen is 3 Health which you regenerate every 4 seconds. At the start of the game, this is a perfectly fine amount and a good few items give you some more health regen or life steal, or some other way to gain health faster, which is very welcoming in early game and espescially for new players.

    So what is the main issue with Base Health Regen? Well...

    === Part II - Endgame Regen is Bad ===

    In endgame, there is a lot of items which give some sort of downside to health, espescially Health Regen Raw.
    Most people do not mind IDs such as Health Regen % or Health Bonus being negative, but almost everyone dislikes Health Regen Raw, as not only is it annoying to deal with in Content, but you cant even really afk or look at trade market without going down to 1 Health unless you have self heal or wanna waste a bunch of potions to heal back (or offhand something else)

    This is where a change to how Base Health Regen (Raw) comes in. If we had a way to get more Health Regen as we leveled up, this would atleast help allievate the amount of health you lose overtime with some builds. Of course, nothing too overpowered should be done.

    What did I come up with? Like the +5 Health Bonus you get each time you level up, you would also get a +2 Health Regen Raw each level. This means at level 105 (or 106), you will have 213 (215) base Health Regen.

    Now this is not that much health regen to be game breaking, but I can see situations where certain items with massive negative Health Regen could get obsolete with this change (such as Grandmother or Warp), so it could also work in a way that Ability Points do, so you only get the bonus Health Regen every so often, and maybe the 105/106 gives a higher amount as a final level bonus (maybe 120 base?)

    This would also help with some of the Health Regen Raw balancing issues, where a lot of nerfs to those items mostly hurt newer/poorer players compared to rich players who can find other expensive ways to mostly negate negative Health Regen Raw, whereas the poor players will likely not afford these changes. Having some higher base Health Regen at the end of the game means you dont need the best possible rolls on all your gear to negate the effects. And yes, I know they aren't really meant to be fully negated, but when you play classes that cant self heal, and gambits in raids exist that limit healing (or only 3 Potions gambit) this becomes a major issue for a lot of players.

    === Part III - Town Healing ===

    Lastly, theres another solution that could also work, although it wouldnt fix the general issue for in-content Health Regen being negative (or extremely low as Base), and that would be to give Towns infinite Health Regen, similar to how housing can allow infinite Health Regen. The only way I could see this get abused is in Hunted Mode, but you are safe in towns anyway, so it should not be any issue.

    === Part IV - End ===

    That is all I have to say about the idea to change how the Health Regen works, there is other threads to explain more indepth on how it works in general, like its weird quirks and all that, but I think most of us would agree that only regenerating 3 Health in endgame is rather ridiculous, and that negative Health Regen is very annoying, espescially if all you wanna do is search the trade market, or talk to others. I do not think this change would make a major difference in Regen balancing, and of course it is merely a suggested amount, CTs could change it to 1 Health Regen per level, that would still be way better than +0 per level.

    This should overall be great for the game's health, atleast in the long run, and at the minimum, regeneration should be massively boosted in towns, as I see no reason to why we should have to waste potions on that, assuming we aren't a class with self heals.

    Thank you for reading this suggestion. I hope it was readable and worked well, I'm bad with Forums and making structured posts like this.
     
    Elytry, Tzelofachad, Rythew and 4 others like this.
  2. Deusphage

    Deusphage but a beast Modeler Builder

    Messages:
    2,835
    Likes Received:
    4,621
    Trophy Points:
    207
    Creator Karma:
    Guild:
    Minecraft:
    Basically no complaints aside from infinite health regen in towns, which I'd tweak to have a like... 20 of 30 second cool down of you being inside the town before it triggers and heals you up
    ________________________________
    also oh my god a Regen suggestion that doesn't remove the 4s interval that's there for a reason
     
    Tzelofachad and Flufe like this.
  3. Melkor

    Melkor The dark enemy of the world

    Messages:
    2,041
    Likes Received:
    3,263
    Trophy Points:
    162
    Guild:
    Minecraft:
    Funnily enough, I was just talking with a friend about this and came here to make a suggestion that was basically this. The one thing we thought would be good is to have a boost to regen when out of combat, so you don't have to just sit and wait before a dungeon boss or waste potions or something if your build has low regen. I think 200ish would be a pretty reasonable for endgame; it's enough to actually impact a player, but not enough that it really breaks builds.
     
    Voxels likes this.
Thread Status:
Not open for further replies.