Passive health regen is extremely passive

Ok peoples I did some digging around the forums and while I was unable to unearth a definitive answer, I did find a few posts which relate to this issue:

So based on the reports, it would seem that this Perk may not have been functioning correctly beforehand. However, the recent patches including the Quality of Life patch and the Unnamed City overhaul post date this. Listed below logged changes contained within patch notes. As you will now see, both the Receptive and Gluttonous Gains Perks have both been adjusted.

The “Receptive” perk now grants a x2 bonus to healing instead of x1.25 - the result of the 1.25 modifier was that all healing got truncated down to the lowest integer, meaning that the perk did not have any effect on heals with lower than 2 points

“Gluttonous Gains” perk (Vitality 50) now grants a bonus heal at the beginning of eating rather than at the end. This effect can only happen every 30 seconds

Based on the above adjustments, and growing number of reports, I tentatively offer two possibilities. The first is that this was indeed an unannounced(?) nerf. The second (which I do genuinely hope is the case) is that in adjusting the the health regeneration values/rates for the two aforementioned perks, it has unwittingly changed or upset the regeneration rates for “Fierce Vitality”.
Although the change to ‘Receptive’ is a little unclear to me in terms of what it is trying to convey.

Would anyone of you like to weigh in or shed further light on this issue?

Im sorry but I must disagree with this completely. This bug/nerf benefits higher level and PvP clans, while further disadvantaging PvE, lower level players and Singleplayers. Why should we have to spend 180 of our 390 Attribute points, and strip our other Attributes back to bare bones just to enjoy a respectable rate of health regeneration
!?

There has been numerous threads/posts in the past by new players who ask for advice on how to spend their points, and they are often advised to work towards the Fierce Vitality perk, which they can obtain at lvl 30 (still relatively weak). This gives them a better chance against higher level opponents in PvP, and Singleplayers against Bosses and World Bosses. Now its lvl 40 to obtain a respectable regeneration rate; and thats only if you sink every point you have into it! All this does is make it easier for higher level opponents to kill lower level ones, and strengthens our argument about the grind. Such factors pretty much speaks volumes about it in a ‘balance’ context. The fact is that we still dont know exactly what is yet.

Im sorry, but the present state of the Golden Lotus potion, Bandages and others speak to the contrary.

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There’s a wide gap between 30 Vitality and 40 Vitality, especially for the solo player who needs most stats - Grit for dodging, Survival for harvesting, Strength for capturing thralls, etc. Committing those stat points to reach Vitality 40 would leave another weakness in a solo player build. Vitality 30 was pretty much required for the passive regeneration for the logistical reasons I mentioned earlier. Getting up to 40 was never even a consideration in my books.

The Vitality 40 perk is very strong, I don’t deny that. But it’s very far away from where we were.

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Hey everybody,

Our team is looking into this but it looks like this is unintended.

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Before the patch it was definitely more then 1HP/second. Especially when out of combat for a while regeneration kicked in pretty hard.

I assume it’s more of a bugfix then a nerf as before it was cleary overperforming.
It allowed you to more or less ignore temperature in heavy armor (as environment damage gets reduced by armor -.-) as long you didn’t wanted to climb.

Now you actually need to dress accordingly to your environment as the perk cannot keep up with the health loss from even the first level of heat/frost damage.

Now it helps you to recover when you don’t have to get up quick and saves you a lot of unnecessary eating.

If you need actual healing now, you need to use consumables.

Looks like intended behavior to me.

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oh good, so we can hope for a fix ! thks for clarification !

“Looks like it’s unintended” is not a guarantee, but it’s a ray of sunshine at least, heh.

We’ve had things that were at first ruled “unintended” be retconned to “working as intended”, perhaps most famously the change to PvE looting, something that remains broken to this day despite promises to “look into bringing it back in some form”.

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Thankyou kindly Ignasis. If possible, would you mind terribly letting us know the verdict once you and the team have something to go on?

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How does it disadvantage pve, low lvl (well we could exacly say the same for players who have an even lower lvl between the second and third vitality perk, unrelevant argument), and sp?

Why? Ask yourself the question, it’s pretty obvious: Why would you need to put points for a perk which double your heals? You could ask too “why would you need to put points for a perk that gives you 1hp/sec?”

It’s not 1 or 0.5 hp/sec that will make a difference in a pvp match. Same for boss. How ever the lvl 40 multiply by x2.25 (if im correct) the heals you recieve (instead of x1.25 prepatch). This make a difference in PvE/PvP. 0,5-1hp/sec can not be called a respectable regen rate, nor can it be compared to a perk which double your recieved heals. If a lvl 60 wants to kill a lvl 40, with or without the third perk, he will kill him. He might not if he has his heals 2x stronger and good at kitting. My point is still valid.

This nerf is much more dangerous at low-ish levels where you might already be struggling to survive fights in the first place. At level 60 it doesn’t make much difference to me, I have epic flawless heavy armor and unless I mess up (or take on some sort of bossmonster/large group) I don’t take much damage in any individual engagement.

IMO this perk was never really about in-combat healing, it was about being fresh for the next fight. Basically healing while running, without consuming a metric ton of lobsters on the way.

Don’t get me wrong though, I liked the old version better (it was much more convenient). But I maintain that the difference between some passive health regen and none is MUCH bigger than the difference between high and low passive regen.

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We wish we could share more about this but at this moment we’re still gathering and processing all the feedback we’ve received over the weekend (which has been massive, thanks everybody by the way :slight_smile: ). Once our team gets around it and checks this one out, we’ll update you all :slight_smile: .

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Again, i don’t see how it is relevant in any way. The regen from the perk (fierce vitality) is stopped when you take damage (like any heals), so it doesn’t work in combats. I’m a solo player and having 0.5 or 1hp/sec out of combat doesn’t make a difference, especially when you can regen your life from the life blood spear/potions/foods (with the 4th vitality perk, aloe extract =33% of your max hp x 2,25; Roasted Haunch=80 x 2.25 etc
).

But let’s say you’re a low level with fierce vitality. it means you have 440hp. Lets say you lost 50% of your health. If the regen from the perk was 1hp/sec, it would take around 3min42sec to get all your health back (instead of 7min24sec with 0.5hp/sec). So i could see the usefullness of the perk being 1hp/sec only in that case where you’re a low level and don’t have foods.

You’re not looking at the big picture. It’s not about regenerating half your total HP after a fight. It’s about that and regenerating 20% in the next one, 12% in the next, 32% in the one after that, 3% in the one after that, 78% in the one after that, and on and on.

It adds up. I notice a significant decrease in how many healing items I use over a longer period of time. But if I gauge it on a per fight basis, the difference is negligible.

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I do look at the big picture and It is still insignificant if you use any foods. 1 aloe extract is 33% of your max hp in 10 seconds (i’m not even talking with with the receptive perk), foods add up the same way. If you notice a significant decrease of items used with the 0,5hp/sec right now, you’re not fighting that much, like not at all.

Just by taking your own example, 20%=88hp so 176s, 12%=52.8hp so 105.6s, 3%=13.2hp so 26.4s, 78%=343hp so 686s to heal. Don’t forget that it is only the Hp that have been healed, you might be with 40% of your max health to start a new fight with only the perk. So it’s not how it’s going to work. and if you have 40% at the beginning of the fight, you might be at 20% after it. You can’t continue or you have to wait a very long time til you’re enough healed.

You need 2 heals at same time
1.- Roasted Haunch - Official Conan Exiles Wiki or Hearty Stew - Official Conan Exiles Wiki
2.- Herbal Tea - Official Conan Exiles Wiki

you dont need wait more.

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Are you saying that the enviroment defense perk work as intended?
Because in epic cimmerian armor i still get frostbite and take damage on the bridge of the betrayer, my hp ticks down.
40 points in vit.

So the only way in these cases are to use heating food/drinks, as all the normal stuff will not work.

Earlyer i wouldnt get frosbite on that bridge, same spec, and my hp regain would keep me alive if i did, using cold gear, now that isn`t enough.
I allways thought it was the armor that did its job, apparently not.

Well you have to take with you potions and foods? I don’t see how counter-intuitive it is. I can litterally completly heal myself in 3 secondes from being low HP (<20% max hp), with foods etc. I just tank any boss, when i’m low i run and i equip the lifeblood spear + aloe extract + roasted haunch, and i’m full Hp, rdy to go again.

I know? In worst case scenario i go herbal tea + life blood spear + roasted haunch + aloe extract in the same time.

It works as intended. It’s normal that you still take frostbite on the bridge, you actually need to get a better version of your armor (Cimmerian Steel Helmet - Official Conan Exiles Wiki exceptionnal and flawless don’t have the same cold resistance.)

So you are now indentifying yourself as a Solo player this late into the debate. Curious, as in this thread started by you just 4 days ago (and older ones too), you list yourself as PvE-Conflict, which is essentially a toned down version of PvP.
https://forums.funcom.com/t/graphic-filters-issue-when-using-night-eye-potion-or-the-night-stalkers-mask/57005?u=croms_faithful
Ill let others form their own judgements regarding this, and make my point.

Others have already made my point, which is essentially scattered across several posts.
There is a huge gap in terms of both the overall points investment between, and level based availability between the third and fourth perks. It is obvious that you are a proponent of the ‘Receptive’ perk. But as the increasing number of user replies is indicating; we cant afford the extra point investment, as we dont have specialised roles. And just because ‘Fierce Vitality’ doesnt make a big difference to you personally in your game, in doesnt mean that it does not have a significant impact on our game. In Singleplayer mode, these nerfs can be deadly. If you feel that you personally dont need it, then it simoly should not bother you wether it is restored to its original state.

This may be the case, but what makes Fierce Vitality such an asset is that it resumes healing immediately after the damage has been taken, and the handful of extra points it provides while we navigate the wheel or inventory have saved my life many times over. Moreover, even if it is not a standout in terms of power on its own, when used in conjunction with an Aloe Potion and a piece of food, it is a powerful team effort in restoring health. And a team is only as strong as its weakest member. Furthermore, it significantly decrease in how many healing items I need use over a longer period of time, and hence reduces the grind.

Again, just because this works for you, it doesnt mean that it works for everyone else. Not all of us have a Lifeblood Spear, and we should not be forced into adopting the Spear style just to enjoy a respectable level of health regeneration. Your argument at its core is centred around ‘
if you adopt my playstyle, you dont need Fierce Vitality
’ I would say that the steadily growing consensus of disaffected players would disagree with you, and with what has happened to this perk.

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