Increasing Health Decreases Non Combat Survivability

Falling damage, lava damage and drowning damage all appear to deal a percentage of max health, but full up healing and health regeneration epic are static. This means that environmental damage is effectively much more deadly at higher health pools.

Lets take Lava as an example, it does a third of your max health per tic, at base health (600) that means you take 200 damage. If you’re full and have health regen epic you heal 45 every 5 seconds, lets just call it 50 to keep the math simple, that means in a mere 20 seconds that charred foot is back and you can derp back into the lava all over again.

Now lets say you have max health, which if google is correct is 12,000 (currently at 6,030 myself) That same fraction of a second touching the lava has now scorched a whopping 4,000 health off your bar. At 50 (45) every 5 seconds you’re looking at 6 minutes 35 seconds (longer actually) to heal that back.

As someone who likes emerald mining on Shedu Tier I’m really considering removing all my health skills because they’re getting me killed and that seems really backwards.

And this effect fall / impact damage as well. As a low health character you can take massive falls on a regular basis without real concern. If you stack health on the other hand even a small drop every minute or two will if repeated over time lead to your death.

Now yes you could carry around a bunch of healing brews and fix this damage as it comes in but the fact still remains that if you’re doing, well anything in the game besides actively fighting high level monsters increasing health makes you less survivable.

If you’re a builder you’re gonna take fall damage from time to time so increased health is a bad idea.

If you’re a gatherer your gonna take fall and maybe lava damage semi frequently so increased health is like to get ya killed.

If you own a fast reeling grapple hook you’re gonna smash into things at high speed occasionally (I mean ya gotta try for that sweet air right? RIGHT!?) so increased health once again is a determent.

If you upset a tiny little wildstock on a level 1 placid planet and it love taps you into a wall, guess what increased health just decreases your life expectancy.

Not saying this is a major issue that needs fixing right now or riot! I don’t think anyone’s writing a negative steam review over this, well then again they do love to nitpick. I mean it’s really not the end of the world it’s just a strange reverse incentive.

All’s I’m sayin’ is this just don’t feel right my dudes what up with that?

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Yeah. Exactly the reason why we need to use brews to top it up if something happen.
Also quick way to recover after death.
On the other hand we have higher potential to survive in combat.

It’s a solution but surely that can’t be the design intent, if nothing else it’s a massive new player trap

Well, this game isn’t newbie friendly either way with or without it. It most definitely don’t hold your hand and tell you how to solve every problem. Learning curve is quite step and with last rush to bomb mining in community it can lead to “one true way” of doing stuff so that’s not helping too.
While I agree this can be a problem, if it need to be tackled, its way more broad than that.

At present, this game is still running at full speed on the “anti-newbie” road.

No, not really.
Improvements to UI in Worlds tab and knowledge tab are actually really helpful in this area as they could solve a lot of most basic problems.
Like for example how to find stuff.

Before know it, there seems to be no guide to tell that this system has this function.
But this is not the point.

The worst thing about this game is grinding.
I realized it when they started to lengthen the player’s developing process during the EA stage.

Umm… yes? I assumed from the begging that this will be grindy game (mmo + minecraft + continuous worlds = grind^3) and i’m nor sure why people are so surprised by it. They have to make it grindy or this game would be good for 40-80 hours max. Beside i don’t know not grindy mmo so kind of reinforcing my preconditioning on this one.

Same kind of thing goes for energy. When you increase it, it doesnt increase your hunger. The hunger decreases at the same percentage ofthe bar twhether you have a little energy or max energy. I got the energy epic when I was still surviving on cooked meat and earth yams. With the epic i thought i would have more energy so it would last longer. Nope. Max energy still decreased to starving in the same amount of time. Only thing that changed was that i then had to eat 5 things to fully restore it instead of 1. I got rid of that epic quickly.

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well the main problem is, that having the heal stat on max, and the healing “epic” that you wont get an epic heal.
i mean its ok if it takes it time but i wanted to be a tanky player, but if allways run around with 3% hp because it never regenerates even with a “epic” heal then something went wrong here.

maybe the heal epic should then also work with % instead of absolute numbers
if we dont get damage for 5 minutes we should be healed

and dont say heal brew, if i want to play a hunter char i dont want to grind 5 hours for the healbrew that i need for 1 hour of hunting.

No, you should exchange spoils of your hunting for that brew :wink:

If continue to talk about it will deviate from the theme. I think I should stop arguing.

well good point =) but they are so expensive :frowning:
what i wanted to say is that when i idle a while i should get heal to, and really fall dmg should not be a percentual damage
i often died from fall damage thats why i increased my HP, but ye that made it even worse because i dont heal fast