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BigWyrm67

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Aug 18, 2019
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The Regeneration ability (Unit regenerates 15% of health each tactical turn and all health each strategic turn) is very powerful and pretty much the ONLY way to sustain your army through a long drawn out fight. The Kirko are particularly dangerous as they have access to Regeneration very early in the game with Accelerated Healing Mod. Also the Amazons and Assembly gain access to it later in their tech tree.

But factions like Dvar, Vanguard, and Syndicate have no access to Regeneration anywhere in there tech tree making these factions inherently less viable for conquest victories. Though they do have some units/mods with healing abilities (aka Healing Charge, Nanite Injectors, etc.) ALL of these mods/abilities can only be used ONCE per battle, making them completely useless after the first 4-5 turns.

In longer battles armies with Regeneration have the upper hand.

My recommended fix is simple: put healing abilities/mods on a 2/3 turn cooldown instead of once per battle use. Although this still wont make healing as powerful as Regeneration, this will certainly make healing abilities/mods significantly more viable when competing with an army using Regeneration in larger and longer battles
 
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NINJEW

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i think that it's still extremely obvious why "for units with 100hp" is a poor example to use and present as if it's a general use case

it's an extremely niche and seldom seen use case, the results of this example aren't really relevant 90% of the time. even in longer games, you still have to play through the early stages of the game to get there, and i still doubt that you're spending more time in the lategame than you are in the early and midgame combined. 40-60 hp units is what broad mechanical analysis should be focusing on.
 

Sifer2

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I found stacking armor/shield buffs. The kind that get stronger each time the unit is hit to be way more silly, and powerful than regen. Since with those if the player heals it to full with an actual heal ability suddenly it's almost unkillable.