In City of Heroes, every "living" entity had inherent regeneration. Even without an actual regeneration power or buff, players and enemies alike would slowly heal over time. This was most notable for Archvillains and Giant Monsters which regenerated [i]very[/i] quickly. ParagonWiki has [url=http://paragonwiki.com/wiki/Health_Regeneration]an article on the subject[/url] containing some actual numbers.
This did influence certain powers. Regeneration debuffs were coveted for battles against Archvillains and Giant Monsters due to their extreme regeneration. Powers that increased max HP were more valuable to players with access to regeneration buffs due to regeneration restoring 5% of max HP per tick.
Will City of Titans feature inherent regeneration?
Shot answer yes. One of the main things to note about regeneration debuffs is that their percentage didn't actually stop a percentage of regeneration, but halted regeneration, which is why regeneration debuffs were so potent in affecting encounters like AVs and GMs. Some powers were of very short duration in their regen debuff and didn't make a noticable impat, while others had more significant durations. We have addressed this issue by making sure that regeneration debuffs actually debuff the percentage of regeneration instead of halting regeneration altogether.
We can also set regeneration to not be affected by max hp buffs if we desire, allowing for a set amount of hp to be returned over time, the more hp one has, the longer it can take to heal back (if we need to do things that way).
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- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]