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Should basic enemies have health regeneration and how it should work?

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Base enemies as in normal mobs not bosses? If thats so give the mobs a monster level . Set a health regeneration for each monster level , the higher the monster level the higher the regeneration. For example , monster level one has 1x5 hitpoints regen per second , monster level two has 2x5 hitpoints regen per second, etc.
 
I think it's better to have % instead of solid numbers. I was thinking like 3% hp / sec, but I think it's not a good idea to have regen when they are fighting(only special enemies)...

3% hp / sec?! I dont think thats fair , because there are some bosses with like 900k hitpoints and 3% of that is huge! What if some players of this campaign is new to it and got stuck at that boss because he cant kill? Just saying , 3% of 900k is 27000 hitpoints per second .:vw_death: Maybe you can only set hitpoint regen on BOSSES only .Not 3% but a more balanced amount will be good. As experienced players knows which items and skills to get and even owns on the hardcore difficulty.
 
The regen is only meant for basic enemies and mini-bosses which you can run from. The idea is that player can't simply deal 50% damage to an enemy unit and then run away and then come back killing the enemy.

Hmm if thats so how about this. Restore a percentage of enemy's max health per second if it did not take damage from player or player-controlled units . So if the player decides to run from the fight. The regen kicks in and by the time the player returns for the fight , the enemy will be almost at max hp. In conclusion, enemies only regens hitpoints when out of combat, so players can't cheat in a way that they wait for their spells to cooldown and re-engage the fight.I hope i sound clear to you and sorry again for my bad english.
 
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