yayswords wrote:regen items are more rare than love between Krimm and Riley.
I'm sitting on like 25 SPR total across the party with the act 2 gambling done. Just don't wanna go down to "a few points on a few legendaries" from that. ^^
and here we are at a quite important "strategic decision point". In the
traits thread you already explained that you will never go above 20 Will and later (don't find the post) you even said that your attribute point investment in Will was an error because of the regen capabilities of Jariel and items (hope I remember your point correctly). So now you're a quite extreme player (gold exclusively used for equpiment upgrades, delaying encounter wins for regeneration, shop mousewheeling until the perfect set of items is available), less focused users call it a day and simply go on with larger SP pools and tavern visits.
Not sure if there's a *right* way to solve this, but here a a few possibilities:
* keep the current system. Lazy players (=me :)) have worse equipment/lower XP but the benefit of less invested time, everyone else can use the roll-back for optimizing the results (encounters, shops, whatever)
* remove regen capabilities completely (or nearly completely) - no more regen items except some static quest stuff (e.g. unique items for Riley and Krimm), maybe nerfing the regen skills. This would probably mean that it isn't possible anymore to clean all optional encounters (but this could be seen as an improvement: The twins are not half-gods but "accidental heroes")
* some middle way (I still like the idea of more fixed items, but I don't know if they can be balanced and if all player groups are happy with the result...)