As we all know, the stamina of a Monster regenerates faster while in combat while the armor stops regenerating. But what if the armor would not only stop to regenerate while in combat but INCREASES while in combat.
Since allegedly flee till 3 is gone with 9.0, this should not be abused to stall an entire dome with no health damage.
What I expect from this are mostly 3 things:
- The pitiful armor regeneration perk might become viable
- Low damage comps (high defense) will deal overall less damage if they purely focus on defense
- Comps with high dps such as with Cabot and Bucket have a bigger advantage, meaning the gap between defense and offense will grow smaller
Let me give you an example:
Let’s say the team deals 150 (A) + 130 (S) + 120 (T) + 100 (M) = 500 dps and the Monster regenerates 50 armor per second while in combat. This comp would therefore loose 10% of their damage.
An more offensive playstyle might lead to 200 (A) + 160 (S) + 140 (T) + 125 (M) = 625 dps. This playstyle would be more risky for the hunters but overall they only loose 8% of their dps to armor regeneration.
High defense and low damage => Same defense but less damage
Low defense and high damage => Same defense but slightly less damage
This might need some more balance adjustments considering armor and health pools as well as armor regen rates and the armor regen perk, but overall I think this would make the much avoided offensive playstyle more viable compared to the much preferred defensive playstyle.
An interesting restriction to the in combat armor regeneration: