My IGN: YFIOTR Server that this occurs on: One in the Chamber Description: First, this bug has been going on for a month or so. It has been reported once. People complain about it, know about it, and it is very noticeable. You may ask why I waited so long. The answer is that I don't play OITC that much so it took a while to investigate it to really come to a conclusion of what it was. Things to know while reading this: Time 1= time before bug Time 2= time during bug/now/recent/current To begin with, the regen was normal during Time 1. It was raised a tiny bit back in maybe April or sometime then. However, that didn't do anything to the gameplay much. During recent times or Time 2, the regeneration is increased. When you are in a sword battle with people, after the first lunge, your heath regenerates so fast that you gain back more than half the damage you lost from that first hit. This results, in increased battles between people. As a result of increased time, kill interfering has increased a lot. The longer it takes to kill someone, the easier it is for someone to sit there and shoot the two people battling or to come in and kill the two people easily. This is very annoying, and it happens to everyone. It is much harder to play the game when you can't melee kill someone without people interfering 80% of the time. You may say kill interfering is a strategy, and you can't do anything about it. I agree 100%. However, this bug boosts that strategy and regeneration bugs are not part of the game. Video Evidence: Video one shows Time 1 and Time 2. -Time 1= Beef and I are 1v1ing You can tell that the regen is not that bad after beef hits me the first time in both clips. -Time two = highrise and carrier Regen clearly starts right after the person hits me and it continues pretty fast. Time 2: It takes way too long to kill the people. Massive regeneration is obvious. Time 2: First part clearly shows that the regen is huge after every time FunFamily and I get knocked back. The fight takes forever due to that. Gold/wood swords do 2.5 hearts of damage to leather/gold pants. When I hit the guy in the corner, it is clear it takes way too many hits to kill him. I deal five hits to him, and it is definitely slow enough to see 5 hits (watch it a few times if you can't tell). 14.5 hearts of damage assumes 3 normal hits and 2 critical hits. 2 critical hits were clearly given due to the white particles. However, with 5 normal hits with 2.5 hearts of damage, that still is 12.5 hearts of damage. There are only 10 hearts in Minecraft. How is that possible without massive regeneration Then that video shows more clips of it taking long to kill people. Time 1: Notice how easy and fast it is to kill people. The obvious evidence is at 7:07 when I hit Heatdude back, and when we fight again, he dies easily. This shows he didn't regen health massively like during Time 2 In conclusion, I am reporting a massive health regeneration bug in OITC that started up a month ago. Thank you for reading this and if you going to respond to this, make sure it is relevant.
It doesn't matter whatever it is. If they intended it that way, then they will say that. We don't know what it is at the moment. However, regeneration should never be like that, and I'm not sure there is an obvious reason for changing it. All we can do is wait.