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Openai/6921ae73-3700-8000-8ab7-90012976bb8a
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==== ### ==== At 10 HP/sec: * Wounded units needed many hours to recover; * Regen mostly mattered over very long times. At 100 HP/sec: * Shields refill in tens of minutes, not hours. * Body damage noticeably heals over the course of a battle. That means the swarm can: * Rotate wounded units out of the front, * Let them regen behind tank walls or in safer areas, * Then send them back later in much better condition. So instead of a one-way attrition on their side, you get: : ===== Before, if you hammered a direction and then shifted focus: ===== * That sector would stay damaged for a while. * You could “soften it up” and then exploit later. Now: * If you don’t keep ongoing pressure, * Their shield + body regen will: - Patch up a lot of the shallow and mid-level damage, - Make that front look fresh again after a while. So strategically: * You lose the ability to say “we bled them here earlier, this side is still weak.” * You must treat every front as potentially refreshed if you haven’t kept it under fire. ===== Devour already gives: ===== * Big instant heals, * Growth, * Multiplication. Regen adds: * Constant “background healing” on everyone. So now: * Devour deals with big chunks of missing HP, * Regen smooths out the rest over time. That means any unit that escapes your kill-zone: * Gets devour if possible, * Gets passive regen regardless, * And becomes much harder to permanently wear down unless you atomize it.
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