Since BatMUD's guild system was formed, guilds have given regen bonuses (hpr
and/or spr) to their members, a varying amount depending on the nature of the
guild and how many guild levels you had. However, for some reason, hpr bonuses
were halved. Perhaps this was mandatory in the old preconv days, or perhaps it
was done to encourage partying.
It is no more. Guilds that give hpr bonuses have all received a boost. This
has the following effects:
-- purely skill-based tanks (ranger, crimson, monk) got the most out of this,
with a large hpr boost.
-- hybrid guilds with both skills and spells (templar, locs, alchies) got a
bonus to hpr and/or spr, depending on the nature of the guild.
-- pure spellcasters (mages, tarmies, priests) were not affected.
-- merchants got shafted, but let's face it, they're used to that by now.
Now hpr has the biggest effect when soloing, since any decent party has some
kind of healer. High level soloers tend to be self-healing tanks, and probably
won't notice the change either. Lower-level players, such as those lvl 45-50
rangers running around (you used to be one, don't deny it) got the biggest
proportional bonus out of this, as they heal noticably faster than they did
before.