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other mods I use:
- darkened ui, diablo font, TL1CP, Fep+
Unfortunately, I've hit a bit of a steel wall in the form of Grell, who I couldn't chip because of Regen - unlike Mordrox and 1-E Willy - not even when changing to lower difficulty. Maybe it'd be more bearable on multi. Changed the order with Synergies so your enemy tweaks sans HP regen seem to work. I'll be cross-referencing and fiddling around with the order in future.
Great mod all the same.
Honestly I don't know a full list of overlaps as this mod was intended as a sort of Synergies replacement so I don't really run them together myself. I'd say just look at the changelist in the description -- anything this does that Synergy also tampers with will probably cause a conflict. Which is a lot of stuff.
Natural HP regen is both your best friend and worst enemy, and (same level) enemies hit hard enough on Veteran that equip HP regen + Lesser HP Pot isn't immortality anymore. Enemies themselves aren't absolute HP meatsponges, but are resilient for longer mob fights because of HP regen.
It's that fine balance I've finally found and I have to thank you for it.
Boss HP regen is a tad overbearing, though, but it's nothing perseverance (and a lot of kiting) can't solve. Judging by the previous comments of the previous regen issue, I'll take the current iteration.
Just curious, what features are disabled on this mod due to Synergies and vice versa?
I've noticed with the current working mod order I have, Synergies' Fame rework is disabled, but that's not a huge issue overall.
As for alternatives... not sure. I saw a few threads online of people asking similar questions and there didn't seem to really be a workaround. Hopefully you find a solution :^).