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Omega T4 shield regen (Superior Shield Repair)

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  • foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited December 2012
    bareel wrote: »
    250 shield regen per six is about on par with the strength of the other passives. They are not intended to be insanely powerful but instead as perks on par with say a captain trait.

    And 250 shield regen per facing, every six seconds is 220 and pretty good. Now lets double that with our standard shield resistance of 50% which is not that hard to get and we are at 440.

    440 sustain for a single passive power is pretty impressive. Especially considering you need less than 3k sustain per second to tank the majority of PvE content in STO.

    So no I'm afraid I must disagree, the values are where they should be. They are still stronger than a Shield Distro Doff, or 3 really.



    On par with does not equal SUPERIOR.


    I chose this ability to help my ship survive and reduce some of the stress of my teammates, if I don't have to be healed or shield buffed as often they can better ration their abilities.


    I agree, 1k per socond was overkill and would be FINE if it were set at 1k per six seconds AS ORIGINALLY INTENDED/ADVERTISED.


    But as I said, the current version is NOT "superior".


    It needs to be bumped back up to the 1k per six seconds. The timing bug was fixed, no need to reduce the power.
  • stevehalestevehale Member Posts: 437
    edited December 2012
    It was never intended to be 1000 per facing. It was intended to be 250ish per facing. You still get the 1000 total, it's just spread across 4 shield facing. It is still a superior bonus, as advertised. The only way you can boost your regen stat in a way even remotely close to this is by increasing your shield power level. Even that reaches a cap and regen consoles are only in the 10-12% range. This superior regeneration rate is in addition to that hard cap and you don't have to do anything to benefit from it.

    I think we all agree though that they should be better about catching little mistakes like this before people get attached to them. No one likes to give up their little over powered toys once they've had a taste.

    I'm glad Cryptic stepped up to correct a mistake.
    __________________________________________
    Foundry: Yet Another Borg Mission
    It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.
    May not actually be "way" cooler or even "slightly" cooler.
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited December 2012
    But even with the base regen rate merely doubling, its still too slow to be of use. For example I just checked a BoP running an Omega 12 shield, in orbit of Qo'nos (so getting a reading with all modifiers applied), with a shield regen rate of 269.2, and shields of 7300 per facing. At that rate of recovery it would take over 160 seconds to fully recover a downed facing. Thats not fast enough to make a difference in the middle of a fight, and out of a fight thats enough time to cycle all my shield heals several times over. And thats on a frigging regenerative shield, which is supposed to regenerate fast enough to actually help during a fight (in theory). Even with the regeneration rate doubled by the Superior Regeneration, thats still almost a minute and a half of waiting and not fast enough to make a difference during the engagement. Whats the point of a 'high tier' power that isn't helpful when you need it most?
  • ashilon81ashilon81 Member Posts: 6 Arc User
    edited December 2012
    stevehale wrote: »
    It sounds like a display error initially. The 1000~ number people were expecting was just the current value multiplied four times. That's 250~ regen per shield facing. Look at the regen value on your shield. In most cases this passive more than doubles that. Then you still get to add the increased regen you get from boosting your shield power.

    It's a great passive ability and it's not nearly as game breaking as the original version that they made a mistake on.

    [Edit] It's far from worthless.

    No, because the Romulan Reputation has a shield buff that is specified to "each facing". So no, that was NOT their intention, as they did that on 1 skill but did NOT on the Omega skill, so your point is invalid. The bug being fixed I am wholeheartedly behind, but nerfing a skill that you have NO REAL DATA or PROOF that it is overpowered, I say that because the skill was fixed and simultaneously nerfed in the same patch so there is no way to determine if the skill was even OP at all. Given the amount of time and resources getting to T4 requires I believe this is UNACCEPTABLE in EVERY WAY. Taking this passive down to 240 makes it useless. I know for fact because I picked the Romulan Shield Buff too, It grants regen to each facing upon receiving critical hits (20% proc). With that skill AND the newly nerfed SSR my shields are still tissue paper compared to their new Borg nerfs...which I'm not seeing. Put the borg back where they were and give me my shields back. 75% isnt "Balance", its a skill removal. Now you guys chose to force us into these silly Reputation Projects because they take time and try to force us to keep coming back to get the items....now you're telling us that when we get these items/perks you're just going to make them irrelevant...but we dont get any of those resources or our time/marks back? We just loose and loose again.....and you have the GALL to call this "providing a balanced game experience for our customers??"
  • sparhawksparhawk Member Posts: 796 Arc User
    edited December 2012
    hypl wrote: »
    I vote this passive be renamed Subpar Shield Repair, because that's what it is. :P

    Pretty much.
  • mrtsheadmrtshead Member Posts: 487 Arc User
    edited December 2012
    ashilon81 wrote: »
    ...The bug being fixed I am wholeheartedly behind, but nerfing a skill that you have NO REAL DATA or PROOF that it is overpowered, I say that because the skill was fixed and simultaneously nerfed in the same patch so there is no way to determine if the skill was even OP at all. ...Taking this passive down to 240 makes it useless. ...75% isnt "Balance", its a skill removal. ...and you have the GALL to call this "providing a balanced game experience for our customers??"

    There are so many things I simply don't understand about this worldview. Like, first, how is it not OBVIOUS that 1000 shield regen is just... stupid? What is the threshold here for obviousness? 2000? 10k? Seriously, the number that was listed was way op, even without the bugged timing. One of the great things about numbers is that they are easy to compare to each other, so sometimes it doesn't take extensive play-testing to see when something is well outside the power curve.

    Second, even if you don't believe in math, the idea that the power is being 'nerfed' into uselessness is either hyperbolic, or just plain absurd. Again, this passive is probably making it so your shield regen is three times what it was before. That's not nothing. It's, in fact, about 170 shield healing per second, once you factor in the 4 faces. If you are distributing shields while under fire, you will definitely notice the difference. It still may be the strongest passive power available, even with the 'nerf', which says something about how OP it was before.

    Third, the idea that somehow not having this passive as it was 'ruins the game' again seems like something a lunatic might howl between bouts of rocking and crying. See, for almost 3 years the game has run without the power, and, I mean, I dunno, didn't seem ruined. I've done every bit of content in this game without it. You all probably have too, so, how is it possible that not having the passive suddenly makes the game 'too hard', or whatever?

    Ultimately, I think if the power had gone live as it is now nobody would have thought to ask for it to be buffed, because it's strong as is. The people complaining now are basically mad that Cryptic 'took back' a bonus they never meant to give us in the first place. All apologies to the people who feel upset by this, but I think you are letting your emotions run away with you, without actually pausing to look at the issue with any kind of perspective.

    Oh well. If nothing else, let this be another cautionary tale in the annals of 'why careful in-house playtesting matters'.

    Also, for the people demanding a 'refund' of their resources, I would totally support that, as long as you lost any and all items you unlocked, all the dilithium you earned for running the projects, and access to the rep stores etc. If this is the reason you want to 'opt out' of the rep system, be my guest.
  • edited December 2012
    This content has been removed.
  • saltedground13saltedground13 Member Posts: 13 Arc User
    edited December 2012
    Alright, so let's review this passive from it's original creation. The passive originally read as 1000 shield per 6 seconds. However as it worked in game, it was 1000 regen per one second. That's drastically overpowered, and far too powerful. But it was a bug, that was kindly pointed out by players.

    Now here is where it gets interesting/disturbing. It was noted by Cryptic, and they said that they would weaken it appropriately. However, instead of just fixing the bug that made it 1000 regen per one second, they instead fixed the bug... and then proceeded to reduce the effectiveness of the shield regen by 75% of it's original value.

    Now, I can understand the bug-fix that would bring it back down to what it was originally set for. But then proceeding to NERF it??? Seriously???

    I can understand why this broken passive (yes broken, when it was bugged) would be too powerful. I can get why you would fix the bug. But then you would leave us with 1000 regen per 6 seconds on average. THAT is superior shield regen. This 250 per 6 seconds? Really? With 1000 per 6 seconds, that comes down to about 220 per second. I had someone last night try to tell me that's the equivalent to TSS2 constantly active. Allow me a moment to LMFAO.

    Now an additional 220 regen per second, that's not that hard to deal with. It's actually laughably easy. What makes TSS strong is that it also HARDENS YOUR SHIELDS. The SSR passive didn't do that. That's it's weakness. But no... it just got derped to the point where it was ineffective. Or if not ineffective, but just not worth it.

    Now I have no doubt that some players do not agree with this thread and what it says, but let me put it into a TLDR.

    TL;DR

    You done fked up. You basically took a broken item, and broke it again. Only this time in the other direction. Too hard with the nerf hammer.




    i wholeheartedly agree! this is ridiculous. Again, just a gross over reaction to the situation by the dev's. you guys really need to set this back to what it was supposed to be from the start. with the current shield heal rate i cant imagine why anyone would use this power.
  • jexsamxjexsamx Member Posts: 2,803 Arc User
    edited December 2012
    Dear Cryptic:

    I too miss my blatantly broken shield heal. I demand you restore my godlike shield healing so that I can faceroll PvE even harder and pretend I know what I'm doing in PvP.

    It is unfair of you to bring passives in line with how the game works, and you should know better than to fix things that are clearly broken.

    Signed,

    Me
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited December 2012
    But even with the base regen rate merely doubling, its still too slow to be of use. For example I just checked a BoP running an Omega 12 shield, in orbit of Qo'nos (so getting a reading with all modifiers applied), with a shield regen rate of 269.2, and shields of 7300 per facing. At that rate of recovery it would take over 160 seconds to fully recover a downed facing. Thats not fast enough to make a difference in the middle of a fight, and out of a fight thats enough time to cycle all my shield heals several times over. And thats on a frigging regenerative shield, which is supposed to regenerate fast enough to actually help during a fight (in theory). Even with the regeneration rate doubled by the Superior Regeneration, thats still almost a minute and a half of waiting and not fast enough to make a difference during the engagement. Whats the point of a 'high tier' power that isn't helpful when you need it most?

    You didn't max shield power, nor did you pop epts, and you're using a ship w/negative shield regen mods ... people plz learn how this stuff works.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited December 2012
    ashilon81 wrote: »
    No, because the Romulan Reputation has a shield buff that is specified to "each facing". So no, that was NOT their intention, as they did that on 1 skill but did NOT on the Omega skill, so your point is invalid. The bug being fixed I am wholeheartedly behind, but nerfing a skill that you have NO REAL DATA or PROOF that it is overpowered, I say that because the skill was fixed and simultaneously nerfed in the same patch so there is no way to determine if the skill was even OP at all. Given the amount of time and resources getting to T4 requires I believe this is UNACCEPTABLE in EVERY WAY. Taking this passive down to 240 makes it useless. I know for fact because I picked the Romulan Shield Buff too, It grants regen to each facing upon receiving critical hits (20% proc). With that skill AND the newly nerfed SSR my shields are still tissue paper compared to their new Borg nerfs...which I'm not seeing. Put the borg back where they were and give me my shields back. 75% isnt "Balance", its a skill removal. Now you guys chose to force us into these silly Reputation Projects because they take time and try to force us to keep coming back to get the items....now you're telling us that when we get these items/perks you're just going to make them irrelevant...but we dont get any of those resources or our time/marks back? We just loose and loose again.....and you have the GALL to call this "providing a balanced game experience for our customers??"

    Prove to me you have a clue what the difference between shield regen and shield repairs are before you go insulting other players.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited December 2012
    i wholeheartedly agree! this is ridiculous. Again, just a gross over reaction to the situation by the dev's. you guys really need to set this back to what it was supposed to be from the start. with the current shield heal rate i cant imagine why anyone would use this power.

    It's not a heal rate it's a regen rate, learn the difference before bashing people.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • stevehalestevehale Member Posts: 437
    edited December 2012
    But even with the base regen rate merely doubling, its still too slow to be of use. For example I just checked a BoP running an Omega 12 shield, in orbit of Qo'nos (so getting a reading with all modifiers applied), with a shield regen rate of 269.2, and shields of 7300 per facing. At that rate of recovery it would take over 160 seconds to fully recover a downed facing. Thats not fast enough to make a difference in the middle of a fight, and out of a fight thats enough time to cycle all my shield heals several times over. And thats on a frigging regenerative shield, which is supposed to regenerate fast enough to actually help during a fight (in theory). Even with the regeneration rate doubled by the Superior Regeneration, thats still almost a minute and a half of waiting and not fast enough to make a difference during the engagement. Whats the point of a 'high tier' power that isn't helpful when you need it most?

    The Tier 4 Omega Passive is basically the same as +22 Shield Power. This is equal to a free, permanent, emergency power to shields. Another way to look at it is that when you reach 125 Shield Power your regeneration rate is capped and can not even be boosted by EPtS. The passive adds a flat 262.5 which is the equivalent of a couple of Shield Emitter Amplifier Consoles (2 free console slots) for free.
    ashilon81 wrote: »
    No, because the Romulan Reputation has a shield buff that is specified to "each facing". So no, that was NOT their intention, as they did that on 1 skill but did NOT on the Omega skill, so your point is invalid. The bug being fixed I am wholeheartedly behind, but nerfing a skill that you have NO REAL DATA or PROOF that it is overpowered, I say that because the skill was fixed and simultaneously nerfed in the same patch so there is no way to determine if the skill was even OP at all. Given the amount of time and resources getting to T4 requires I believe this is UNACCEPTABLE in EVERY WAY. Taking this passive down to 240 makes it useless. I know for fact because I picked the Romulan Shield Buff too, It grants regen to each facing upon receiving critical hits (20% proc). With that skill AND the newly nerfed SSR my shields are still tissue paper compared to their new Borg nerfs...which I'm not seeing. Put the borg back where they were and give me my shields back. 75% isnt "Balance", its a skill removal. Now you guys chose to force us into these silly Reputation Projects because they take time and try to force us to keep coming back to get the items....now you're telling us that when we get these items/perks you're just going to make them irrelevant...but we dont get any of those resources or our time/marks back? We just loose and loose again.....and you have the GALL to call this "providing a balanced game experience for our customers??"

    As has already been explained, there is a significant difference between a shield heal and shield regeneration. The tier 4 Romulan passive is a Heal applied to each facing. It's also only a chance at a heal. The tier 4 Omega passive is a boost to the regeneration rate listed in your defense tab and on your shield itself. This is permanent.
    __________________________________________
    Foundry: Yet Another Borg Mission
    It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.
    May not actually be "way" cooler or even "slightly" cooler.
  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited December 2012
    Just so I'm clear here, you're stating that all PvPers are in favor of not only fixing the bug that made the passive stupidly overpowered, but also in favor of additionally nerfing said passive to a point where it has next to no positive effect?
    yes.
    snoge00f wrote: »
    You're certainly not an OPvPer. You're just another dilithium farmer I bet. You don't care if the gametype gets screwed by a broken passive at all, so you're not an OPvPer. OPvPers are unanimous in their support of the nerf/bugfix of the shield passive.
    obviously the passive would speed up dil farming...
    snoge00f wrote: »
    Try telling that to the top PvP escorts that dole out Tac Team, and their sci heals to their teammates all the time. They were doing that before the passives and will do so after the passives. Get a proper team, then you don't have to worry about playing too selfishly or about having selfish teammates.

    In a joke pug, like the majority of random queued garbage PvP, you will have little to no coordination or support. It's not really an accurate picture of how the game plays out at all. Adding a stupidly broken passive just makes the games take longer in PuGs or in premade settings for no good reason. The nerf was needed to preserve balance.

    Clueless PvEers are the only people who are served by the unpatched broken passive. None of the PvPers (who aren't ignorant of the gametype) wanted it in its broken state.

    ok then. obviously you speak for the nebulous 'everyone'.
  • saltedground13saltedground13 Member Posts: 13 Arc User
    edited December 2012
    p2wsucks wrote: »
    It's not a heal rate it's a regen rate, learn the difference before bashing people.

    oh trust me, i play tank, i understand the difference between heal and ReGen. i don't need broken powers. i'm just asking to have my own butt covered for 5 seconds while i heal my team.
  • bareelbareel Member Posts: 3 Arc User
    edited December 2012
    I'm not surprised, there were those who thought the jammie shield + Shield Distro Doff bug wasn't a stupidly overpowered combo.
  • bareelbareel Member Posts: 3 Arc User
    edited December 2012
    oh trust me, i play tank, i understand the difference between heal and ReGen. i don't need broken powers. i'm just asking to have my own butt covered for 5 seconds while i heal my team.

    Might I recommend EPTS 3, RSP, Extend Shield Doff, Engie cap abilities, and likely pvp forums would have a few more goodies.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2012
    Adding the regen from a Shield Array Mk XII [Reg]x10 to whatever regen your ship already has...

    ...is a good thing.

    If you're flying a ship with a shield modifier > 1, then it gets even better.
    If you're flying a ship with a shield modifier < 1, then no - it's not as good.

    A Wells is looking at ~380.
    A Fleet Saber Retro is looking at ~202.

    So depending on what you're flying or your style of play, maybe you'd prefer the KineticProc - but just because a bugged version of the shield passive was released and the real one is not that "good" (depending on if there were one or two bugs, it was either [Reg]x69 or [Reg]x472)...that doesn't mean that it's not a good passive nor that your shields would not be superior with that additional ~[Reg]x10 regen.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2012
    bareel wrote: »
    Extend Shield Doff

    How have folks felt about that DOFF?

    I tend to think of the 2x EPt DCE DOFFs for full uptime on EPtS and EPtA, the EPtA ME DOFF for the bonus to shield emitters/hull repair, the 3rd DCE - AtS - for the Hull HoT, and then the SDO/BFI guy.

    Purp WCE +10 Shield DR for 8s. Extend runs for 30s and has a 15s CD.

    Purp SDO 50% on taking damage for a X shield heal per facing. BFI lasts for 15s and has a 60s CD.

    So it's +10 Shield DR for 8s every 45s (as long as you have a friendly target nearby) vs. 15s for the 50% shield heal proc every 60s.

    I suppose it would be the wrong DOFF for the build I'm looking at...
  • foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited December 2012
    What I and I'm sure others are ticked off about is the bait and switch.


    We chose this skill before we knew about any "god mode shields" bug.


    I chose it to add a little life to my Tactical vessels.


    1k regen every six seconds is strong, but in heavy combat you'll still die, just a little slower.



    Either bump the ability back to 1k per 6 seconds (I'd even be happy with something in the 700-800 range) or give us the chance to change our choice.


    It was advertised before we even selected it as 1k per six seconds, we chose it as 1k per six seconds.


    We should not be punished because it wasn't tested properly.


    1k per six seconds totals to roughly 167 regen a second.

    using my regen rate on my Mobius temporal destroyer with MK XI Maco shields I have a regen rate of 275.2 every six seconds.

    That totals out to roughly 46 shield regen per second.


    That's horrible. For the work that went into getting to this skill and hte fact that it was advertised in the rep line-up as 1k per 6 seconds this is a TERRIBLE smack in the players faces.


    Even my proposed max of 800 per six seconds provides a boost of 133 per second. Again, that's strong but not OP.
  • foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited December 2012
    Adding the regen from a Shield Array Mk XII [Reg]x10 to whatever regen your ship already has...

    ...is a good thing.

    If you're flying a ship with a shield modifier > 1, then it gets even better.
    If you're flying a ship with a shield modifier < 1, then no - it's not as good.

    A Wells is looking at ~380.
    A Fleet Saber Retro is looking at ~202.

    So depending on what you're flying or your style of play, maybe you'd prefer the KineticProc - but just because a bugged version of the shield passive was released and the real one is not that "good" (depending on if there were one or two bugs, it was either [Reg]x69 or [Reg]x472)...that doesn't mean that it's not a good passive nor that your shields would not be superior with that additional ~[Reg]x10 regen.



    I had no clue it was bugged when I chose it.


    I chose it because it advertised 1k per 6 seconds. That was the only reason I chose it. It was a guaranteed locked rate of boosted regen.


    I didn't choose it when it showed 250 per 6.



    I most likely WOULDN'T choose it as such either.



    Thye either need to bump the rate to a MINIMUM of 500 per six seconds (effectively doubling it and making it truly "Superior") or give people a "Do-over".


    I didn't know this thing was bugged. I chose it because 1k regen every six seconds was darn useful on my tactical character.


    Had I seen "250 regen every six seconds) I'd have taken my chance with the graviton booster weapon skill.




    I'll say it again for the TLDR's.


    Boost it or Give us a Do-over. We shouldn't be punished for a failure in the testing of a game mechanic.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2012
    foundrelic wrote: »
    using my regen rate on my Mobius temporal destroyer with MK XI Maco shields I have a regen rate of 275.2 every six seconds.

    Er, the 275 is in addition to the regen you're getting from the MACO shield. Depending on your skills, you're looking at 430-450+ or so total regen.
    foundrelic wrote: »
    For the work that went into getting to this skill

    Running a single ISE a day is work?
  • momawmomaw Member Posts: 0 Arc User
    edited December 2012
    p2wsucks wrote: »
    For example, shield regen values can more than double at max shield power.

    Shield regeneration rates are 100% (the listed value) at 50 power, and increase by 4% per point of shield power. This gives:

    Power level = Regeneration rate
    50 = 100%
    75 = 200%
    100 = 300%
    125 = 400%

    Which is something of a problem since the passive shield regeneration does NOT scale as far as I can tell. This means that ships desperately trying to grab as much shield strength as they possibly can by pumping up their power level receive relatively less benefit from this perk than people running low power and relying on shield heals instead of regeneration.
  • foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited December 2012
    Er, the 275 is in addition to the regen you're getting from the MACO shield. Depending on your skills, you're looking at 430-450+ or so total regen.



    Running a single ISE a day is work?



    Considering I wouldn't be running it otherwise, yes.



    My point stands. It was advertised as 1k per six seconds. That was changed AFTER it was purchased.


    They need to bump it up or give us a respec for the tier 4 ability.
  • mastershimastershi Member Posts: 15 Arc User
    edited December 2012
    momaw wrote: »
    For those who didn't know, when you reach Omega tier 4 reputation, one of your two upgrade choices is "superior shield repair". It's supposed to give you a chunk of shield regen every 6 seconds, effectively stacking with your shield's natural regeneration. But due to a bug, it's being added every second, making your shields regenerate at a fairly crazy rate. On Mirror Invasion, my entire team bailed out after they killed the Stadi, and I was tanking the 20-ish ships that were left behind without any trouble. I wasn't killing them quickly, but they weren't wiping the floor with me either. "Inevitable" and "relentless" spring to mind.

    I know it's a bug. But.

    I have to say that this is really the first time I've had my cruiser feel like a cruiser. That is, pinning down the center of a formation, shrugging off incoming fire, throwing heals at my allies. If my cruiser were this durable by design, I'd say "Hell yea I'm the tank! All aggro belongs to me! Do your worst puny man" and charge into hordes of enemies like the escort guys want cruiser guys to do.

    Thing is, ordinarily, to have a cruiser that survives this well you have to be selfish with your heals. I'm sure there's somebody that is using the ridiculously exploitive thing where you have Reverse Polarity running all the time by using aux2batt and dark magic who is about to say "L2P noob", but that's not how the game is meant to work. Ordinarily I have to keep all my TSS and aux2sif and emergency power for my own benefit, and be rippling through all my stuff to make sure the cooldowns don't get out of sync and stuff. It's keeps me alive through a lot, but it forces me to be selfish.

    But with this omega bug, now I can take a huge chunk of attention away from my own survive and focus on how my TEAM is doing, because my own survival doesn't require second by second adjustment and selfishness. In the last few missions I played on that ship, I've probably kept more team mates alive, thrown more support at allies, than I have in the last week combined. My personal DPS is still mediocre-to-terrible but my team's average survival rate has gone up a ton simply because I can be a more effective cruiser for them. I feel USEFUL. I feel like I am being adequately compensated for poor agility and poor tactical options with truly superior tankiness and healing, not the paltry +10% hull and shield strength that usually passes for cruiser durability.

    So now I can look forward to this bug being fixed, and realizing that this new ship isn't actually anywhere near as durable as it felt at first, and going back to having to be twitchy to stay alive and being selfish with my heals. But it makes me sad because I really like this new gameplay of being the formation anchor and compensating for my low damage contribution with high support contribution. And it makes me wish that cruisers in general could get some kind of love toward this goal. If they choose to play this way.

    Anyway. I like being uber-tank. Gonna miss it.
    :(

    You Happy Now ! its nerfed fixed now and why couldnt you have posted just fix the bug on 6 sec instead of saying it needs a nerf wth
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2012
    I might have come off a little harsh or snappy with what I said, and I apologize for that.

    While I do not agree that it needs to be bumped - I mean, just compare the shield regen offered by the various abilities and shields - well, a base of 262.5 per 6 is pretty damn good...

    ...it's hard to argue that Cryptic shouldn't offer that respec or a rep respec so that players can make a more informed choice in the matter. I think that after some research, players are more than likely to end up taking the shield passive in the end anyway.

    Cryptic won't do that though... they never do it, meh. There's been more than a few things in the past year where one would be hard pressed to argue against Cryptic offering a respec - yet, it never happened, meh.

    I'm not sure anybody outside of those that like to oppose just to oppose is actually against Cryptic doing the rep respec in this case...and well, Cryptic.

    Though, in looking at the KineticProc - I don't expect it to the stay the way it is for very long. So it might end up with folks wanting a free respec to change again...meh.

    I mean, it's 751.4 damage - period. Buffs, debuffs, resists - nothing changes the damage - it's always 751.4.
  • romuzariiromuzarii Member Posts: 0 Arc User
    edited December 2012
    p2wsucks wrote: »
    Tbh, I'm glad they did. Keep in mind this is a regen value NOT a heal/repair. There are many factors that go into shield regen. Think of how much better the Omega/Maco/Borg shields regen than the KHG or the high cap story line shields w/negative regen. The difference between the max shield and worst shields is ~200 and is very noticable.

    Remember there's still the proc'ing shield repair consoles that were added via the embassy. There's also Fleet shields w/better stats than STF shields and the Romulan shield changes.

    This is still a very good ability assuming it's working as intended and a regen ability and not a repair.
    I do not care about regen or shield repair values, or about proc'ing shield repair consoles that were added via the embassy that I won't ever be equipping because I do not have the room for them nor do I know if I'll ever even have the option to purchase them, nor do I care about fleet shields or romulan shield changes. I care about choosing a shield ability for 1,050 heal every 6 seconds that I've had my eyes on since the rep system was released and having it nerfed to 262 which makes it ****ing worthless. You can spin it however you like to make yourself feel better about it, but when people start justifying nerfs within a AA system by bringing up unrelated options i.e. shield regen gear setups, there are problems. It's a worthless passive. One turret shot nullifies it's very existence. That's how worthless it is. I'm not doing this ****ty reputation system for my health. It's supposed to be a AA system. Where's the beef? Don't even get me started on the crappy T5 rewards and their 10 minute cooldowns.

    I demand my free redo since a 750 kin proc with a measly 2.5% chance is vastly superior to a 262(360 on my eng) shield regen every 6 seconds. It wouldn't be damn useful if it ticked every second like it was doing at 1k+ per tick. As things were minus the bug, it was a pretty good toss up, you could either go DPS or survival. Both were insignificant, but both were useful as perks of going through the rep tiers and against the tiresome borg. Now shields are just plain worthless and only a fool would choose the shields over the proc. What is essentially a standard shield regen mod that doesn't scale has no business being a T4 omega rep passive reward when compared to it's counterpart kinetic proc. My mind hasn't been this boggled about developer decision making since FFXIV.

    I'm not willing to compromise jack on this issue. Either give me back what I had that cost me my one T4 point or give my one T4 point back so I can spend it on an useful option. Period. I'm not up for anymore nerfs to items AFTER I've purchased them and am essentially told with a smirk, "oh well better luck next time, no refund for youuuuuuu" This time there wasn't dollars spent but it's still a "purchase". Enough is finally enough.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2012
    momaw wrote: »
    Shield regeneration rates are 100% (the listed value) at 50 power, and increase by 4% per point of shield power. This gives:

    Power level = Regeneration rate
    50 = 100%
    75 = 200%
    100 = 300%
    125 = 400%

    Which is something of a problem since the passive shield regeneration does NOT scale as far as I can tell. This means that ships desperately trying to grab as much shield strength as they possibly can by pumping up their power level receive relatively less benefit from this perk than people running low power and relying on shield heals instead of regeneration.

    This is something to consider - the unable to tell aspect. The spot's there for it now, but they don't list it there yet.

    With all the discussions taking place about it not being a heal - it's odd that so many of it still treated it as a heal while saying it wasn't.

    As a bonus to your ship's shield regen - one could easily make the case that it goes either way. Either it is affected by Shield Power or it's not...

    ...they really need to show the numbers for the shield regen there in the defense section - they've got the label - add the numbers...meh.
  • edited December 2012
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  • edited December 2012
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