It reaffirms my current belief, yes. It actually helps a bit. But I'm still a bit torn.
What I'm seeing here is four possible outcomes:
I give my offensive-based toons the Kineti-proc for increased DPS
I give my offensive-based toons the shield heal for survivability
I give my non-DPS toons the Kineti-proc for increased DPS
I give my non-DPS toons the shield heal for greater survivability
As much as I love that the T4 powers aren't a "well duh" choice like all the previous tiers, it's kind of a pain to pick how to spread these. And without a respec currently available, it's actually a bit stressful.
I guess what I'm asking is, is it smarter to use these passives to cover shortfallings, or to boost what they're already good at?
Would it be easier to give opinions if I list the toons, ships, and layouts I'm considering applying these to?
Or am I overthinking this?
There's no simple way to answer that unfortunately.
It's my opinion that unless your character has an extremely serious shortfall, think long term and play up the strengths. Other people may disagree with me and suggest a more well rounded play style, but it's really personal preference.
For your non-dps/non-tank toons the question really becomes "Are you currently worried about surviving? Do you NEED the shield regen?"
If you manage to survive without the regen now, I don't see a reason to pick it over the increased DPS in most cases. There are caveats, like if you're building a full tank build, but in most builds the passive shield regen isn't going to make as much of a difference as the DPS.
I chose the shield ability for my Tactical officer simply because I want anyone I team with to be able to breath as I aggro pretty much any enemy group.
THe shield bump helps keep me alive longer allowing for more over all DPS.
There's no simple way to answer that unfortunately.
It's my opinion that unless your character has an extremely serious shortfall, think long term and play up the strengths. Other people may disagree with me and suggest a more well rounded play style, but it's really personal preference.
For your non-dps/non-tank toons the question really becomes "Are you currently worried about surviving? Do you NEED the shield regen?"
If you manage to survive without the regen now, I don't see a reason to pick it over the increased DPS in most cases. There are caveats, like if you're building a full tank build, but in most builds the passive shield regen isn't going to make as much of a difference as the DPS.
Well here's what I'll probably go with.
Tac/MVAE beam-scort, probably going with shield regen. If DPS was my main concern I wouldn't have gone beams. I run it as a moderate-damage AoE/CC ship, comboing Gravity Well 1 and FAW1 with APB3 and Spread 1, with APA sprinkled on for good measure. This is pretty much an STF build. But ever since S7 went live, the damned ship has been popping like crazy, moreso than any of my others. With Shield Regen I should be able to keep doing my job a little longer.
Sci/Escort Carrier beam-boat with a build almost identical to the MVAE above. Uses Warp Plasma instead of Gravity Well. Seems to tank a little better. This is the only one that I could go either way on, but I think since it's so similar to the above, shield regen would be the safer pick.
Sci/Sci Oddy support with light CC. Shield regen, duh. Healer's no use if it doesn't live long enough to heal.
Sci/Marauder. Probably shield regen. This one concerns me a bit since I'll be dialing back the support a little when I can finally get my hands on a Fleet Corsair (my KDF-side fleet is slow going to T3...), but ultimately it's doing the same thing as the Oddy.
Tac/Peghqu'. Yeah, this one is definitely kinetic proc. 2x DHC, 1x Quad, 2x turret, 2x photon torpedo with HY3. That's more than enough projectile density to make me fairly confident that the proc will serve me well.
i am primarily a pvp player. i am a tac and fly an escort.
i actually like the super shield passive being available. it might encourage a bit more teamplay as support craft can now afford to give out heals rather than self-consuming in an effort to stay barely-alive.
imo, junk weapons should feel junky. if you want to drop the super shields get better weapons. im tired of all the nerfing to accommodate players that use TRIBBLE gear and dont know how to setup boffs and kit their ship.
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.
say it as many times as you wish, but that wont make it true.
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.
OPvPers are unanimous in their support of the nerf/bugfix of the shield passive.
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?
Just so I'm clear here, you're stating that 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?
I'm not quite sure that's what snoge was saying. I think the reference to nerf/bugfix is playing off the wording of how Cryptic addressed it - rather than addressing it as a bugfix, they called it a nerf. Thus nerf/bugfix - whatever Cryptic wanted to call it.
However, I haven't seen a single one that wanted the willynillysilly drastic changes they put in on Tribble.
~1xxx/6s was ~1xxx/s... everybody just wanted it to be the /6s instead of the /s.
Where Cryptic came up with what they did... Q probably doesn't even know.
But yeah, Cryptic did not admit that it was a bug that it was doing it every /s - instead they said they were going to nerf it... nerf/bugfix...meh.
I'm not quite sure that's what snoge was saying. I think the reference to nerf/bugfix is playing off the wording of how Cryptic addressed it - rather than addressing it as a bugfix, they called it a nerf. Thus nerf/bugfix - whatever Cryptic wanted to call it.
However, I haven't seen a single one that wanted the willynillysilly drastic changes they put in on Tribble.
~1xxx/6s was ~1xxx/s... everybody just wanted it to be the /6s instead of the /s.
Where Cryptic came up with what they did... Q probably doesn't even know.
But yeah, Cryptic did not admit that it was a bug that it was doing it every /s - instead they said they were going to nerf it... nerf/bugfix...meh.
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.
[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
However a DRASTIC change and is in no way "superior".
1k repair every 6 seconds was broken, I agree. When My Tactical vessel is taking a beating and my shields are healing faster than they can be brought down, yeah, it's too much.
THats a rip off. I feel like I would have been better off with the Graviton enhancment.
They need to either boost the repair (not to the 1k but into the 2-300 range) or give us a redo.
EDIT: I was looking at it on the ground.
Still my point is valid. We're going to be punished because there was no testing done on the ability before it was placed on the main server.
MANY players are nearing tier 5 completion. Most of those chose the Superior SHield Repair skill.
If that goes below 300 or so, I can safely say that I want a chance to change my mind on the ability.
It's like selling someone a car with 600 Horse Power and three weeks later the dealer tells you tat they're going to pick the car up for a few hours and when you get it back it's going to have "Drastically reduced" horse power.
Couldnt agree with this more, i chose the shields for the simple reason they were seriously superior. Heres a Lamborghini but in 3 weeks we're changing the engine for a 61 Mini Cooper.
An option to change passive seen as youve changed the original spec would be nice
Couldnt agree with this more, i chose the shields for the simple reason they were seriously superior. Heres a Lamborghini but in 3 weeks we're changing the engine for a 61 Mini Cooper.
An option to change passive seen as youve changed the original spec would be nice
I have nothing against players wanting a respec and getting one.
But, again please consider this is in theory (haven't tested) a boost to shield regen. It's not a repair and has a different mechanic entirely. For example, shield regen values can more than double at max shield power. Different ship types have bonus to or reduction of shield regen value. Different shield types have bonus to or reduction of shield regen value. Different ship tiers effect regen value as last reported.
This ability would most benefit sci ships using regen shields w/all the multipliers assuming works as described.
Further, shield regen sci consoles work based off of the base shield regen. It may be this ability boosts the shield regen ampifiers by boosting the base, or maybe not as it needs to be tested and confirmed one way or another.
Different boff abilities such as emergency power to shields boost(ed) the shield regen multiplier based off the base shield regen values.
Please do not assume this is a weak ability w/o considering how it may fit into your build.
[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
[*]Drastically reduced the shield healing provided by Superior Shield Repair.
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.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
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.
__________________________________________
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.
I didn't take the T4 Omega shield passive, but I do agree that the 75% nerf in addition to the refresh frequency bug correction was a bit skill-overkill. Cryptic should have applied one of the other, but not both since the skill in now virtually worthless.
The shield per-second recharge rate had to go since that effectively stopped all torpedoes from ever connecting with an exposed hull. However, even the best Mk XII regenerative shields only have 300 recharge per facing on escorts class ships. Keeping the T4 hardened shields at 1000 recharge rate equated to a 333% boost in shield performance -- this number is way too high. I think a 50% boost, or 150 shields per facing would have been reasonable. When I logged into STO this morning, the bonus was sitting around +20 shield recharge rate, or roughly 6% increase shield recharge rate. This number is RIDICULOUSLY low -- too low to even matter.
With all the marks and lets be honest energy credits that went into getting this passive it now feels like it does not even work. Honestly I feel ripped off, now I know it was bugged before and way OP but c'mon Cryptic why must you nerf everything to the point of not even being worth it? Anyone remember when tachyon drones came out they really did something, people paid real money to get carriers then they nerf it to the point where the tachyon drones don't even work right and when they do they do nothing.
After almost 3 years of playing and now I don't even want to log in!
STOP TAKING THE FUN AWAY BECAUSE ONE PVP'ER COMPLAINS
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 went with the omega weapon amplifier so idc...cry moar!!
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.
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.
There is one more option: Dump the T4 Omega Shield recharge passive via full re-spec. Yes, this may cost you a little zen, but you'll be happy once you dump the under-performing skill. Yes, I agree that the re-spec should be a free one, but we have to wait for Cryptic to issue the re-spec.
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.
I agree. This isn't OP, but it's not useless either.
Well, I don't feel any difference in game so it makes me believe that 'drastically reduced' is code for we turned it off or we reduced your levels below the point that you were before we implemented the reputation system and now you need it to get back to normal.
So since I can't feel a difference, it must be mathematical only.
Does anybody know how to calculate the actual function so we can at least tell that it is working properly?
Well, I don't feel any difference in game so it makes me believe that 'drastically reduced' is code for we turned it off or we reduced your levels below the point that you were before we implemented the reputation system and now you need it to get back to normal.
So since I can't feel a difference, it must be mathematical only.
Does anybody know how to calculate the actual function so we can at least tell that it is working properly?
This feels like I have been cheated...
This is a shield REGEN not a repair, that is the place to start. To get an idea pick a base shield. Then take your shield power and move it to max while in system space. Use "k" assuming default key binds and switch to your ship and select defenses. Observe the number. Then compare. Then pick a different shield type and repeat for them all. Then go to tribble respec w/o the passive, or use an alt w/identical console/ship/skillpoint/power allocation. Then compare the differences.
I can tell on a KDF ship w/negative modifiers to shields w/mkxii omega shields the regen is ~135 while at 25 shield power, but if i pop EPTS3 and max shield preset, it's over 800. This is w/o the T4 passive.
Now think what a Fed Sci ship would be. Then test out a couple of shield amplifiers w/a a high regen shield w/and w/o the passive on a Fed Sci ship.
Until you test and bring back #s please refrain from claiming to be cheated etc.
[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
If they are to make such a big change like this then we need to able to rechoose/respec our rewards powers.
I agree to an extent.
I think there should be a mini mission where people have to actually learn how shield regen works before getting a respec. Then they get a free special token.
If they don't want to respec out of that ability, but use the token then fine them 2x the cost of the respec token in dilithium given that days exchange rate for abusing not only a broken ability but the respec system.
[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
The one thing I do agree with from the folks who are unhappy with this correction is that respecs should be made available freely or at least much, much more cheaply. Lets face it, this isn't the first and won't be the last thing they release without adequate testing or in a broken state.
If respecs cost 100 zen and could be sold on the exchange (the way keys can be) then players would have a great way to gain EC and Cryptic would have another zen sink. 500 is silly but I digress.
I think a lot of people are having a knee jerk overreaction to these new numbers. Anyone who dumps and jumps ship will probably be back. I am of course referring to the people who understand the effect of shield power on regen rates.
__________________________________________
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.
Comments
There's no simple way to answer that unfortunately.
It's my opinion that unless your character has an extremely serious shortfall, think long term and play up the strengths. Other people may disagree with me and suggest a more well rounded play style, but it's really personal preference.
For your non-dps/non-tank toons the question really becomes "Are you currently worried about surviving? Do you NEED the shield regen?"
If you manage to survive without the regen now, I don't see a reason to pick it over the increased DPS in most cases. There are caveats, like if you're building a full tank build, but in most builds the passive shield regen isn't going to make as much of a difference as the DPS.
THe shield bump helps keep me alive longer allowing for more over all DPS.
Well here's what I'll probably go with.
Tac/MVAE beam-scort, probably going with shield regen. If DPS was my main concern I wouldn't have gone beams. I run it as a moderate-damage AoE/CC ship, comboing Gravity Well 1 and FAW1 with APB3 and Spread 1, with APA sprinkled on for good measure. This is pretty much an STF build. But ever since S7 went live, the damned ship has been popping like crazy, moreso than any of my others. With Shield Regen I should be able to keep doing my job a little longer.
Sci/Escort Carrier beam-boat with a build almost identical to the MVAE above. Uses Warp Plasma instead of Gravity Well. Seems to tank a little better. This is the only one that I could go either way on, but I think since it's so similar to the above, shield regen would be the safer pick.
Sci/Sci Oddy support with light CC. Shield regen, duh. Healer's no use if it doesn't live long enough to heal.
Sci/Marauder. Probably shield regen. This one concerns me a bit since I'll be dialing back the support a little when I can finally get my hands on a Fleet Corsair (my KDF-side fleet is slow going to T3...), but ultimately it's doing the same thing as the Oddy.
Tac/Peghqu'. Yeah, this one is definitely kinetic proc. 2x DHC, 1x Quad, 2x turret, 2x photon torpedo with HY3. That's more than enough projectile density to make me fairly confident that the proc will serve me well.
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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.
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.
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?
I'm not quite sure that's what snoge was saying. I think the reference to nerf/bugfix is playing off the wording of how Cryptic addressed it - rather than addressing it as a bugfix, they called it a nerf. Thus nerf/bugfix - whatever Cryptic wanted to call it.
However, I haven't seen a single one that wanted the willynillysilly drastic changes they put in on Tribble.
~1xxx/6s was ~1xxx/s... everybody just wanted it to be the /6s instead of the /s.
Where Cryptic came up with what they did... Q probably doesn't even know.
But yeah, Cryptic did not admit that it was a bug that it was doing it every /s - instead they said they were going to nerf it... nerf/bugfix...meh.
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.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Couldnt agree with this more, i chose the shields for the simple reason they were seriously superior. Heres a Lamborghini but in 3 weeks we're changing the engine for a 61 Mini Cooper.
An option to change passive seen as youve changed the original spec would be nice
I have nothing against players wanting a respec and getting one.
But, again please consider this is in theory (haven't tested) a boost to shield regen. It's not a repair and has a different mechanic entirely. For example, shield regen values can more than double at max shield power. Different ship types have bonus to or reduction of shield regen value. Different shield types have bonus to or reduction of shield regen value. Different ship tiers effect regen value as last reported.
This ability would most benefit sci ships using regen shields w/all the multipliers assuming works as described.
Further, shield regen sci consoles work based off of the base shield regen. It may be this ability boosts the shield regen ampifiers by boosting the base, or maybe not as it needs to be tested and confirmed one way or another.
Different boff abilities such as emergency power to shields boost(ed) the shield regen multiplier based off the base shield regen values.
Please do not assume this is a weak ability w/o considering how it may fit into your build.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
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.
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.
It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.
The shield per-second recharge rate had to go since that effectively stopped all torpedoes from ever connecting with an exposed hull. However, even the best Mk XII regenerative shields only have 300 recharge per facing on escorts class ships. Keeping the T4 hardened shields at 1000 recharge rate equated to a 333% boost in shield performance -- this number is way too high. I think a 50% boost, or 150 shields per facing would have been reasonable. When I logged into STO this morning, the bonus was sitting around +20 shield recharge rate, or roughly 6% increase shield recharge rate. This number is RIDICULOUSLY low -- too low to even matter.
After almost 3 years of playing and now I don't even want to log in!
STOP TAKING THE FUN AWAY BECAUSE ONE PVP'ER COMPLAINS
I went with the omega weapon amplifier so idc...cry moar!!
LOL people are so entitled...
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.
So, you thought you'd stop by and troll with two comments? Well, done...I guess.
My character Tsin'xing
So since I can't feel a difference, it must be mathematical only.
Does anybody know how to calculate the actual function so we can at least tell that it is working properly?
This feels like I have been cheated...
Cryptic get things wrong time and time again.
This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . Also, the inappropriate misspelling of Cryptic has to stop. ~Bluegeek
This is a shield REGEN not a repair, that is the place to start. To get an idea pick a base shield. Then take your shield power and move it to max while in system space. Use "k" assuming default key binds and switch to your ship and select defenses. Observe the number. Then compare. Then pick a different shield type and repeat for them all. Then go to tribble respec w/o the passive, or use an alt w/identical console/ship/skillpoint/power allocation. Then compare the differences.
I can tell on a KDF ship w/negative modifiers to shields w/mkxii omega shields the regen is ~135 while at 25 shield power, but if i pop EPTS3 and max shield preset, it's over 800. This is w/o the T4 passive.
Now think what a Fed Sci ship would be. Then test out a couple of shield amplifiers w/a a high regen shield w/and w/o the passive on a Fed Sci ship.
Until you test and bring back #s please refrain from claiming to be cheated etc.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
I agree to an extent.
I think there should be a mini mission where people have to actually learn how shield regen works before getting a respec. Then they get a free special token.
If they don't want to respec out of that ability, but use the token then fine them 2x the cost of the respec token in dilithium given that days exchange rate for abusing not only a broken ability but the respec system.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
If respecs cost 100 zen and could be sold on the exchange (the way keys can be) then players would have a great way to gain EC and Cryptic would have another zen sink. 500 is silly but I digress.
I think a lot of people are having a knee jerk overreaction to these new numbers. Anyone who dumps and jumps ship will probably be back. I am of course referring to the people who understand the effect of shield power on regen rates.
It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.