Leadership, which was over-performing, was nerfed.
However my main issue is that hull regen has an "in-combat" value and an "out of combat" value.
My question is, why is there even a difference in these two values?
Anyone playing this game and not sleeping at the keyboard is unlikely to ever have enough downtime between space engagements for this effect to even be remotely useful.
I can only imagine the devs thought that perhaps, people would take a break to heal up in between combat.
I really have to question why they would actually think such a thing, especially at L50.
1) Some endgame missions are timed, taking 'a break' is not an option. Please see every available STF, see No Win Situation.
2) Many endgame missions grant rewards based on your damage (and rarely, healing output). This means time spent out of combat having a cupcake while your hull regens means forfeiting a chance at the better rewards.
Does "out of combat' hull regen really make any kind of sense in the current game?
I see Hull Regeneration like the crew repairs the ship faster when not under duress of combat.
Otherwise, I agree and want to add that hull regen, shield regen, whatever regen should be a flat rate modified by Captain skill, Boff ability, DOff slot or consoles.
Leadership, which was over-performing, was nerfed.
However my main issue is that hull regen has an "in-combat" value and an "out of combat" value.
My question is, why is there even a difference in these two values?
Anyone playing this game and not sleeping at the keyboard is unlikely to ever have enough downtime between space engagements for this effect to even be remotely useful.
I can only imagine the devs thought that perhaps, people would take a break to heal up in between combat.
I really have to question why they would actually think such a thing, especially at L50.
1) Some endgame missions are timed, taking 'a break' is not an option. Please see every available STF, see No Win Situation.
2) Many endgame missions grant rewards based on your damage (and rarely, healing output). This means time spent out of combat having a cupcake while your hull regens means forfeiting a chance at the better rewards.
Does "out of combat' hull regen really make any kind of sense in the current game?
I think the logic is that in PvE situations, where you have the "Destroy X Enemy Groups", you can get your hull back up to "full" more quickly between the enemy groups. At least that's my thinking. I agree, it's not very helpful in any timed type event and most of the Bridge Officer powers eliminate the need for this anyway.
I think the logic is that in PvE situations, where you have the "Destroy X Enemy Groups", you can get your hull back up to "full" more quickly between the enemy groups. At least that's my thinking. I agree, it's not very helpful in any timed type event and most of the Bridge Officer powers eliminate the need for this anyway.
Logically speaking:
Those destroy X Enemy groups are easy.
The timed content is the content where you actually want something like out of combat regen to be useful, but isn't.
It helps in a battle cloaking ship in pvp. Not so much in arena since you can't stay cloaked very long or you will deprive team of a teammate, but in cap and hold or kerrat you can lone wolf more so it helps there. Bird of prey crew is so low it quickly goes back up to full once out of combat so the hull regen is even more. Of course I could do without if they would let us use heals on regular cloaked ships instead of enhanced battle cloak only.
What purpose does "out of combat" hull regen serve?
If its anything like the food/drink, its purpose is to provide accelerated healing during downtime, so you dont have to cast heal on self or wait for passive regen. Defeat your foe, use your out-of-combat heal, wait for rematch
If its anything like the food/drink, its purpose is to provide accelerated healing during downtime, so you dont have to cast heal on self or wait for passive regen. Defeat your foe, use your out-of-combat heal, wait for rematch
I think you need a re-read of the original post as well.
The point of the thread is that there is almost zero downtime in this game.
Do people not recognize rhetorical questions anymore?
My Romulan warbird when fighting the Elachi always like to take a bit of a 'timeout' and the hull repair rates while cloaked make a big effect on my playstyle. If I have an NPC ally somewhere nearby I think nothing about engaging cloak, retreating out of Red Alert and quickly healing some hull before re-engaging while my enemy becomes vulnerable.
So out of combat Hull Regen plays a really big part of my early Rom game. Pretty useless however if you are in a team though.
There are places like the shuttle missions with out of combat downtime, with the lack of heals in a shuttle, that would help. Some fleet actions have downtime, though most are pretty easy. Downtime in no win scenario can be useful, though its short.
Does every mechanic need to be broadly useful? Does every minor mechanic really need to be "fun," especially considering how subjective that is? If the measure of every mechanic is its impact on endgame, you must see a lot of irrelevant additions to LoR.
I would have thought that the purpose is obvious. Out of combat hull regen ensures that after you finish the mission you don't have to spend 5 minutes waiting to get your hull strength back up to full. Of course, the same goal could be served by having your ship reset to full every time you warp anywhere, but this way seems more Trek.
I don't get why it matters. There is some use to it, it might be a bit niche, but just because its not useful for everyone doesn't mean it shouldn't exist, or there is some kind of flaw with the design.
I don't get why it matters. There is some use to it, it might be a bit niche,
I think you guys are missing the point.
Basic hull regen is not a "niche" build aspect.
Basic hull regen is easily one of the broadest concepts you could have since every ship type has some form of it.
Do I think "every" mechanic needs to be important? No.
Do I think that when a developer takes time out of their schedule while developing an expansion to look into and make changes to a basic build function of all ships, that this mechanic deserves feedback? Yes.
A system's team developer obviously thought this mechanic was important enough to look at, normalize for crew dead/alive and create specifc values for "in" and "out" of combat.
So I found it important enough to give my feedback on it, and you two obviously found it important enough to respond to my thread.
I can only imagine the devs thought that perhaps, people would take a break to heal up in between combat.
I really have to question why they would actually think such a thing, especially at L50.
1) Some endgame missions are timed, taking 'a break' is not an option. Please see every available STF, see No Win Situation.
2) Many endgame missions grant rewards based on your damage (and rarely, healing output). This means time spent out of combat having a cupcake while your hull regens means forfeiting a chance at the better rewards.
L50 is not the entire game, where you have plenty of bridge officer slots to have healing abilities. At lower levels where you don't have the slots to put those abilities you have to rely on hull regeneration, sometimes exclusively, in favor of more useful abilities.
Nor are STF's the entirety of the endgame. There are plenty of opportunities to take a break and sometimes it's even advantageous to do so if all your healing abilities are on cooldown.
In STF's part of the challenge is forcing you to forgo the powerful effect of out of combat healing in order to either complete things quickly or/and show that you can manage your abilities as such to mitigate it's loss (How challenging is subjective.)
Crew being tied to hull regen is a way to weaken it's effectiveness.
Do I think that when a developer takes time out of their schedule while developing an expansion to look into and make changes to a basic build function of all ships, that this mechanic deserves feedback? Yes.
Was there a change in the actual base in/out of combat hull regen rate? The way I understood it was that Leadership was not only providing a boost but forcing your hull regen to be at the out of combat value even when in combat. In which case the base function of regen wasn't touched.
Thus this sounds more an issue with the Leadership change.
Comments
Otherwise, I agree and want to add that hull regen, shield regen, whatever regen should be a flat rate modified by Captain skill, Boff ability, DOff slot or consoles.
I think the logic is that in PvE situations, where you have the "Destroy X Enemy Groups", you can get your hull back up to "full" more quickly between the enemy groups. At least that's my thinking. I agree, it's not very helpful in any timed type event and most of the Bridge Officer powers eliminate the need for this anyway.
Logically speaking:
Those destroy X Enemy groups are easy.
The timed content is the content where you actually want something like out of combat regen to be useful, but isn't.
Well that's certainly a valuable combat mechanic to have that only benefits an extremely tiny niche of builds. :rolleyes:
You have most likely missed the point of this thread.
I think you need a re-read of the original post as well.
The point of the thread is that there is almost zero downtime in this game.
Do people not recognize rhetorical questions anymore?
So out of combat Hull Regen plays a really big part of my early Rom game. Pretty useless however if you are in a team though.
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Right, basically useless in teams or at endgame.
Which really questions whether the mechanic is fun or ultimately broadly useful or not.
I think we've already covered the issue with a mechanic that only applies to extremely limited niches.
and yes, I am aware that this is a rhetorical question meant to disguise your original question
but you got your actual question answered now, padawan, so its all good
You are still, inexplicably, missing the point.
But hey, since you really seem to love the mechanic. Have fun sitting in your lowbie ship or shuttle healing your hull during "combat downtime".
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I think you guys are missing the point.
Basic hull regen is not a "niche" build aspect.
Basic hull regen is easily one of the broadest concepts you could have since every ship type has some form of it.
Do I think "every" mechanic needs to be important? No.
Do I think that when a developer takes time out of their schedule while developing an expansion to look into and make changes to a basic build function of all ships, that this mechanic deserves feedback? Yes.
A system's team developer obviously thought this mechanic was important enough to look at, normalize for crew dead/alive and create specifc values for "in" and "out" of combat.
So I found it important enough to give my feedback on it, and you two obviously found it important enough to respond to my thread.
L50 is not the entire game, where you have plenty of bridge officer slots to have healing abilities. At lower levels where you don't have the slots to put those abilities you have to rely on hull regeneration, sometimes exclusively, in favor of more useful abilities.
Nor are STF's the entirety of the endgame. There are plenty of opportunities to take a break and sometimes it's even advantageous to do so if all your healing abilities are on cooldown.
In STF's part of the challenge is forcing you to forgo the powerful effect of out of combat healing in order to either complete things quickly or/and show that you can manage your abilities as such to mitigate it's loss (How challenging is subjective.)
Crew being tied to hull regen is a way to weaken it's effectiveness.
Was there a change in the actual base in/out of combat hull regen rate? The way I understood it was that Leadership was not only providing a boost but forcing your hull regen to be at the out of combat value even when in combat. In which case the base function of regen wasn't touched.
Thus this sounds more an issue with the Leadership change.