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Regenerative Shields- Please change its stats

cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
Devs,


Since the F2P patch the regenerative shields are simply of no use or benefit. It is not like in pre-f2p where the boosted regeneration rate but low shield HP was perfectly functional for regen-based boff ability ships (aka sci ships). In today's game a single shot removes the shields and they simply don't regenerate to full before the next shot comes in.


Case in point is the dyson shield and the 4-piece set bonus:

4,927.5 Maximum Shield Capacity
(10% Bleedthrough)

273.8 Shield Regeneration every 6 seconds

When receiving damage while a shield facing is depleted, 100% chance to apply:
Hyper Regenerative Shield Array

+1,200 Shield Regeneration per facing
Reduces Damage to Shields by 67% for 10 sec


Set 4: Reactive Shielding

Reduces Damage to Shields by 50% for 15 sec on damage when shield facings are below 50%
(60 sec recharge)

In the game the shield and the 4-piece set performs like this:

Shields at 100%, max shield power. Shields take 2.6k damage in less than a second (in any PVE or PVP this happens all the time) and the 4-piece set kicks in.

The shield is now at max resists possible (due to max shield power and 50% resist from the 4 piece prov)...but the incoming damage exceeds 8k dmg per second and in just a couple of seconds the shield itself is taken out for a brief moment... which is when the dyson shield proc kicks in.

Poof! 1200 regeneration per shield side. Player usually at this point is clicking on tac team plus emg to shields or transfer shield strength to heal the shield up. The shield heals itself back to full in a matter of seconds.

... and it is slapped down to 0 by the next set of hits the ship receives. The shield HP is just not enough to handle the incoming damage despite the resists it may have. The dyson shield proc kicks in again and REFRESHES the 1200 regen proc (it doesnt stack it).

..this cycle continues nonstop up until the 4-piece set 60 second timer is ready to be used again. The ship's hull is badly damaged because of the bleedthrough damage plus the hits that strikes the hull to trigger the dyson proc quickly whittle the hull down (usually its npc torps).


Overall this regenerative shield simply cannot 'tank' nor hold its own even against the weakest opponents because despite the healing abilities of the ship, the shield itself just does not have the shield HP buffer to provide protection.

A Voquv with the dyson 4 piece set using 2 shield repair drones, 2 tac teams, TSS 2 and 3, EMG2SHLD 2 and 3 plus brace for impact shield regen proc doffs (3 purples) can't tank more than ONE enemy ship at one time because its shields just VANISH the instant combat begins.

In contrast, using a covariant shield, all these healing abilities allow it to tank up to 10+ high damage NPCs and survive (difficult, lots of clicking and knowing your ship but it can be done).


So.. what is the problem then with the regenerative shields? Even with those 2 amazing dyson procs its suicidal to use it on ANY ship.

In my view it has 3 issues:

1- Low Shield HP
2- Regen is 6 seconds (too long, useless)
3- Resists too low.

Solution? Obviously I cannot ask for the shield HP to be boosted else it would be OP. But the regenerative shield CAN be useful if:


1- Shield regen time is lowered to 3 seconds only on regenerative shields. Shield minimum regen time allowed is 0.5 second (when consoles used to reduce the timer).
2- Shield regen bonus is double that of any other shield based on shield power (native shield regen only)
3- Field Emitters engineering consoles changed from +shield power to -x seconds native shield regen timer reduction. White = 0.25 seconds reduction, Green = .5 second reduction, Blue = .75 seconds reduction, Purple = 1 second reduction


What this would do in the current game: The shield still has its weak HP but the fact that it has true higher regeneration rate that allows it to perform equivalent to a covariant in terms of protection. When boff abilities and procs come into play that is.

Resilient shields would then really just need to gain a permanent 2x shield resist boost based on shield power setting to truly make them competitive and unique...and the covariant remains the shield that uses its massive HP as a buffer.
Post edited by cmdrskyfaller on

Comments

  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited February 2014
    I think Regen shields are fine.

    My Vesta and Neghvar are some of the tankiest ships I have and they both run regen shields. The latter can even handle the combined firepower of a city ship's entire escort group in the contested zone for extended periods of time. With a Covariant, those shields would be empty in no time flat; but with regen shields those ships almost never have their hulls exposed to direct fire.

    Regen shields are for extended fire-fights(which is admittedly uncommon in this game). Covariants are for soaking spike damage. Resilient are for protecting your hull.
  • therealmttherealmt Member Posts: 428 Arc User
    edited February 2014
    Dear OP, the devs know nothing about balancing game mechanics since 1971!!
    [SIGPIC][/SIGPIC]
  • sonnikkusonnikku Member Posts: 77 Arc User
    edited February 2014
    The borg shields are kind of like the borg torpedo. They fix the gimmick then ship it without doing a balancing pass on the numbers after the fact. The gimmicks can in fact work with gear. But you have to balance the numbers around reality. The reality in STO is that shields that weak will get blown off in an instant and the higher than normal regen will hardly compensate for that fact. Maybe in an STO where defenses were much weaker, burst damage was lower but sustainable dps was higher we could see a use for these kinds of shields. Unfortunately, that just isn't the case. Even forgetting the low capacity/high regen mechanic it just can't compete. Only 15% plasma reduction? These are BORG shields for pete sakes. Even the Maco gives you 10% protection against all beams and 30% against plasma in particular, IN ADDITION to having a built in power buff to your ship and having a design better suited to the flow of the games mechanics.

    It's kind of like saying the Galaxy class is fine because it excels at being a tank. Yet, in STO tanking just isn't relevant so the rationalization ends up falling flat. That's usually the moment when I hear players go on about how "Well obviously Cryptic should retool the entire game until it BECOMES relevant!". Well, that's all well and good. But it isn't realistic. What we should do is just accept the reality of the game, take it or leave it for what it is and balance around that reality.
  • myutaitomyutaito Member Posts: 10 Arc User
    edited February 2014
    Its not stats, its shield maintanence and making sure you are spec'd in Shield Systems. You may also want to look into deflectors that have Shield System boosts to increase your shield HP. Keep in mind Reg shields work better the more power you have in the subsystem.


    "I could read minds but its pointless 'cuz I'm illiterate."
  • bendalekbendalek Member Posts: 1,781 Arc User
    edited February 2014
    Realistically though, Regen shields seem to be a viable option only up until about lvl 40 in PvE.

    Once you start getting enemies with heavier Burst Damage, they become pretty much useless, and your better off swapping to Res or Cov depending on your play style and specs.

    There is too much Burst to make any real difference in shield regen work, so the [Reg] suffix wont even help really, your better of going for [Cap] and looking for specific damage resistances ...

    Until of course Cryptic "Fix" the shields balance, or do one of their patented "Ninja Buffs/Nerfs"
    Oh, hoho hohhhhh, Oh,, hoho, hohhhhh
    My%20STO%20Sig%20Clear_zps5etu86s1.png
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