That's a very interesting idea, and would certainly put more "force" in Force Shield! Thanks for the response!
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I don't believe both the naked and desert Coms SHOULD experience the same effect. I think the Com, or character for that matter, with the highest Armor rating should get the greatest increase and effect. That way, the unique differences between the classes or experience levels would not be disrupted.
For the same reason as listed for the naked/desert Com example. I fear disrupting the unique differences between the classes/experience levels would cause STS to balk at considering the change. Empathy and Transference already provide massive heals, and have no problem keeping even the highest HP Coms topped-off. I understand your example, and see where you are going with it. However, I think the difference is the Engie's heals are currently scaling well, even with the highest stat-bearing classes, whereas Protection and Force Shield are not.
I think we may have to agree to disagree regarding skill timing. For the Com, I feel brief skills with massive buffs are appropriate. I just don't feel the same for the Engie. I prefer to have my Engie bathing themselves and others in buffing/regenerative light that has a more lasting effect. However, I concede that Protection does not need to last quite as long, especially considering it cools down in 12 seconds and no longer stacks. I would gladly give up one minute of Protection's duration for increased effectiveness! Also, I wish to avoid blurring the lines between the different classes skills. I think the skill timing for Force Shield is perfect!
I strongly agree that the Engie should not tank anything! I do not intend to make the Engie a tank with the suggested changes, and if incorporated, I do not believe they would. Keep in mind, even if my suggested changes were made, a single blow from a boss/sub-boss or a critical hit would likely still take down the shield, even at skill level 6. What my suggested changes would do is prevent the shield from popping when I, and I believe many others, feel it should not. If you have spent any time playing an Engie, you have almost certainly experienced the moment your shield was taken down by a junk mob almost immediately after you cast it, which left you saying "Aww, man! That's BS!!". I seek to eliminate those moments.
This idea is growing on me, as well! And I also believe we should leave the shield's HP progression intact. From your example, the shield would be more resilient and would reduce damage. However, it would also side-step the Armor buff by reducing incoming damage directly, which I still think we should avoid. Maybe have the shield take 50% of the incoming damage and have the Armor buff (which I am proposing both scale and become more robust) be responsible for modifying the damage delivered to the shield-bearing Engie...
Thank you for the repeated feedback! I really enjoy the pleasant discourse.
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Thanks, again! The more I think about the "bounce" idea, the more I like it. Bring your calculator and do some math with us next time!
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Thank you very much for the support! Let me know if you have any ideas or suggested improvements of your own. And I really appreciate the BIG +1!!
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A shield that doesn't pop, you say...... How radical of you to suggest such a thing! Still, I'd like to stay away from what could be viewed as side-stepping the shield's Armor buff. Also, a 25% absorb would only scale with increased enemy damage, which may prove to be less effective than a scaling Armor buff in the long run.
I still don't really see how the shield would increase dodge, unless... Is it a slippery shield?? Joking aside, I am liking the Dodge buff idea less and less.
Thanks for coming back for another round! Let's make it a trifecta!!
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Thanks, man! Your support means a lot to me. You are a man of few words, but each word is loaded with infinite wisdom.
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OK, I think it's time we switch gears a bit. I really appreciate everyone's feedback, hard work, and what I can tell has been the result of some serious thought! Now I think we need to start boiling down the content of this thread into some concrete conclusions.
First, based on Raulur's most recent response, maybe we need a consensus... Do you believe Force Shield should provide an Armor buff (scaling, of course) or absorb a set amount of damage? I think we need to make this distinction, as I do not believe the shield should be capable of doing both. Remember, this is an original game of its own, so don't let the performance/functionality of other games' force shields cloud your judgment. My vote is for......Armor buff! What, you're not surprised I'd vote that way?! Also, do we need a consensus regarding Protection?
Second, I have an idea regarding how to pose the suggested changes to these skills to the STS devs. Let's start with the existing skill descriptions for Protection and Force Shield and edit the language to reflect the changes we would like to see. For this exercise, I am using the skills' level 6 descriptions, which are:
Protection: 15 energy, 10 sec. cool-down, 12m range, 120 sec. duration, +60 armor value to all group members in range.
Force Shield: 10 energy, 45 sec. cool-down, 30 sec. duration, +120 armor value, +2 energy regen, (shield bursts when it takes 75 damage).
I'd like to set the following rule for this exercise: Try to keep your revised description to about the same length as STS's current description. That way, if you strongly feel the skill should have new functionality, you will have to give something up to get it!
Here's my edited language:
Protection: 15 energy, 10 sec. cool-down, 12m range, 60 sec. duration, +30% armor value to all group members in range.
Force Shield: 10 energy, 45 sec. cool-down, 30 sec. duration, +50% armor value, +3 energy regen, (shield bursts with a hit of 75+ damage).
Let's keep the ball rolling. Enjoy!
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