Holy shield is stuff like absorber + deflector? Or psi shields? I have no clue about PPU stuff, but searching on techhavern I couldn't find anything about "Holy shield"
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Holy shield is stuff like absorber + deflector? Or psi shields? I have no clue about PPU stuff, but searching on techhavern I couldn't find anything about "Holy shield"
Hybrids aren't terribly OP. They're definitely head and shoulders the best, but I wouldn't say it's the Hybrids themselves that are to blame. More the mechanics imo.
2 issues that put hybrids a little too high:
1) High TL weapons currently aren't worth it; using melee as an example, I can do roughly the same damage with a TL 84 Long Laserblade II/TL 90 Soulblade as the TL 115 Devil's Grace. Why? The stat requirements to get the MAX yield for a weapon are too high, and the ability to "overclock" a weapon's damage output (as in the dmg formula, get 85% x 115%) makes it so there's no REAL value to having a high TL weapon.
To get the DG to have MAX damage output (100% x 100%) I need 272 MC, 91 TC, and 116 STR. Doing that puts me at the ass end of resistances, so my damage values suffer. And spec'ing heavily into one area (in this case, MC) doesn't put you at any advantage because you hit the wall of diminishing returns too early.
Solution: Don't allow for the Overclocking of lower TL weapons (I.e., if it says the Max Energy damage you can do with a TL 90 is 90, regardless of how high you pump your stats, the max energy damage you should be able to do is 90, not 115 because you're so far over the stat requirements). Also, lower the threshold at which you hit diminishing returns so we can hit the 100% x 100% with higher TL weapons. You're selling out for that one particular style of play, and you should be rewarded for investing into high TL reqs.
2) Protections are too highly tied to armor values now as opposed to character setups. Prior to the patch, for example, if you were running full duranium and ran into someone with poison/fire weaponry, you were definitely at a disadvantage, but it was still doable. Now? You may as well get up from your keyboard and walk away, because they will kill you in about 10 seconds due to the ridiculous amounts of damage you take. Couple that with the outrageous DoT damages (even after the soft patch, they are still too high). Tanks running around with Devourers instagib people rofl.
That, coupled with no "true" poison resist armor makes for a bad time. Sure, heavy kevlar is in the game, but in comparison to the energy armor (duranium) and fire armor (inquisition) it is absolute trash in protecting you. Poison isn't the only issue, it just seems that way because most people don't have poison protection as readily available, but it goes the same with all damage types. If you bring Rock and the other dude brings Paper, barring a vast separation in player skill, you will lose by default just because of his setup, which doesn't make for fun gameplay.
Solution: Tie resistances more heavily to character setups and use armor as a supplement, not the other way around. Some people will say "hurr durr wear the right armor", but that's a shit response to a shit mechanic. I'm not saying you shouldn't be at a disadvantage if you bump into someone with a different damage type than what you're stacked heavy for, but you shouldn't Insta-Lose because of Rock/Paper/Scissors. Particularly in a game where spontaneous, random PvP is the heart and soul of why we all play. The current population makes those amazing moments difficult to find, and having them cut very short due to R/P/S is disheartening.