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Suggestion: Shieldharderning Mod for frames.


Dreez76
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Why ?.

We have armor for health and an additional mod that increases that armor, and mods that further increases it (Health Conversion) and multiple abilities that increases armor.  So for frames who doesn't really rely on armor or health because of poor values, why shouldn't they get access to mods that further hardens their shield?.   Higher ranked enemies will strip a shield in no time at all and then all you have left to delay the end, is a very low armored tiny healthpool that will melt if a gunner/tech looks at you wrong.

Look at it this way.   Both chroma and rhino's normal healthpool is 400ish and without their armor, they would melt just as fast as any other frame, but with their insane amounts of armor, their EFFECTIVE healthpool becomes insane because they negate so much damage through armor.   Now add a mod that does just that for shield, maybe not as powerful as Chromas 490% vex, but still a very noticable improvement that would stop your shield from instantly melt.

Just a thought that has occured after seing alot of shieldbased frames getting annihilated by highranked enemies while armortanks gets tickled.

 

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well, considering we can have 1200 overshield, I think it would be too powerfull to implement. Some frames can go up to 2500+ shield with OS, imagine if they had reduced damage on this...

 

Nah, squishy frames are squishy for a reason, there's no point having powerfull and immortal frames.

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Shields should offer something different from armour, like the ability to mitigate (not negate) enemies ability to proc you. They become more useful this way, as you can get away with running a frame with 300 health points (literally a strong fart downs these frames).... otherwise, it's just armour in blue skin.

On the subject of shields as they are now however, they are kinda junk. There isn't any real point when enemies have a multitude of procs that bypass shields and do direct to health damage.What good is 12000 points in shields, when enemies can directly attack that teeny 300HP Health pool?

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Yeah, it's definitely not ready for release yet thats for sure, I think they said they have been experimenting with it during last dev stream but haven't been able to get what they were looking for just yet so need to do more experiments.

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The main difference between shields and health is shields regen fast, and there are mods that speed that up as well.  Unfortunately most high level enemies do toxin or slash and makes shields pointless.  Very few people seem to depend on shields because if something is going to kill you chances are it won't bother with shields anyway, it just eats right through them and  health immediately.

Corpus techs are a great example, above level 60 or so they can just one shot most frames, regardless of shields, overshields, health or armor.  Moas at high level eat through your shields/health so fast that if you are in their lasers for more than a second, you are dead.  Napalms, scorches, cat ladies etc.. are just as bad.  There is little hope to survive by face tanking regardless of how high your shields/health/armor are.  Best form of survival is always going to be avoidance.

It would be wonderful if shields mattered more.  I don't know if shieldgating will help with that, but considering how much testing will be needed to balance such a thing its not likely to happen soon if ever.  Shield hardening is a decent idea too but I don't know if they would consider it given the reasons others have already stated.

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24 minutes ago, MillbrookWest said:

Shields should offer something different from armour, like the ability to mitigate (not negate) enemies ability to proc you. They become more useful this way, as you can get away with running a frame with 300 health points (literally a strong fart downs these frames).... otherwise, it's just armour in blue skin.

On the subject of shields as they are now however, they are kinda junk. There isn't any real point when enemies have a multitude of procs that bypass shields and do direct to health damage.What good is 12000 points in shields, when enemies can directly attack that teeny 300HP Health pool?

Shields in this game are an inexcusable disaster. They are basically functioning in a bugged and half functional state - by design.

Physical Damage Types such as Puncture and Slash mean you have been hit by a projectile that caused the proc. Which happens constantly, right through shields. DE complains because we use CC Cheese for missions, well, guess what: This is one BIG reason why. 

Shields should protect against physical damage procs. Elemental, well...lots of those are splash damage types. I can see Blast and Toxic hitting you and having some measure of impact by coating your frame or knocking you around. But there is no reason a Slash proc should be possible THROUGH a shield. That's a bug, not a feature.

This needs to be fixed asap - and while they are at it, they can remove hitscan weapons from enemies and replace them with versions that use real projectiles.

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Someone mentioned shield gating. 

That's actually the exact opposite of making shields useful. Shield gating only works on DEPLETING shields, which means a larger pool of shield lets this proc less often and you end up taking larger portions of damage. However, with shield gating, it's better to lower shields and hugely pump up shield recharge rate, that way shields deplete instantly and you proc immortality extremely often because of that gating. 

It's not something people think about often, but shield gating makes having more shielding LESS useful.It's a nice mechanic, but it doesn't help a single person with any kind of survivalility when it only happens once per recharge and enemies can quite easily stop that recharge with things like guns, or explosions. It help from being 1-shotted, sure, but most of the enemies that can kill you in one hit either bypass shield entirely, or do use an automatic weapon that will kill you in 2 shots instead of 1.

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18 minutes ago, BlackCoMerc said:

Shields in this game are an inexcusable disaster. They are basically functioning in a bugged and half functional state - by design.

Physical Damage Types such as Puncture and Slash mean you have been hit by a projectile that caused the proc. Which happens constantly, right through shields. DE complains because we use CC Cheese for missions, well, guess what: This is one BIG reason why. 

Shields should protect against physical damage procs. Elemental, well...lots of those are splash damage types. I can see Blast and Toxic hitting you and having some measure of impact by coating your frame or knocking you around. But there is no reason a Slash proc should be possible THROUGH a shield. That's a bug, not a feature.

This needs to be fixed asap - and while they are at it, they can remove hitscan weapons from enemies and replace them with versions that use real projectiles.

Puncture procs only weaken your damage output. It's not so much the problem of damage types, but more so Slash procs will tick on health directly. Magnetic and Poison/Gas are also problematic. Most attacks that come at Tenno in high level one shot shields but Mag procs guarantee no shields and energy. Toxic damage/aruas bypass shields and toxic DoTs do too.

We can debate about the logic of a slash weapon hitting your shields, not touching your health, and some how the proc magically causes you to bleed... With that I personally believe Shields should make your Health Pool status immune until they are down. Again, I think it's jarring that if you cut a Tenno and you hit their shields, and not their health, that they start bleeding. Arguments could be made that maybe they breath in Toxin and that is why Toxic bypasses shields. But if we prevent Toxic and Slash procs from bypassing Tenno shields it's only fair those same procs would not bypass enemy shields.

With shields at full Tenno Health would be Immune to Status Procs.

Maybe a more balance solution would be to make it so that Shields provide status Resistance. If you have 100% shields, you'd get an innate 90% status resistance to all physical and elemental status procs and that innate resistance would decrease as you shields do. A frame with higher shields would see a slower drop in status resistance.

Magnetic damage/procs would still be a problem though. Would have to change the rule of Magnetic Damage/procs because as of now it's supposed to do large shield damage and prevent shield regen.

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I think the solution here should be to decouple armor from health, not add another multiplicative durability stat. If you really think shields need some kind of a hardening mod, a simpler solution could be to just have armor also apply to shields (it doesn't have to make physical sense), but right now armor as a multiplicative stat is wreaking havoc on enemy scaling, while not doing anything too special for most warframes. In the end, shields shouldn't be about taking lots of damage, they're just a buffer for your health that depletes and regenerates quickly.

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2 hours ago, (PS4)DBR87 said:

Magnetic damage/procs would still be a problem though. Would have to change the rule of Magnetic Damage/procs because as of now it's supposed to do large shield damage and prevent shield regen.

I think we should just let this element do as it already does. Or maybe just half its effects and prevent regen duration on shields.

And let Toxin does what it does, except if shields are on full and not damaged, they'll only do half their tick dmg?

Edited by LunarEdge7
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9 hours ago, Trichouette said:

We're supposed to get shieldgating soon™

It's been a while since they announced it though

 

9 hours ago, CrudShuzKong said:

They didnt announce it yet, they only announced that they will start experimenting with it.

It was briefly mentioned in the most recent devstream, but they didn't discuss the progress on it because of time constraints. Most likely still a WIP and in the experimental stages.

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By me i think its fine as it is, there are tanky frames and there are squishier frames, the later being like that for a reason most of the time...

*Imagines nova with the "tankyness" of a rhino*

Just as some warframes are harder to play then others that too has to apply to their armor lvls. 

Robust frames can stay and "hold" a llittle but warframes like a sonar banshee at first sight of bullets going your way need to take evasive maneuvers.

At the end of the day everyone should just play with the kind of frames they prefer. One may be squishier... But when "true" end game falls on us everyone goes in one shot.

...Besides maybe some slipery frames or one that screams in rage lol

Just enjoy the change of pace ;)

 

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