Jamescell Posted August 20, 2013 Share Posted August 20, 2013 (edited) Like and comment if you want rejuvenation to be buffed. At least one percent of total health per second at max level, and the delay under five seconds. And I'm not sure if the cool down is for all damage, or just health damage, but regardless, it should be a health damage cool down timer. Considering how effective other auras are, rejuvenation is weaksauce. SUPER weak sauce, frames can have health bars near a thousand. Using maxed rejuvenation, it would take around twenty minutes for a health bar of that size to fully restore. Edited August 21, 2013 by Jamescell Link to comment Share on other sites More sharing options...
Crond Posted August 21, 2013 Share Posted August 21, 2013 You have my vote. For now it's useless aura, especially compared with Energy Siphon. Link to comment Share on other sites More sharing options...
Boatsniper Posted August 21, 2013 Share Posted August 21, 2013 You have my vote. For now it's useless aura, especially compared with Energy Siphon. Everything's useless compared to Energy Siphon. Also lol at people who use Vitality. Redirection is where it's at. Link to comment Share on other sites More sharing options...
Althix Posted August 21, 2013 Share Posted August 21, 2013 (edited) agree. this will also make tanking with armor and health more viable. Edited August 21, 2013 by Althix Link to comment Share on other sites More sharing options...
Kobalt Posted August 21, 2013 Share Posted August 21, 2013 I think the real problem is that it isn't always in effect like other auras are. There is a delay on it when taking health damage much like when you take shield damage. After some thought I understand why it is there, but what I don't get is why that delay is any larger than 4 seconds [currently 10 seconds]. You also start out at full health, so it doesn't really have any effect until you've lost some. Unlike Siphon which will have an effect unless you are lucky enough to fill up quick, even then you can spend so that you are always using it. There are some problems with buffing it up due to certain frames/builds benefiting more. High damage resistance leads to a greater effective heal from the mod, but I would at least like to see it bumped 2-3 times what it is now and have the recharge delay reduced. Even then Siphon still outclasses it. I wish they would add some persistent effect that would make it worth having when your health is full, but I think that might be asking for a little too much. Link to comment Share on other sites More sharing options...
CubedOobleck Posted August 21, 2013 Share Posted August 21, 2013 (edited) I think the whole point is that you can use steel fiber to increase your effective health and by consequence your effective regeneration without actually increasing your health. Edited August 21, 2013 by CubedOobleck Link to comment Share on other sites More sharing options...
-Kittens- Posted August 21, 2013 Share Posted August 21, 2013 (edited) It should be a percentage. Rank 0: 1%/s Rank 4: 5%/s Crisis averted. Edited August 21, 2013 by -Kittens- Link to comment Share on other sites More sharing options...
Jamescell Posted August 21, 2013 Author Share Posted August 21, 2013 Agreed, changed the amount requested in the petition. Link to comment Share on other sites More sharing options...
PaperAlien Posted August 21, 2013 Share Posted August 21, 2013 Also, Physique probably needs a buff too. Link to comment Share on other sites More sharing options...
Ghobe Posted August 21, 2013 Share Posted August 21, 2013 5% per second is far too much. 0.5-1.66% at the most. That will take 1-3 minutes to fully heal. 20 seconds is just far too quick. Link to comment Share on other sites More sharing options...
-Kittens- Posted August 21, 2013 Share Posted August 21, 2013 shields regen far faster than 20 seconds. Link to comment Share on other sites More sharing options...
Jamescell Posted August 21, 2013 Author Share Posted August 21, 2013 (edited) @Ghobe No, considering it is taking up an aura slot, auras are hard to come by, and advanced players usually don't have issues with staying alive, but instead farming logistics, and keeping cryopods alive. AND it isn't always active. Note you have to be OUT of combat for it to even work, twenty seconds is just enough in between defense waves. Remember we aren't talking about shields, this is health, health is the stuff we burn through in a few seconds when our shields go down, not a sturdy last defense. Edited August 21, 2013 by Jamescell Link to comment Share on other sites More sharing options...
luanle21 Posted August 21, 2013 Share Posted August 21, 2013 they should just combine the 2 aura into 1 aura same stats be fine and thats fixes most of our problem picking but yes i agree buff the rej. Link to comment Share on other sites More sharing options...
Jamescell Posted August 21, 2013 Author Share Posted August 21, 2013 If you combine the current two auras you end up with another garbage aura. Link to comment Share on other sites More sharing options...
Ghobe Posted August 21, 2013 Share Posted August 21, 2013 (edited) shields regen far faster than 20 seconds. Point? @Ghobe No, considering it is taking up an aura slot, auras are hard to come by, and advanced players usually don't have issues with staying alive, but instead farming logistics, and keeping cryopods alive. AND it isn't always active. Note you have to be OUT of combat for it to even work, twenty seconds is just enough in between defense waves. Remember we aren't talking about shields, this is health, health is the stuff we burn through in a few seconds when our shields go down, not a sturdy last defense. You shouldn't be taking so much damage that you need your health regenning fast enough to be fully healed between every wave. That should not be a strategy. The only time you ever take health damage is when you're hit by a disruptor/toxics. That's it. Also I made that post under the assumption the cooldown timer would be removed. Or at least heavily reduced(1-3 seconds). Edited August 21, 2013 by Ghobe Link to comment Share on other sites More sharing options...
101blubb Posted August 21, 2013 Share Posted August 21, 2013 5%/s sounds like way too much. I could probably get behind 0.3%/s at r0 and 1.8%/s at r5. Link to comment Share on other sites More sharing options...
Jamescell Posted August 21, 2013 Author Share Posted August 21, 2013 Health isn't a very crucial stat, and for more advanced players, (mostly the players that get rejuvenation at all)you need something that will give full health in twenty seconds, not some garbage that gives us full health if we sit behind a crate for 3 minutes as Ghobe suggested, for it to be useful. Look at auras like steel charge, rifle amp, and energy siphon I don;t see you criticizing those. Link to comment Share on other sites More sharing options...
-Kittens- Posted August 21, 2013 Share Posted August 21, 2013 Point? You shouldn't be taking so much damage that you need your health regenning fast enough to be fully healed between every wave. That should not be a strategy. The only time you ever take health damage is when you're hit by a disruptor/toxics. That's it. Also I made that post under the assumption the cooldown timer would be removed. Or at least heavily reduced(1-3 seconds). It's cool that you only play online with three other rank 30 novas with 5x forma'd acrids, but I don't, and neither do a lot of other players. Link to comment Share on other sites More sharing options...
TheHeraldXII Posted August 21, 2013 Share Posted August 21, 2013 The number you gave is completely ridiculous and honestly I think the only problem is the cooldown before you regenerate. It's be awesome if it only had a 3 second cooldown. Regenerating almost 1hp/second is actually pretty good considering that you shouldn't be taking much health damage in general, health orbs will still be there and it can be stacked. 5% health regen means that you regenerate 0-full in 20 seconds with just one card. The amazing regen team could do it in 5, how is that not messed up? Link to comment Share on other sites More sharing options...
Ghobe Posted August 21, 2013 Share Posted August 21, 2013 not some garbage that gives us full health if we sit behind a crate for 3 minutes as Ghobe suggested How are you always at 1 health after every fight? If this is the case, even having full regen in 20 seconds won't save you. It's cool that you only play online with three other rank 30 novas with 5x forma'd acrids, but I don't, and neither do a lot of other players. Sorry, I solo all the time in private mode using mag/excal/volt and don't forma my weapons and am constantly leveling them all(a.k.a. they're not 30). Now I'll say it again. When I gave the 0.5-1.66%/s I meant in the case that the cooldown would also be reduced to 1-3 seconds down from 10 seconds. Also I haven't used it in a while, is it 10 seconds without taking damage AT ALL? Or damage to your health? Big difference. Link to comment Share on other sites More sharing options...
-Kittens- Posted August 21, 2013 Share Posted August 21, 2013 (edited) And yet shields still regen faster and have two boost mods that will up said rate 170% shouldn't be taking Well then it really doesn't matter then how fast it regens, does it? Besides if you're a perennial Warframe badass, you don't need to ever equip it anyway, right? I mean you're already a badass at a game who whose difficulty maxes out at about ME3MP silver difficulty, it's kind of moot to equip it all, right? I mean you're the expert, you tell me. one card Yeah 440% defense buffer scaling is fine and 220% dps increase is perfectly balanced but health regen in the 30 second range is beyond broken. Gotcha. You say the card is worthless and then say it'll be overstacked.... when you settle on the metric you actually want, lemme know. You assume enemies will stay in their current state. I make no such assumptions. Edited August 21, 2013 by -Kittens- Link to comment Share on other sites More sharing options...
Karma_Ghost Posted August 21, 2013 Share Posted August 21, 2013 (edited) Everything's useless compared to Energy Siphon. Also lol at people who use Vitality. Redirection is where it's at. Rifle Amp, Corrosive Projection, and Enemy Radar all come to mind. I play without Energy SIphon all the time and the only times I ever run out is because of Disruptors or the Disruptor mutator. To OP: Auras are supposed to supposed to provide buffs without significantly changing gameplay mechanics. 5% health regeneration per second is effectively a second shield. Like others have said, 1-2% is much more reasonable. Edited August 21, 2013 by Karma_Ghost Link to comment Share on other sites More sharing options...
Jamescell Posted August 21, 2013 Author Share Posted August 21, 2013 Same Ghobe, haven't used in a while, but I think it's damage all together.. Least that's what I thought. Anyway, I think I wall change it to a number a little more bipartisan, 2%. Link to comment Share on other sites More sharing options...
Redthirst Posted August 21, 2013 Share Posted August 21, 2013 It will still be useless compared to Energy Siphon of Rifle Amp. I don't use vitality so I couldn't care less about health regen. I have shields and Shade's invis to help me survive. Link to comment Share on other sites More sharing options...
Saenol Posted August 21, 2013 Share Posted August 21, 2013 I don't really think these mods need a buff, but I'm not entirely opposed to a modest one. Anything more than double where they are at gets into the absurd range, IMO. Everything's useless compared to Energy Siphon. Also lol at people who use Vitality. Redirection is where it's at. Disagree. There are plenty of areas where the other auras are useful, and while health is generally inferior to shields, some things bypass (or remove) shields. My standard Nightmare mode config includes Rejuvenation, Vitality, Steel Fiber, and Rage...along with the staple of Redirection. Even outside of Nightmare, I normally keep Vitality, especially for Infested and Void missions. Link to comment Share on other sites More sharing options...
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