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Think of shield gen drawbacks in the same way you'd think of corpsebloom drawbacks. You heal more, but you can't do it in bursts to make it through getting nuked. You won't usually get hard nuked in the first loop in a way you could outheal anyways, though, so eh.
However, for more standard runs, one shot protection and that delay can be more trouble than it’s worth.
The cons of Personal Shield Gen is that it can't be leeched and as such makes your One Shot Protection less "viable". Instead, a person has to wait 7 seconds before it quickly recharges. My take on it is, if you're so far into a run where you've got to rely on One Shot Protection to save you and a few seconds is a matter between life or death. Either one, you're way too far into a run. Two, you have absolutely no mobility items/AOE, and if you're that far where damage exceeds your total HP pool, I feel as if it's impossible not to have at least a few on hand which is more than enough for most characters. The emphasis is on far into a run. Personal Shield Gen is average before that point and even at said point, it's not a death sentence to pick up like some people want to believe.
Personal Shield Gen is good in all points of a run, as long as you're not REX, and necessary if you picked up Transcendence. Three out of the Five Elites, minus Perfected, straight up negates One Shot Protection. Not to mention the wide variety of enemy types that ignores it as well. As such that con of PSG making said mechanic less viable is a small one at best. Not to mention, you'd have to have far too much healing if you're going from critical to full in less than the time it takes for shields to recharge. The way I see it, very early into a run PSG is your first line of defense if you didn't happen upon healing items. That portion of your HP is always going to be recharged quickly as opposed to the slow regen of your HP at that point. Every experienced ROR2 player will say that the early game is the most crucial part of a run. Yet, their negative view on this item is stemmed from late game
Like I said above, it works just fine for your average run within a loop. If you go much further it becomes bad at worst, and redundant at best.
And if you think just having so much more health would help, the final boss on like stage 11 brought me from 4400 health to 440 in 1 hit.
Shields can work well with invisibility items like the cloak item or bandit's invis since they'll give you time to start regenerating the shield.
Yes, playing the game named after the idea of pushing it as long as you can to leave a run as early as possible. Of course
I could be wrong but I had remembered it being a old gambling term of getting out before you lose everything. Like pushing your luck being outside without getting stuck in a downpour. *shrug*
I always feel like shields are a last resort in this game. Only if you get absolutely nothing else early on. It's a really funky mechanic when you are just as likely to pull Broaches around that time anyways, which increases your protection on kills, which is what you are doing most of the time.
When your mobility is still a bit slow, shields are awful I think. Especially at Teleporters because you ahve to run away and hide to recharge if you're still early on and too weak to plow through most enemies. It's annoying like having to stand still for 2 seconds before you get healing from the shrooms on someone that moves.
Fungus is the same. You need enough that the heal per tick is like half your health, unless you’re engineer obviously.
Shields are just too hard to use once things get out of hand. As I think I mentioned in this thread already, they’re really useful when you’re stacking max hit points to increase the total amount of barrier you can stack. If you already have a lot of HP items, the shields gained per generator is really high. If you can stack a ton, you can easily double your max barrier which is already doubling your health. But beyond that, shields are a risk.
I don't, so I end my runs once I'm past the difficult part. Pretty arguable people going for challenges such as monsoon clears or Mercenary are gonna end the run as soon as they're comfortable ending it. That means Mithrix, or a few stages later at obliteration. Shield generators and corpseblooms are perfectly valid for shorter runs.