Risk of Rain 2

Risk of Rain 2

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da blues 17 ABR 2021 a las 1:51 a. m.
why is the personal shield generator bad?
I've only heard about it sucks, but I can't seem to find the reason why. Is it bugged?
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Mostrando 1-15 de 16 comentarios
TrueEvil 17 ABR 2021 a las 3:59 a. m. 
The shield gen is fine as long as your run doesn't go long. It can interfere with burst healing which can make it a dangerous item to keep because of how oneshot protection works, but this is not common for runs that only last to Mithrix/first celestial portal.
Malthar 17 ABR 2021 a las 4:00 a. m. 
Publicado originalmente por game:
Theres a mechanic called one shot protection which makes you not die if you take a single instance of damage (plus some lingering) which would kill you, and you need to be over 90% health to have this effect. (Curses dont count) Since shield gens count as health but you cannot heal your shields and you have to wait for them to recharge which takes like 9 seconds to fully recharge, it removes your one shot protection for the duration, and you are prone to being one shot. One shot protection is not that important until like stage 4 so they arent that useless, basically free health, but if you find a scrapper theyre better off turning to more useful items.
pretty much this, they arent useless per se but they def have some heavy drawbacks and would be better served being other items
Ittrix 17 ABR 2021 a las 2:00 p. m. 
Yep, too many shield generators can interfere with OSP. As eV said tho, for your average run length you don't have to care.

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.
Quadsword 17 ABR 2021 a las 4:19 p. m. 
Shields can FUBAR your one-shot protection if you get too many.
Chaoslink 18 ABR 2021 a las 7:51 a. m. 
The only time I really like using them is if I’m going with command and the sacrifice artifact where enemies drop items. Eventually you end up with a ridiculous amount of items and stacking max HP with infusions and steaks is really easy. Since shield generators are % based, this makes each one offer a lot more maximum damage you can take. This, when paired with a high healing build with aegis can give you a massive HP pool if you can maintain max barrier as well.

However, for more standard runs, one shot protection and that delay can be more trouble than it’s worth.
The Face 22 ABR 2021 a las 3:42 a. m. 
Oh boy, more useless defensive items
TropicalLad 22 ABR 2021 a las 7:02 p. m. 
Because a certain chin bearded youtuber says it is and a good amount of people view his opinion as objective fact or don't create their own opinions on items

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

Última edición por TropicalLad; 22 ABR 2021 a las 7:10 p. m.
Ittrix 22 ABR 2021 a las 9:34 p. m. 
Publicado originalmente por TropicalLad:
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
Same for people who hate corpsebloomers. Double healing in exchange for 10 seconds to heal to full from zero. Within the first loop, pretty much no one but Rex is gonna actually get hit by that.

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.
Lunacy 22 ABR 2021 a las 9:44 p. m. 
People say it's bad because you can't heal it back at an instant so it'll remove your one-shot-protection for being under 90% hp.
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.
Última edición por Lunacy; 22 ABR 2021 a las 9:48 p. m.
The Face 22 ABR 2021 a las 10:34 p. m. 
Publicado originalmente por Ittrix:
Publicado originalmente por TropicalLad:
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
Same for people who hate corpsebloomers. Double healing in exchange for 10 seconds to heal to full from zero. Within the first loop, pretty much no one but Rex is gonna actually get hit by that.

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.

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
TropicalLad 23 ABR 2021 a las 1:30 a. m. 
Publicado originalmente por The Face:
Publicado originalmente por Ittrix:
Same for people who hate corpsebloomers. Double healing in exchange for 10 seconds to heal to full from zero. Within the first loop, pretty much no one but Rex is gonna actually get hit by that.

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.

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
Named after the idea of pushing as long as you can? Am I looking at the same game title as you, Risk of Rain 2? All the title of the game implies is the risk of ever higher precipitation, likely in reference to the difficulty names. The only incentive to push a run past the first celestial portal is either for The Long Run, Clover unlock, Commando's Grenades, or your own personal merit
The Face 23 ABR 2021 a las 1:43 a. m. 
Publicado originalmente por TropicalLad:
Publicado originalmente por The Face:

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
Named after the idea of pushing as long as you can? Am I looking at the same game title as you, Risk of Rain 2? All the title of the game implies is the risk of ever higher precipitation, likely in reference to the difficulty names. The only incentive to push a run past the first celestial portal is either for The Long Run, Clover unlock, Commando's Grenades, or your own personal merit

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*
TITOMOSQUITO187 23 ABR 2021 a las 6:59 a. m. 
I'm sure there is a saying related to it from somewhere. Maybe our grandparents would know it...lol

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.
Chaoslink 23 ABR 2021 a las 7:54 a. m. 
Publicado originalmente por TITOMOSQUITO187:
I'm sure there is a saying related to it from somewhere. Maybe our grandparents would know it...lol

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.
Yeah defensive items can be a bit odd to use. Brooches are only good once you have a handful of them, the decay is fast enough that anything less than three simply doesn’t last long enough to reliably do anything aside from soaking damage over time effects as you’re killing things. They’re really only good in bulk later on when you can reliably stack them.

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.
Ittrix 23 ABR 2021 a las 8:32 a. m. 
Publicado originalmente por The Face:
Publicado originalmente por Ittrix:
Same for people who hate corpsebloomers. Double healing in exchange for 10 seconds to heal to full from zero. Within the first loop, pretty much no one but Rex is gonna actually get hit by that.

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.

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 mean you can do whatever you like, but I personally don't like looping. After stage 8 or so you hit god mode and just watch pretty fireworks as everything dies. If I wanted that, I'd play with Command on.

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.
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Publicado el: 17 ABR 2021 a las 1:51 a. m.
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