Author Topic: Power management for regeneration vests  (Read 1689 times)

Valor

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Power management for regeneration vests
« on: August 24, 2019, 10:37:25 am »
Power management feat actually makes regeneration vests worse as they consume more power to do the same amount of healing. I do not believe this behavior is intended.

TheAverageGortsby

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Re: Power management for regeneration vests
« Reply #1 on: August 24, 2019, 04:58:47 pm »
It has always been the case. It's not a bug, just a feature you don't like.

harperfan7

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Re: Power management for regeneration vests
« Reply #2 on: August 24, 2019, 05:10:13 pm »
It has always been the case. It's not a bug, just a feature you don't like.

It's nonsensical.  If it's not a bug, it's bad design.
*eurobeat intensifies*

Quidam Craft

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Re: Power management for regeneration vests
« Reply #3 on: August 24, 2019, 05:20:09 pm »
Either power management should have :
A- no effect at all on regenerative vest. Because why not for balance reason.
B- should give two more effective turn of regen (10 to 12)

Right now, the feat actuelly nerf an item. Which is not the goal of a crafting feat.

Indeed, you need,
1- more energy to fully recharge your vest
2- makes you weaker against emp damage with no benefit.

ciox

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Re: Power management for regeneration vests
« Reply #4 on: August 26, 2019, 08:17:20 am »
I'm sure this is on a very long list of things to be looked at somewhere. Feels like a lot of things will change now that the DLC is done and over with. After all you didn't expect the Lifting Belt to suddenly be stronger at boosting your inventory cap than the Pentapus Barbeque, but there you go.

Styg

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Re: Power management for regeneration vests
« Reply #5 on: September 03, 2019, 02:38:30 pm »
To me it doesn't seem to be affecting it at all. What's the issue exactly?