Jussatoon Posted Wednesday at 08:04 PM Share Posted Wednesday at 08:04 PM Currently, the Beanbooster's shield regeneration is 0.25/s outside of combat, gaining 15 shield a minute; this is enough shield to negate a hit's damage completely, no matter how big, without damaging WX-78's main health. This is pretty cool, but the problem is that this ends up being a once-an-encounter hit negation, where you're better off using more Hardy circuits instead. I suggest that, at the very least, the shield regeneration is the same while in combat as well. This would mean that you'd have to go at least a minute without getting hit before being able to completely negate a hit (or 30 seconds with two Beanboosters). This would promote a kiting playstyle, as multiple Hardy circuits promote a tanking playstyle. If you implement that, I'd also suggest going further and increasing the shield regeneration to 0.5/s, both in and out of combat, going hitless for at least 30 seconds (or 15 seconds with two). I understand if you'd be apprehensive about this, but given the requirement to both scan and defeat a boss to craft the circuit, as well as the skill point cost to access the shield, I think it's fair. The Beanbooster Circuit is usually a passive one with health regeneration, but I think it deserves to have active combat potential with enough skill and investment. 5 Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/ Share on other sites More sharing options...
landromat Posted Wednesday at 08:12 PM Share Posted Wednesday at 08:12 PM 40 free hp every fight is a lot, especially with good armor 2 Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863774 Share on other sites More sharing options...
edulopes Posted Wednesday at 08:17 PM Share Posted Wednesday at 08:17 PM 4 minutes ago, landromat said: 40 free hp every fight is a lot, especially with good armor oh wow, just plug in an health circuit wow, same effect and would even come with % DR and not need to kill bee queen no thanks bro beambooster as currently a bad circuit. 14 minutes ago, Jussatoon said: Currently, the Beanbooster's shield regeneration is 0.25/s outside of combat, gaining 15 shield a minute; this is enough shield to negate a hit's damage completely, no matter how big, without damaging WX-78's main health. This is pretty cool, but the problem is that this ends up being a once-an-encounter hit negation, where you're better off using more Hardy circuits instead. I suggest that, at the very least, the shield regeneration is the same while in combat as well. This would mean that you'd have to go at least a minute without getting hit before being able to completely negate a hit (or 30 seconds with two Beanboosters). This would promote a kiting playstyle, as multiple Hardy circuits promote a tanking playstyle. If you implement that, I'd also suggest going further and increasing the shield regeneration to 0.5/s, both in and out of combat, going hitless for at least 30 seconds (or 15 seconds with two). I understand if you'd be apprehensive about this, but given the requirement to both scan and defeat a boss to craft the circuit, as well as the skill point cost to access the shield, I think it's fair. The Beanbooster Circuit is usually a passive one with health regeneration, but I think it deserves to have active combat potential with enough skill and investment. it would be cool, so that really beam booster feells useful, personally my favorite circuit, but as always i never use it because other are just cheaper and better. i didnt even know that you could regen mid figth, i tougth you needed to have full health to do it, other thing to think about. because if you are full health already, in the end you would not have died from the encounter, making the beam booster shield and regen not useful being really personal now. Beam booster shoud get a rework, or something. People argue that buffing it is too much, and in its state is just meh at my eyes at the moment i never get alpha II, because all in it is just so nerfed. and even loving the beam booster i never feel the health regen ( because jesus waiting entire day for mesely 60 health (or less forgot the math) i would have eaten just 2 pierogi and them BAM instant "beam booster effect " in 30 seconds 3 Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863777 Share on other sites More sharing options...
Koomin Posted Wednesday at 08:26 PM Share Posted Wednesday at 08:26 PM 4 minutes ago, edulopes said: oh wow, just plug in an health circuit wow, same effect and would even come with % DR and not need to kill bee queen no thanks bro beambooster as currently a bad circuit. They are for different use cases. Beanbooster also gives sanity regeneration and health regeneration so you can use it for day to day life and not have to worry about cooking random stuff to regen your stats. It also gives the shield in combat like that post said (and sanity drain reduction in combat, which is also great). Sure you can use a health circuit if you want, but that is designed for specifically combat - that is literally the entire point and the only use case of that circuit, and you miss out on the day to day stuff beanbooster gives. Beanbooster as-is is nice and I currently use it on more than half of my chassis setups, so don't really agree with "no thanks bro". 4 Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863779 Share on other sites More sharing options...
edulopes Posted Wednesday at 09:12 PM Share Posted Wednesday at 09:12 PM (edited) 46 minutes ago, Koomin said: They are for different use cases. Beanbooster also gives sanity regeneration and health regeneration so you can use it for day to day life and not have to worry about cooking random stuff to regen your stats. It also gives the shield in combat like that post said (and sanity drain reduction in combat, which is also great). Sure you can use a health circuit if you want, but that is designed for specifically combat - that is literally the entire point and the only use case of that circuit, and you miss out on the day to day stuff beanbooster gives. Beanbooster as-is is nice and I currently use it on more than half of my chassis setups, so don't really agree with "no thanks bro". But ia Just better to plug an sanity chip same sanity as a Beam booster and a small health one (you gain more damage resistance and an actual health that IS more than a one use and ends 4 more Jelly beans , and cheaper circuits that you can change, die ( by mistake) etc that DONT need a Royal jelly tô make an New one Personally i stopped using It even If It is my favorite circuit, and well pierogi is an example of the easiest and more avaiable food , bacon and eggs does the job too the pure usage of Beam booster ( health regen and shield) versus super processor is bad as It is. One other thing i dont know if THEY fixed ir but It Just infuriates me to have a higher penalty tô sanity when using dreadstone for an example Beam booster is nothing more than 5 health regen / 30 seconds And a one time use small health circuit Versus an super processor ( same sanity status) And a small health circuit (2.5%dr) With the 2.5 i know it is not much but is more health for your Buck in the long run. Beam regen is only worth when you really DONT eat for days Edited Wednesday at 09:13 PM by edulopes 1 Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863783 Share on other sites More sharing options...
Jakepeng99 Posted Wednesday at 09:52 PM Share Posted Wednesday at 09:52 PM 1 hour ago, Jussatoon said: Currently, the Beanbooster's shield regeneration is 0.25/s outside of combat, gaining 15 shield a minute; this is enough shield to negate a hit's damage completely, no matter how big, without damaging WX-78's main health. This is pretty cool, but the problem is that this ends up being a once-an-encounter hit negation, where you're better off using more Hardy circuits instead. I suggest that, at the very least, the shield regeneration is the same while in combat as well. This would mean that you'd have to go at least a minute without getting hit before being able to completely negate a hit (or 30 seconds with two Beanboosters). This would promote a kiting playstyle, as multiple Hardy circuits promote a tanking playstyle. If you implement that, I'd also suggest going further and increasing the shield regeneration to 0.5/s, both in and out of combat, going hitless for at least 30 seconds (or 15 seconds with two). I understand if you'd be apprehensive about this, but given the requirement to both scan and defeat a boss to craft the circuit, as well as the skill point cost to access the shield, I think it's fair. The Beanbooster Circuit is usually a passive one with health regeneration, but I think it deserves to have active combat potential with enough skill and investment. Its already very good it doesnt need any buffs. When the sheild is down, you still regen HP normally so it doesnt affect combat at all really. It doesnt need to be balanced to keep up with jellybeans in combat since its free and constant. The people in the server i play in use both beanbooster and health because they synergise and increase your max health. Dont forgot it comes with the benifits of the sainity circuit, so the beanbooster properties are basically being given for one notch which is insane value. 42 minutes ago, edulopes said: Beam booster is nothing more than 5 health regen / 30 seconds And a one time use small health circuit Versus an super processor ( same sanity status) And a small health circuit (2.5%dr) With the 2.5 i know it is not much but is more health for your Buck in the long run. Beam regen is only worth when you really DONT eat for days You get much more value from a beanbooster, and even more value for using both beanbooster and health circuits. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863792 Share on other sites More sharing options...
edulopes Posted Wednesday at 10:08 PM Share Posted Wednesday at 10:08 PM (edited) 19 minutes ago, Jakepeng99 said: You get much more value from a beanbooster, and even more value for using both beanbooster and health circuits. i understand the double beam booster route, it is fair, but would not be easier to wait 1 entire day to heal then to have 6 less jelly beans,and just eat 2 pierogis in an body with no health buffs? like.. the time it takes is too much, and losing the shield when changing bodies even if both have beam booster is terrible Edited Wednesday at 10:11 PM by edulopes 1 Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863797 Share on other sites More sharing options...
Baark0 Posted Wednesday at 10:46 PM Share Posted Wednesday at 10:46 PM If the shield could regenerate after avoiding taking damage for 15 seconds or so, I think it'd be considerably better. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863798 Share on other sites More sharing options...
KINOTAKO Posted Thursday at 12:31 AM Share Posted Thursday at 12:31 AM Here's a bit of a goofy idea: how about eating Honey gives you +20 shield, provided your shield isn't completely broken yet? I just think it'd be fun if the shield had some extra quirks, rather than just acting as a second health bar. 3 Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863823 Share on other sites More sharing options...
edulopes Posted Thursday at 02:27 AM Share Posted Thursday at 02:27 AM (edited) 2 hours ago, KINOTAKO said: Here's a bit of a goofy idea: how about eating Honey gives you +20 shield, provided your shield isn't completely broken yet? I just think it'd be fun if the shield had some extra quirks, rather than just acting as a second health bar. goffy yes, but sadly too broken, in some situations (probably most of them) well eating some honey could really do some effect, likea little more healing, like 1 or 2 more, for one day duration? 5-to 6 or 7 health per 30 secs, or maybie something on shield a crazy but broken too idea would be if you had beam booster+ 3 redigestions circuits with the skill, after eating 10 honeys making one jelly beam or even royal jelly ( i know this one will never make it probably xD) Edited Thursday at 02:31 AM by edulopes 2 Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863831 Share on other sites More sharing options...
landromat Posted Thursday at 06:21 AM Share Posted Thursday at 06:21 AM (edited) 10 hours ago, edulopes said: oh wow, just plug in an health circuit wow, same effect and would even come with % DR and not need to kill bee queen no thanks bro beambooster as currently a bad circuit. so do it, nobody stops you. I'll keep using beanbooster tho Edited Thursday at 06:22 AM by landromat Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863846 Share on other sites More sharing options...
Kvetevk Posted Thursday at 06:25 AM Share Posted Thursday at 06:25 AM I think that beanbooster is the last circuit that needs a change if we count alpha tinkering II skill. Super-Hardy does almost nothing, except giving you a bit more health with % armor. Super-Porcessing makes shadow items drain more than usual, it should be less. Beanbooster heals more and gives you shield that can negate 100% damage. What I would change: Super-Hardy would now decrease the durability loss on armor + maybe give the block circuit more defense for it to ignore draining armor durability. Super-Processing should either decrease the sanity loss from shadow items by 25% (having 3 would remove the drain completely). Beanbooster would cost jelly, super-processing and super-hardy circuits, and it would give both sanity and health stats + their abilities from tinkering skills. This would make WX78 not rely only on Super-Hardy circuits and would make the Beanbooster circuit more usable than before (also it would make tinkering II more worth it). Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863847 Share on other sites More sharing options...
Jakepeng99 Posted Thursday at 09:52 AM Share Posted Thursday at 09:52 AM 11 hours ago, edulopes said: i understand the double beam booster route, it is fair, but would not be easier to wait 1 entire day to heal then to have 6 less jelly beans,and just eat 2 pierogis in an body with no health buffs? like.. the time it takes is too much, and losing the shield when changing bodies even if both have beam booster is terrible 6 Jellybeans? You only need one Beanbooster. I feel like you haven’t tried the Beanbooster in practice much. If getting healing food is really easy for you and you basically have an infinite supply, then the Beanbooster will never be useful for you, unless they buff it to absurd levels. 3 jellybeans is not near as valuable as infinite health regen, and a sheild unless you play in the short term. In this case I feel like the Beanbooster might not work for this play style. I always use the Beanbooster because the Sainity circuit is really good, and getting all the Beanbooster perks for one both practically is sorta crazy. Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863858 Share on other sites More sharing options...
edulopes Posted Thursday at 03:22 PM Share Posted Thursday at 03:22 PM 5 hours ago, Jakepeng99 said: 6 Jellybeans? You only need one Beanbooster. I feel like you haven’t tried the Beanbooster in practice much. If getting healing food is really easy for you and you basically have an infinite supply, then the Beanbooster will never be useful for you, unless they buff it to absurd levels. 3 jellybeans is not near as valuable as infinite health regen, and a sheild unless you play in the short term. In this case I feel like the Beanbooster might not work for this play style. I always use the Beanbooster because the Sainity circuit is really good, and getting all the Beanbooster perks for one both practically is sorta crazy. Sadly i tried Beam booster since ITS launch, as i said ir IS my favorite circuit but It tales só much time tô actually heal me, that i almost never use Its healing functionality, i dont have the time to Go to the next encounter with the Beam booster healing, ( it never heals enough) and i always heal with food because of that It is as you said ( not that i really play short therm) but it seems like that because i am the main boss killer from my group I am with you on sanity circuit ( i am Just a little annoyed on ITS effect buffing insanity from negative insanity weapons and clothing) But for me sadly the Beam booster is always too slow to feel ( 60 health or 80 health per day i never remembrr exactly) Like the Beam is only worth for being base mais or base orgnizer for days I dont wanna like enourmous health regen, but i would take any minor buff to just feel It in a more nomadic/ quicker playstile For me It is much more easier a healing NOW that acts when you need, than a healing that normally would have not mattered ( normally i am taking 2 suppershealth one small brain 1 super gastro) Because i tend tô change bodies fast, and shield is almost always down and as i said is easier to Just eat 2 big healing foods on a clean body I dont know if playing Maxwell for like most of my 3000 hours clouds my value and vision on healing and health. But really, i always try the Beam , i only Felt the effect when the base Beam was the effect of Double Beam ( 10/30 secs) on this First beta Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863887 Share on other sites More sharing options...
Jussatoon Posted Thursday at 03:36 PM Author Share Posted Thursday at 03:36 PM 8 minutes ago, edulopes said: i tend tô change bodies fast, and shield is almost always down This detail in particular is another reason why Beanbooster should be buffed. I don't know if it's something that needs fixing or if it's intentional, but given that it was reported many times before, I'm leaning towards the latter, in which case my suggestions could at least help compensate. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863888 Share on other sites More sharing options...
edulopes Posted Thursday at 04:02 PM Share Posted Thursday at 04:02 PM 26 minutes ago, Jussatoon said: This detail in particular is another reason why Beanbooster should be buffed. I don't know if it's something that needs fixing or if it's intentional, but given that it was reported many times before, I'm leaning towards the latter, in which case my suggestions could at least help compensate. If It at least maintained the shield If both bodies had the Beam booster It would be great Link to comment https://forums.kleientertainment.com/forums/topic/171088-alpha-tinkering-ii-buff-suggestion-beanbooster-circuit/#findComment-1863890 Share on other sites More sharing options...
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