So as per PTS Phase 2 patch notes.
- "Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects."
- Question: What source does it benefit from then?
- "Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer."
- Question: So if I understand this right, Incoming Repairs = Repair-Skills ?
Because If you're getting repaired by yours or your ally's skills, that's basically what Repair-Skills does.
Or am I missing something here? Constructive feedback is appreciated. Thanks.
Repair skills = buff applied to your heals, whatever the target.
Incoming repairs = buff to healing applied to you, whatever the source.
Change on PTS: armor kits/talents/gear no longer buff healing applied to yourself.
E.g. if you deploy a Restorer Hive, Repair Skills will buff it for both you and allies. Incoming Repairs will also buff it, but only for yourself.
If an ally deploys a Restorer Hive, your Repair Skills will not affect how it heals you. Incoming Repairs will.
Happy to be corrected on this if wrong.
That said, it's an overlapping and convoluted way of doing things,.
Man that's confusing as hell.Originally Posted by NLxAROSA Go to original post
Still it took me a good minute to understand what you said and it does makes sense.
But only if it actually works the way you said it does.
IMO, even if incoming repairs still has a different effect as compared to repair-skills,
I believe it has been nerfed into the ground by excluding armor kits,talents and gearsets.
And so I don't see a point using it anymore. pfft.
Things would have been much more simpler if we only had repair-skills.
And no matter if the skill belongs to you or your ally, this stat should benefit from it.
But no, massive be like "lets make it complicated and make self and group healing separate".
Even though everyone is using the same damn skills.
It took me several minutes to put it down in a way that I myself understood.Originally Posted by WrecK3rr Go to original postAnd like I said, this is my own understanding/experience, happy to corrected on this. And yes, it's convoluted and weird. They should have just went with the Repair Skills thing and ditch the Incoming repairs. If they want to buff defensive healing, create talents on gear for that or just buff armor kits or the specific healing skills.
I mean, this was the easiest way that I could think of to explain this, that says a lot already doesn't it?(Or I really suck at explaining
)
Exactly my point. A skill is a skill and so it should have the same exact effect no matter if you are holding it or your ally.Originally Posted by NLxAROSA Go to original post
There was really no need of incoming repairs when we have repair-skills in place. Specially now when they have chucked out all the sources it used to benefit from.
And dude, your explanation for this was far better than the devs themselves. Lol
True. It shouldn't have been added in the game in the first place.Originally Posted by TOKYO_ROGUE Go to original post
Sorry so late in the game, I just started.
So it seems that there is an important distinction between the two. Everyone here seems to understand what repair skill is so I'll just focus on "Incoming repairs".
It's important to have this listed separately because of how many specialized health returns there are in the game that have nothing to do with skills that heal. There's armor returned from kills and also returned over time. There's percentage of armor regen from proccing bleed (Ridgeway Pride). I can think of a few others but none of these have anything to do with healing skill and therefor no matter how hard you can heal...it won't affect these.