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meownntown

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Everything posted by meownntown

  1. all is well until i get to the damage portion of this dev workshop. was very excited to hear that there would be a rework to enemy scaling and damage types, but it really doesn't feel like it's going to be that impactful. i honestly felt like you were meant to use armor stripping against Grineer because thats their whole thing, is having armor. making Corpus shields regenerate faster means nothing when every single build I utilize already uses multishot, which bypasses shield gating by hitting the enemy multiple times in one hit. another addition to the armor scaling update could be to reduce the effectiveness of corrosive damage so that you have to couple it with other effects like fire damage for the increased armor strip. also making more mods like shattering impact that reduce armor per hit could be useful. to make Corpus shields more meaningful, perhaps things that give shields like Shield Ospery and the like can give overshield aswell, to increase the amount of shield you must deplete in order to kill Corpus. Shields have no benefit to armor and it's difficult to reduce damage taken to shield. Perhaps utilizing the Comba Corpus more often could be helpful aswell, giving that enemy type a rework to reduce damage to shields and perhaps vent Gas damage and the like. in regards to the damage changes, i feel like there is a lot of potential to make damage types amazing, but not a lot has been told to us aside from the Cold damage rework. I think that the Cold damage is cool (get it?) but has a lot of flaws with it. The fact that bosses are immune to the Crit Damage increase is such a missed opportunity to me, because if youre building for cold damage, then you are ideally trying to get all of the Crit Damage, right? removing the ability to gain that extra damage against bosses greatly reduces the effectiveness of the build to me. the freezing effect sounds cool, but the synergies that it provides are minimal. Perhaps there can be a certain "damage threshold" to frozen enemies, like the Mercy killing, where if you reach that threshold, it deals burst cold damage to the target and gives them a debuff? Something more than just "you deal more critical damage" because there is already enough of that with Mods alone. Blast could possible have a concussive effect that stuns or blinds enemies. maybe it could even have the added benefit of disarming enemies, since the explosions could destroy enemy equipment. also increasing the radius of the explosion correlating to the amount of Blast damage could be fun. Blast being more "destructive" and powerful sounds like a step in the right direction. Magnetic damage could create vortexes or push enemies away, and the effect is stronger based on how many stacks that enemy has. Also having Magnetic damage act like an EMP for Corpus type enemies could be very beneficial. Gas damage needs more of a bonus than increased radius and better visibility. Gas damage has always been the worst damage type in my opinion. one possibility for Gas damage could be a similar effect to Radiation, but instead it causes the enemies to become pacified or confused. Like during the summer beach event where Kela goes crazy from the gas leak.
  2. In celebration of one of my favorite frames getting a prime... Royal Agent of Chaos Wisp Dex Wisp Skin Set, Noble Animation Set, Dual Pistol Idle Animation Alastron Shoulder and Chest Piece, Acanthus Prime Leg Guards, Vengeful Trickster Ephemera, Pulchranopsis Syndana
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