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(PSN)Station2D-

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Everything posted by (PSN)Station2D-

  1. Players will be players and will always look for new alternatives to earn tons of power, the topic encourages that, but don't see it as an "Meta-gameplay", just look at it as an "achievement" or "combo" that you earned with your effort (and players like to be rewarded for their effort), but if you think that this will make the combat more boring: that is not the fault of this topic because that has to do with the standards of the enemy design.
  2. The thing is that as the game scales it only demands more power, not "new alternatives of power", I am not going to deny that there are "horizontal-ways" to play, but sometimes that is not what the game encourages, for example: ESO and how only encourages Nuke-gamepay SP and how encourages invulnerability and a high damage output builds CC inmune enemies and how encourages high damage output builds Status inmune enemies and how encourages high damage output builds Enemy AI discouraging Stealth-gameplay I won't say that's bad to have a META, but oppressing the "non-traditional" builds is a problem, reason why I love Duviri Circuit, because it diversifies gameplay regardless of what's better and what's not, but you can still see the difference in SP Circuit, some players just leave after one round hoping to get better equipment, most of the time it's because players don't build correctly and sometimes it's because some builds don't fit with the level-scaling.
  3. The game is plenty horinzontal, except when it comes to higher levels (especially SP), reason why I think the game has balance issues, maybe i'm wrong, but I would like the game to scale more horizontally instead of vertical
  4. It's just marketing bro, plus they are the original WF team, it would be more disrespectful not to have them there and if that's not special to you that's your problem.
  5. yes, I think I should reformulate that one. So, you are talking about making the gameplay more horizontal? (or not, idk)
  6. I didn't make this topic specifically to solve the armor issue, but I like the example you mentioned, but what if instead of "Damage Reduction" it is "Damage Threshold" ? (if you have a topic talking more about this, link it)
  7. You're not wrong, currently in the game you can do tons of damage and that's why I'm suggesting this, in the same way that the "Stealth kill affinity bonus" adds more methods of leveling-up, not as a conventional method but as a "high-risk - high reward" method, I mean, the reason of this is giving the player more options to do tons of damage.
  8. I'm aware of how strong slash damage is and how the basmu was exploited a while back, but this isn't meant to be a new meta, since it requires a more limited approach and isn't meant to be buffed directly.
  9. I know how unique this damage type is, so I'm not here to suggest making it another modifiable "innate" damage type in our arsenal, instead I suggest making it a "rewarding" damage type that you can trigger while in combat when I say "rewarding", I mean turning it into a kind of bonus that you trigger after doing a specific action, so I'm going to mention some of the actions that can trigger this: 1. After the player deals x number of headshots, their next headshots deal true damage equal to a percentage of the weapon base damage 2. After the player does x number of stealth kills the next attacks do true damage equal to a percentage of the weapon base damage 3. When hitting an enemy affected by a hard CC the player will deal true damage equal to a percentage of the weapon base damage Note: When I refer to "hard CC", I'm talking about those CCs that make the target unable to do any action. 4. Enemies that are "Ragdolled" take true damage depending on the distance they travel 5. Enemies that take damage from a "Critical Status proc" also take true damage equal to a percentage of the weapon base damage, BUT this only works if the enemy is vulnerable to that damage type 6. Enemies that are hit consecutively by "Punch through" also take true damage depending on how many enemies have been hit consecutively. If you're worried that this might be too much power for the player, remember that it doesn't necessarily have to be something exclusive to the player, I mean, enemies could benefit from this, so there are several possibilities, but you get the idea. Thanks.
  10. that's a great idea! it shouldn't be faster? sure thing it's good in terms of damage, but it's still not as good as corrosive damage against armor, I mean, corrosive damage not only gives you an bonus damage against armor but also gives you the option to remove it, which it may not be necessary sometimes but it gives you more opportunities to fight against it and I think that's the same approach that void damage should have
  11. Is there a possibility to make the void status effect can also remove partially the enemy overguard? i know that void damage, in terms of numbers, is effective against overguard, but the problem is that unlike armor and shields, which can be removed with corrosive and magnetic effects, overguard can only be removed with raw damage, which might not seem like a big deal, because sometimes you don't need to remove armor or shields to clear a group of enemies, but at higher levels where the enemies become more tanky and armor/shield strip comes to play I think there should be an alternative to remove overguard and not depend on just one factor So this is a suggestion to not only rely on big numbers, but also have an alternative to remove overguard like we do with armor and shields. Thanks.
  12. not sure but this sounds like a good idea, it deserves more attention
  13. I know how strong aura mods can be in a full synchronized group, but I also have to mention how underwhelming this mods can be when you play solo so i suggest that aura mods can fully-stack while playing solo, something i find more useful than searching for other players with the same mod Thanks.
  14. You are not wrong, but one can only hope lol I get your point, but in the other hand I think it's more confusing not to specify that weapons like the Arca plasmor, which is a pure radiation weapon, have an guaranteed impact proc, players would probably think it's a bug until they see the stats on the Wiki, but that's not a good first impression.
  15. Come on, it's not like keeping those features as a secret is a good thing.
  16. A suggestion to show the ¨guaranteed/forced procs¨ of the weapons or abilities in their statistics I know that the Official Wiki shows this information too, but I feel more comfortable looking for this while In-game Thanks.
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