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HPetch

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Posts posted by HPetch

  1. By my assessment the status effect changes look mostly solid, however the new effects for Corrosive and Gas look problematic. For Corrosive, the issue I see is that due to the changes to enemy Armor and how Viral effects work means it doesn't really have a use now - Viral will outperform it in most situations due to the bonus damage easily outpacing the benefit of reduced enemy Armor, particularly now that Armor can't scale as high and Corrosive can't remove it entirely (unless it stacks with other Armor-removal effects in a way that isn't immediately obvious). I don't have a specific suggestion on how to address this at the moment, but my gut feeling is that buffing Corrosive would be a better choice than nerfing Viral - increasing the duration, perhaps, or making it scale up faster? Hard to say at this point.

    As for Gas, by changing the damage type the effect deals from Toxin to Gas you've effectively rendered it worthless, as Gas damage does not bypass Shields or Armor and most enemies are resistant to it - strictly speaking many Infested are vulnerable to it, but by the time Status becomes relevant to your build Toxic Ancients and their 80% Gas damage reduction aura are so common that the benefit is completely negated. Obviously the previous situation of Gas just being a better Toxin for high-Status weapons is less than ideal (and arguably even worse than the current design, balance-wise), but as it stands it's basically a trap element that seems good at first glance but is actually nearly useless. The solution I think is best would be to have the proc still deal Toxin damage (either as a ticking AoE like the current implementation or as a DoT like the old version) but at a much shorter duration than a proper Toxin proc, such that Toxin is better for bypassing Shields on Crit-focused weapons or single-target damage on Status weapons but Gas is better against groups. Alternatively you could just remove the Gas resistance from the Toxic Ancient's aura, allowing the new Gas to neatly slide into a more anti-Infested role, which now that I type it out might actually be the better solution.

    Also, I feel it's worth noting that (to the best of my knowledge) Crit was never "king" because it was better - in most cases it was actually worse, unless the weapon could effectively make use of Hunter Munitions - but because more and more late-game enemies (most notably Eidolons and similar bosses) have been completely immune to Status, making Crit builds mandatory for any associated content. I'm aware that you did mention that issue as part of your reasoning for these changes, and I'm glad you're moving in the direction of balancing that out, I just wanted to be sure you're working in the correct context for stuff like this. Good luck with getting all the issues sorted out!

  2. As a fairly new player, I would say this: The first 2 hours is pretty solid, although the first tutorial mission seems to still think you are using the old movement system, so that might need an update. The biggest issue, I think, with the new player experience is not in the first 2 hours, but the 98 hours after that. You are given little to no guidance after the initial quest, with the intricacies of how various systems work left up to the player to find for themselves. This is fine for people like me who research stuff on the wiki and what have you, but for the average player, there is a strong feeling of "what should I be doing next" that the game doesn't really seem to have an answer for. Even a simple "complete this junction to proceed" reminder would likely be helpful. A slightly better explanation of how certain Mods work might be helpful as well, but that might be a bit too meta-gamey.

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