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floppydonkeyni

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  1. Ya'll are overestimating how much weight the damage reduction portion has on how much damage you should give to the dmg increase portion. You are not going to be able to react to hotswap to dmg decrease in time to stop a 1 tap from a high level grineer. The people who use it for damage reduction, are likely ONLY going to use it for damage reduction. And the people who use it for the dmg increase will almost always only use it for the damage increase. This also hurts late game speedrunners quite a bit. A 50% reduction would hurt ofc, but it'd be workable. An 80% reduction in power, that's basically gutting the ability for speedrunners. Please reconsider.
  2. Please don't make the % this low. 30% eclipse is NOT consistent with Roar. Roar is a much more powerful damage increase if the values are the same, since it double dips on status effects and is also teamwide. Yes you do have the option for the damage reduction, but that's all it would be good for really. And especially for most endgame builds that rely on shield gating, eclipse would essentially be useless past base steel path. Roar would just outclass it in almost every aspect of the game. Please consider making it 75% AT LEAST. That value would pretty much be the minimum for consideration to have use cases where it would be better than roar.
  3. Having eclipse be a damage multiplier should be preserved. It is a very strong ability but it alone does not make a build, you still need all the base elements of mods in your weapon and warframe. Having it be a reliable damage multiplier would not change any gameplay for the worse, things would just die a little quicker, it could also allow for more flexible modding if it enabled players to hit damage breakpoints for killing enemies a bit easier, and maybe with a bit more variety of weapons. Nuking everything in the game is already done without eclipse. Having eclipse being changed to only give base damage would also be a big blow to Eidolon and Profit Taker speed runs. It is a BIG deal. These are areas of the game that have YEARS of development, and especially in the solo category, it almost completely denies the damage necessary to achieve similar times. Having abilities that give more damage than others is not a bad thing, especially since that's all the ability did in this context, a flat multiplier for weapons damage. And to address Pablo's comment about it being capped at 350 for helminth, if that's so then there would be almost no reason to use that ability as a damage buff, since as others have said, a simple arcane does more than that. It would be completely outclassed by so many other abilities. It would take the ability as a damage buff, from A/S tier down to C tier at best. I'm hoping that he just misspoke. Please reconsider your decision. Thank you.
  4. Would be really great to have this fixed. Really demotivating to see the work you put in disappear.
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