Hixlysss Posted November 28, 2013 Share Posted November 28, 2013 What I mean is they should all do the same amount of damage, and get their damage from the same place. To specify, a % increase of Impact damage pulls it's number from the Impact damage stat on a weapon, rather than the base damage. This makes it a VASTLY weaker choice compared to an elemental damage mod. Also, the elemental mods should all provide the same amount of damage, for the same mod cost. Why is it on the rifle that Hellfire adds 90% fire damage, for 11 energy, when Cryo Rounds adds the same amount of cold damage for 9? Drop Hellfire, Infected Clip, StormBringer down to 9, or bump Cryo Rounds up to 11. Also, take a look at the pistol and melee ones, they are way out of whack. Deep freeze providing 60% cold, when the others provide 90%? Deep freeze should get bumped up to 90% with a cost bump up, or lowering the cost of the others. The same can be said about melee weapons. And, to be honest, the physical damage mods should provide the same % amount of damage as elementals, why? So we have a reason to use them over elemental damages. And again, Why? Because the devs said they wanted to get rid of rainbow builds, which...well they have only made more viable by making elemental damage mods the only viable option to use because the physical damage mods add nowhere near the same amount of damage as the elemental mods. TL;DR, Elemental and Physical Damage mods should all cost the same and provide the same % amount of damage as well as pulling their number from the total base damage of the weapon they are increasing. Link to comment Share on other sites More sharing options...
Seanjuju Posted November 28, 2013 Share Posted November 28, 2013 (edited) Damage 3.0 will address this. Seriously though, DE just changed around names, pictures, and wording of a bunch of mods but damage 2.0 was a major change. Now they need to give some thought to the actual values on the mods. Edited November 28, 2013 by Seanjuju Link to comment Share on other sites More sharing options...
Hixlysss Posted November 28, 2013 Author Share Posted November 28, 2013 Damage 3.0 will address this. Seriously though, DE just changed around names, pictures, and wording of a bunch of mods but damage 2.0 was a major change. Now they need to give some thought to the actual values on the mods. This is true. They need to actually balance out some of their mods as some of them are...very lacking. Link to comment Share on other sites More sharing options...
00zau Posted November 28, 2013 Share Posted November 28, 2013 Yeah, currently the physical mods are all S#&$ on primaries. Why use a mod that adds 30% to a portion of my weapons damage (so more like a 25%, at most, actual damage increase), when I can use a mod that adds 90% of my total base damage? All the physical mods should scale of the total base damage of the weapon, like Accelerated Blast and Sundering Strike do. Link to comment Share on other sites More sharing options...
theammostore Posted November 28, 2013 Share Posted November 28, 2013 Damage 3.0 will address this. Seriously though, DE just changed around names, pictures, and wording of a bunch of mods but damage 2.0 was a major change. Now they need to give some thought to the actual values on the mods. Would you rather it go insanely high powerful and then have to be nerfed? Or start low and be built up. Which feels better. A powerful thing getting nerfed, or a weak thing getting buffed. Assume the end is the same. Link to comment Share on other sites More sharing options...
Seanjuju Posted November 28, 2013 Share Posted November 28, 2013 @theammostore I'd rather DE have a more concrete vision for damage 2.0. Honestly. We'll work from here though. DE has never been good at balancing so I guess they're taking it slow and hopefully getting some practice. Link to comment Share on other sites More sharing options...
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