Fretless Posted January 24, 2014 Share Posted January 24, 2014 Just so everyone is on the same page here, this is what the four main elemental damage mods look like for each weapon class. Rifle: Heat damage (Hellfire) gives 15% per rank, max 90% at rank 5 Cold damage (Cryo Rounds) gives 15% per rank, max 90% at rank 5 Electric damage (Stormbringer) gives 15% per rank, max 90% at rank 5 Toxin damage (Infected Clip) gives 15% per rank, max 90% at rank 5 Shotgun: Heat damage (Incendiary Coat) gives 15% per rank, max 90% at rank 5 Cold damage (Chilling Grasp) gives 15% per rank, max 90% at rank 5 Electric damage (Charged Shell) gives 15% per rank, max 90% at rank 5 Toxin damage (Contagious Spread) gives 15% per rank, max 90% at rank 5 Pistol: Heat damage (Heated Charge) gives 15% per rank, max 90% at rank 5 Cold damage (Deep Freeze) gives 10% per rank, max 60% at rank 5 Electric damage (Convulsion) gives 15% per rank, max 90% at rank 5 Toxin damage (Pathogen Rounds) gives 15% per rank, max 90% at rank 5 Melee: Heat damage (Molten Impact) gives 15% per rank, max 90% at rank 5 Cold damage (North Wind) gives 10% per rank, max 60% at rank 5 Electric damage (Shocking Touch) gives 10% per rank, max 60% at rank 5 Toxin damage (Fever Strike) gives 15% per rank, max 90% at rank 5 Note the ones in bold. These only give 10% damage per rank, while all of the others give 15%. Rifles and shotguns have all 4 at 15%, pistols have 3 at 15% and 1 at 10%, while melee have 2 at 15% and 2 at 10%. All I'm proposing is that DE bring the melee mods up to par with those for the other weapons. Buff North Wind and Shocking Touch to 15% per rank up from their current 10%. With the increased importance of elemental damage in Damage 2.0, the disparity with the melee mods becomes increasingly important. This doesn't have to wait for 'Melee 2.0,' it could be done immediately. It's not a drastic change, just a sensible one which would give melee weapons a much-needed damage boost. Link to comment Share on other sites More sharing options...
xlraistlx Posted January 24, 2014 Share Posted January 24, 2014 +1 Make it happen DE Link to comment Share on other sites More sharing options...
Dalu__Ka Posted January 24, 2014 Share Posted January 24, 2014 "coughletswaitandseewhatmelee2.0bringsuscough" Link to comment Share on other sites More sharing options...
Archistopheles Posted January 24, 2014 Share Posted January 24, 2014 Even then, with Damage 2.0 in place, there's no real need for certain elements to do less than others unless each weapon type has 60% elemental mods that are different than the other handles. Link to comment Share on other sites More sharing options...
Fretless Posted January 24, 2014 Author Share Posted January 24, 2014 "coughletswaitandseewhatmelee2.0bringsuscough" I didn't watch the latest livestream, but I read from the recap that Melee 2.0 won't make Update 12, so it's still a ways off. Link to comment Share on other sites More sharing options...
DaftMeat Posted January 24, 2014 Share Posted January 24, 2014 "coughletswaitandseewhatmelee2.0bringsuscough" This. (In theory, I agree with OP) Link to comment Share on other sites More sharing options...
LordMidnightX Posted January 24, 2014 Share Posted January 24, 2014 those mods being different never made sense to me, It is not really a melee 2.0 thing, and it should not be hard to fix? I mean it would just be changing some numbers right? Link to comment Share on other sites More sharing options...
Dalu__Ka Posted January 25, 2014 Share Posted January 25, 2014 There 100's, dare I say 1000's of things that can be changed with just a little fix. I doubt this will get priority above all else. /end party pooper mode. You do have a fair point though :) Link to comment Share on other sites More sharing options...
Fretless Posted January 25, 2014 Author Share Posted January 25, 2014 those mods being different never made sense to me, It is not really a melee 2.0 thing, and it should not be hard to fix? I mean it would just be changing some numbers right? In my mind it kinda made sense pre-Damage 2.0. Melee had outstanding armor-piercing damage mods, so I saw the mediocre electric and cold mods as DE's way of maintaining some sort of balance. Maybe it wasn't the best way to balance things, but it was understandable from a certain perspective. Now with Damage 2.0, the AP damage mods are gone but the mediocre electric and cold mods remain untouched. Link to comment Share on other sites More sharing options...
Metsudo Posted February 6, 2014 Share Posted February 6, 2014 (edited) I always thought that the drop in ice damage was due to damage 1.0 ice elements always slowing the target. As this is no longer the case, the lower damage (and cost) elements should be the same as all the rest. Lets hope DE are going to do this as the effort, like the OP said, really isn't that much. -EDIT- I'd also add that they really should all be - polarity now as well. Edited February 6, 2014 by Metsudo Link to comment Share on other sites More sharing options...
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