XxMAGGOTxX Posted March 19, 2014 Share Posted March 19, 2014 Elemental mods don't even do anything. They really don't. You have to wait on the RNG gods for anything to happen, all it does is do some extra damage. You are pretty much forced to string them together in combos to get any real benefit. After hearing what it was all like before Damage 2.0, I'm quite disapointed. Sure, Cryo Rounds shouldn't be overpowered, nor any of the other mods. But why do we only get one proc out of many shots? Why can't we just have some small effects each shot? For instance, Cryo Rounds. Slow the target a bit (nothing insanely slow, just enough to be able to line up shots better), have a lasting damage effect for about 5 seconds doing no more than 8 points of damage a second. Or something like that, just not too high. I would like to see elemental mods give us some good effects. If I wanted just straight up damage, I could get a max serration, max heavy cal, max puncture, max slash and max impact mods. Now for Hellfire. Have the target burn for a set amount of time while taking a set amount of health and have a small chance of him running around. Save the big things for RNG. I'm sitting here, praying to the RNG gods for just a little movement slowing on one target. Save RNG for the bigger stuff. If it procs, freeze them in place, blow them up, something BIG. I don't want to wait for one shot out of every two hundred or so to have a target slow down a bit. This would make elemental mods useful, not overpowered. It would make them useful for different builds and different guns. This is something I feel should implemented so that elemental mods are useful, not useless. You really only get rewarded by stringing them together, and it's only because of raw damage. It would be better if these tiny effects happened every shot, rather than just rewarding us with some extra damage. Status chance weapons are too few to rely on RNG. Sorry for the long post and if I sounded a little bit like an @$$ but I thing this is quite important. Link to comment Share on other sites More sharing options...
Morwyn Posted March 19, 2014 Share Posted March 19, 2014 Holy broken return key. Link to comment Share on other sites More sharing options...
XxMAGGOTxX Posted March 19, 2014 Author Share Posted March 19, 2014 Yes but my point is, shouldn't they have effects? Just small ones, nothing that blows them up every shot, just these little effects. Elemental things in games usually have side-effects, not just pure damage. Cold should slow, Fire should burn, Electricity should elctrocute and so on. If you are tasered, you're not just gonna have some damage applied to you and keep on going. You convulse. Here it seems to me that they failed on that part, having the effects. I'm not saying that it should do these crazy things each shot, save the RNG for something that does damage and effects on the scale of a critical hit. I don't want to wait for hundreds of shots to slow one target. I will however wait for hundreds of shots fired to have someone frozen in place and have a hefty damage sum on them. This is only a suggestion. Yes, they should keep the damage. I'm not saying they should take that out, but I'm saying they should add to it. If I just want damage added to my weapon, then I would add Damage Mods. But Elemental mods should have effects, not some movement slowing that happens rarely. Link to comment Share on other sites More sharing options...
Angius Posted March 19, 2014 Share Posted March 19, 2014 Wall of text -> tl;dr I read like the first two lines before I gave up, though. Elemental mods are not useless - they add to overall weapon damage. More damage is always good. Link to comment Share on other sites More sharing options...
SilverEliteHD Posted March 19, 2014 Share Posted March 19, 2014 (edited) Well then there wouldn't be a point to status effect. Elemental damage is a lot more useful than you think! For example, Corrosive is really good against armor. Status chance is something on the side that you worry about in SOME cases. One example would be the Marelok with a status chance of 30%. I personally love the Marelok and think its a great weapon to have. Its weapons like those that you should take into consideration status chance. Now there is a bit of a problem with status chance! For new players or players who have not done the events for Duel Nightcore status mods. (Poison + Status, Electricity + Status ) will find that increasing status chance is pretty hard. The current status chance mods only boost it by a little! They do need some kind of buff or newer players will find status chance somewhat useless to plain out useless! TL DR VERSION! Status chance is useful for weapons with high status chance. Elemental combos are pretty darn useful! Edited March 19, 2014 by SilverEliteHD Link to comment Share on other sites More sharing options...
DoomsDayDan Posted March 19, 2014 Share Posted March 19, 2014 I think elemental damage is applied to every shot though, so if you slap some viral on your gun every shot that doesn't proc will still do bonus damage to Grineer If that is the case, the game should actually tell you that somehow like with colorful damage numbers or something so threads like this don't pop up Link to comment Share on other sites More sharing options...
XxMAGGOTxX Posted March 19, 2014 Author Share Posted March 19, 2014 Yeah but I'm not talking about something crazy effective. Just something small, nothing too big. Just some small side effects, maybe not even every shot, but definitely happening a lot more than they should. As I've stated with Cryo Rounds, movement speed is slowed not often enough for it to be viable. This is just what I think, because in my opinion, you are waiting on RNG to get small side-effects with Crit damage chances. Link to comment Share on other sites More sharing options...
ZephyrAM Posted March 19, 2014 Share Posted March 19, 2014 It varies a lot by weapon. Some really only take advantage of the elemental damage typing (Corrosive vs. Armor, Electric vs Robots, etc), while others have status chance stats that can be heavily taken advantage of. SilverEliteHD mentioned the Marelok having a 30% status chance: throw some proc chance increase mods on there and you could get it up to 50%+ and really make use of it. Alternately, some guns have a 5% base, and no matter how much you throw on there, it's never going to be worthwhile. Just use the damage boost and move on. Clearly it's not what you would like to see, but I think you need to play with the system a bit more to really make use of it. Link to comment Share on other sites More sharing options...
Gekker Posted March 19, 2014 Share Posted March 19, 2014 (edited) Dude, use some spaces. I am not gonna read that! Edited March 19, 2014 by Gekker Link to comment Share on other sites More sharing options...
XxMAGGOTxX Posted March 19, 2014 Author Share Posted March 19, 2014 I guess... But it's just that there's so many mods with just pure damage, and the ones where they aren't, you have to rely on horrible RNG save for a couple weapons. Just doesn't add up to me. And Gekker, that's right, my apologies. Forgot about that post entirely xD Link to comment Share on other sites More sharing options...
Tr1ples1xer Posted March 19, 2014 Share Posted March 19, 2014 I read it and I agree status happens once in 100 shots, wwe got almost no visual feedback on what type of damage were doing, enemies die and fall down... unlike damage 1.0 where we had lots of effects on bodies, now we get almost no effect, damage 2.0 is a failure imo. Link to comment Share on other sites More sharing options...
XxMAGGOTxX Posted March 19, 2014 Author Share Posted March 19, 2014 I agree. From all that I've heard, this is actually a pretty crappy update damage wise. Sure, we shouldn't get crazy effects every shot, but some small effects 3/4 shots fired would be nice. Just seems to me that everything in this game relies on RNG, and some things certainly shouldn't. Next thing you know it will be RNG for a shot to connect. Link to comment Share on other sites More sharing options...
(NSW)Omgwtfl9lbbl Posted March 19, 2014 Share Posted March 19, 2014 Remove status chance Replace with status power Allow players to select 1-2 different status effects on their weapon based on what is available due to their weapon/mods All shots now proc that status (alternating if multiple selected), with the power of the proc affected by status potency and independent of weapon damage stats (which right now, the damage procs are all based on your base stats eg. toxic proc based off your IPS instead of toxic damage, which is dumb). Of course, the procs in their current forms would have to be adjusted to some degree. Status based team gunplay could then be a real alternative. Supporting your team via procs at higher levels of gameplay also much more viable. For instance, perhaps you're going up against some really high level Grineer. One person could be using a blast proc heavy gun for CC, and another using a corrosive proc shotgun (per pellet, please, DE) to instantly wreck a Grineer's armor. Then a third can use a straight damage or a damage proc based gun to clean it up. Might sound convoluted, but what I described probably also required about 60x more teamwork and coordination than anything you do right now, anyway. Not that it fixes the fact that our guns and abilities are too OP to begin with, which honestly needs to be fixed first. Just my 2c Link to comment Share on other sites More sharing options...
XxMAGGOTxX Posted March 19, 2014 Author Share Posted March 19, 2014 omgwtflolbbl, you need to make a post about that. That is an amazing alternative to it. This actually makes more sense then what they have now and it also makes mods useful. This is a nice idea, please post that. Honestly, I don't think anyone could say no to that. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now