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Posted (edited)

A few suggestions to make the game both more accessible for newer players and more enjoyable for old hands. 

 

 

 

First: Toxic, cold, heat, electric, slash, punc and impact mods shouldn't just add more damage, they should convert damage. This means that elemental mods aren't just "slap as many on as possible" but rather an actual meaningful choice that the player needs to make. You could convert some damage to specifically target a type of enemy at the cost of being weaker against another or you could keep your gun vanilla and instead focus on other mods. 

 

- Conversion works at different rates. For example with purely elemental weapons like the ignis you should be able to convert 100% of the damage into something else, but only 50% can become physical (shrapnels, steel balls, kinetic forces) . Whilst with bullet weapons you're capped at 60% elemental damage. (numbers are open to debate) 

 

- Even though mods would mostly convert, some damage will be plainly added. whether this is from the first rank of a mod or a percentage of damage, both would work. 

 

- Since weapons won't almost always have several elemental effects on them; It'd be seriously cool to have different bullet tracers/impacts for elemental projectiles. 

 

 

Reorganise multishot into two categories and alter mods affecting ammo. . 

1- Multishot, in which two bullets are fired, costing two ammo and using double the recoil

2- Multishot in which bullets are split, doing individualy less damage with less crit chance and spraying more. On the plus side the combined damage of the split bullets would be beneficial 

 

- Mods increasing clip size are more effective. 

 

- Mods affecting max ammo should be more effective. Importantly It'd be nice to see different weapons having different ammo counts despite both using 'pistol' ammo for example. A person using the wraith vipers would probably carry more ammo than someone using the higher calibre marelok. 

 

- There should be a mod that lowers the rate of fire and a mod that decreases or increases burst size. 

 

Oh yeah and almost all weapons should have alt-fires.

- Scopes or no scope zoom with snipers. 

- Double/triple barreled blast with shotguns. or single for the tigris. 

- Multithrow with shurikens. throwing multple projectiles at once  

- Change to thunderbolt arrows with bows. or to different types of arrows should bows ever get improved

- switch firemodes in assault rifles.

- fire one or both guns with akimbo guns. 

On dumb damage/crits/status chance

-Status chance mods need to be ballanced. Those 2.5% mods are laughable. Either they're buffed or they become additional damage (20% status chance +15% status chance mod= 35% rather than 23% ) 

 

Random crits should be devided into mini-crits and crits. Both can happen whilst crit chance is less than 100%. 

 

Status chance should be divided into mini-status and status. the full sets a man on fire, freezes him solid, drives him mad, removes half his health or makes him bleed to death. A semi sets part of a man on fire, sets part of him frozen numb, makes him slightly mad for a short term, removes a quater of his health and makes him bleed.  This is so that status chance doesn't become OP with stronger chance mods. 

 

Serration and especialy hornet strike should become less effective per level. As should heavy calibre.

 

 

Possibly touch on enemy health values, as much of this may make weapons weaker at max level. 

Edited by Innocent_Flower
Posted

I wrote a rather lengthy essay which conveys a similar concept to this not so long ago.

People seem against elemental mods converting damage, but I think it the best way to put the resistance chart to good use and impose further limits and challenges on the player.

Posted

Agreed, even in dmg 2.0 it still feels like you're just stacking + dmg mods rather then really customising to your playstyle.

 

So many obvious flaws in this game :p

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