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Toxic Damage Rework


Renegade343
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True, but whilst my cotton tshirt might not be much protection against toxins, a fully enclosed hermetically sealed Warframe suit capable of EVA in SPACE surrounded by a glowing force field, should offer excellent protection against toxins. 

Definitely not capable of full EVA in space. After all, once we lose oxygen, we lose shields and health. 

 

 

Personally I'm in favor of a rework for toxin damage, I'd like to see it dealt as a flat percentage of health if it has to damage health at all, just to encourage people to play something other than Rhino during any mission where there is toxic dealing infested. 

It will still scale, but Toxic damage + DOT will only reduce enemy health to 15% (if the enemy has shields active). 

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I thought only Toxic DoT deals damage directly to health ... like Slash.

Try slapping on a Toxic damage mod card on a weapon and attack the Corpus. 

 

Direct Toxic damage (different to Toxic DOT) will still bypass shields and directly attack health. 

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To the people that try to use logic for bio suits and oxygen and things that bypass energy shields: There is no logic. DE had to decide on a way to make a mechanic work, and they just fudged some mechanics. We carry 1000 rounds of ammo in guns that don't even have visible magazines, and fire off bursts of anti-matter that somehow manage to coat the enemy but not our friends, and die from our nades, yet can spam a team mate with them with zero effect.

 

The mechanics exist in their current form to make the game conform to whatever DE needs to happen. That's it.

Look at how the Stalker can just shut down ALL frame abilities. How come all enemies don't get in on that?

 

As far as Toxic damage, DE seems to think they need a way to kill us without too much fuss, so if they implement a mob that uses it, they are doing it for a reason. Or not. Hard to tell in games sometimes.

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To the people that try to use logic for bio suits and oxygen and things that bypass energy shields: There is no logic. DE had to decide on a way to make a mechanic work, and they just fudged some mechanics. We carry 1000 rounds of ammo in guns that don't even have visible magazines, and fire off bursts of anti-matter that somehow manage to coat the enemy but not our friends, and die from our nades, yet can spam a team mate with them with zero effect.

 

The mechanics exist in their current form to make the game conform to whatever DE needs to happen. That's it.

Look at how the Stalker can just shut down ALL frame abilities. How come all enemies don't get in on that?

 

As far as Toxic damage, DE seems to think they need a way to kill us without too much fuss, so if they implement a mob that uses it, they are doing it for a reason. Or not. Hard to tell in games sometimes.

So? Why not tweak Toxic damage so that it is fair to both us players and the enemies, allowing both sides to be able to counteract and survive a bit longer, especially the Corpus?

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