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Dark Sector Pvp: Reduce Aoe And Proc Effect By 50%


notionphil
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Tenno are mass murder machines, plain and simple. Much of our killing power is related to our ability to deal massive damage/debilitation without warning to large areas; via abilities or AoE weapons.

 

However, as anyone who's played Conclaves can attest, it's a lot more fun to be on the AoE dealing side than the receiving one.

 

And in conclaves, regaining energy without mob drops and auras is quite a challenge. However, in Dark Sectors, we may have normal, or semi normal energy gain, resulting in the ult spam we're used to in PvE.

 

Simply put, AoE weapons and abilities make it far too easy to kill other Tenno. They deal huge burst damage over a large area, which is the optimal way to deal with a lightly armored evasive foe.

 

Make PvP 50% More Fun :D

 

Will individual abilities need balance? Probably. But in general, there shouldn't be any PvP abilities that can instantly disable an entire room full of player controlled Tenno with a click. So, before starting the fine tweaking lets start with a simple generality.

 

Give Tenno a 50% resistance to AoE damage dealt by other Tenno, from weapons or abilities. The number may need tweaking (maybe 30%, maybe 60%), but I'm sure it needs to be substantial to offset the ease of dealing that damage.

 

Reduce all immobilization abilities (Chaos, Vortex, Bastille, Tornado, Tentacle Swarm) to a 50% slow. These massive range abilities are a death sentence for teams of enemy Tenno, even in different rooms.

 

Reduce all procs in severity by 50%, and make DoT procs never take your last 1HP. A single bleed proc from most weapons is currently an unavoidable death sentence, even through shields.

 

Is that all?

 

No. These are generalities to start a discussion, not taking every case into consideration. I believe that giving players a chance to survive procs and AoEs will make Dark Sectors much more entertaining and less frustrating.

 

Thoughts?

Edited by notionphil
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I would probably just let the status effect be fully manipulated by the player, as well as a few tweaks to two glaring/relatively PVP game-breaking status effects (namely Slash and Toxin) (at least on the status chance/effect side). 

 

Links: 

 

https://forums.warframe.com/index.php?/topic/236973-some-suggestions-to-make-gameplay-more-engagingrewarding-edit-22-moved-to-a-new-thread/ (see EDIT 18 and 19)

 

https://forums.warframe.com/index.php?/topic/249280-toxic-damage-rework/

Edited by Renegade343
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I would probably just let the status effect be fully manipulated by the player, as well as a few tweaks to two glaring/relatively PVP game-breaking status effects (namely Slash and Toxin) (at least on the status chance/effect side). 

 

Links: 

 

https://forums.warframe.com/index.php?/topic/236973-some-suggestions-to-make-gameplay-more-engagingrewarding-edit-22-moved-to-a-new-thread/ (see EDIT 18 and 19)

 

https://forums.warframe.com/index.php?/topic/249280-toxic-damage-rework/

 

While I like those ideas, those are far more complex than what I'm suggesting. This is a simple numerical fix for a possibly large upcoming problem.

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While I like those ideas, those are far more complex than what I'm suggesting. This is a simple numerical fix for a possibly large upcoming problem.

The Slash and Toxic status effects themselves would cause quite a problem in most gameplay, including PVP (just straight up bypassing shields with barely any counter), so might as well tweak those two and ship with the Solar Rail PVP gameplay (and for PVE). 

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I'd probably also suggest having Toxin damage deal damage to shields instead of directly to health for PvP. Might simplify those mechanics, too.

 

Honestly, versus tenno, anything that deals damage directly to health should have a massive drawback, such as...any weapon with toxin on it CANNOT kill, you, only reduce you to 1HP.

 

However, that's going for a sort of meta balance that WF will never have. I guess Tenno should just have a higher toxin resist.

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What if procs just didn't work in PvP? The gun/melee weapon deal that damage every hit anyway, so elements would still work otherwise.

 

That would totally negate/devalue significant aspect of Warframe's combat. Not fun. They should be viable, just not instant death sentences.

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