Niryco Posted July 15, 2014 Share Posted July 15, 2014 Currently the key complaint about the mod system is that "utility mods are simply ignored and you have boring damage/staple mods that everyone has. Everyone has the same build!" Point 1: The main point, Mod system is not the issue, it is the mobs and what DE has done so far to help improve this. Thus i want to raise the main point that maybe the issue is not within the mod system, rather the focus on enemies and how the function as a whole. As of late DE has been trying to add more interesting enemies all with different weaknesses so that our builds and creative thinking gets more challenged. This has led to certain elemental builds starting to show prominence over others when accounting for these new enemies such as the prosecutors or even the playing a corpus mission rather than a grineer mission. In each of these varying examples, elemental builds start to slowly become even more situational as time goes by and which i applaud DE's effort. Even as of now people are still debating off in the wiki of a perfect elemental build and many different conclusions have been arrived to deal with all sorts of problem, and that magnetic has a questionable spot within the whole elemental situational context. Point 2: Common weakness amongst enemy factions simplifies the equation of fighting them, while re playability contributes to perfecting builds which are pretty much 100% identical.And one important question to ask yourself, is it because perfection can only come in one form as many of us know it? Despite this praise of effort to DE, what I want to discuss is the predictability of these situations that inevitably forces out similar builds by all players. As much as these attempts to force builds to be more varied i can say their success is simply limited because of how predictable mission especially enemy set ups tend to be. The reason to this is that all factions each possess their own set of common weaknesses, grineer to corrosive and puncture, Corpus is magnetic and impact(maybe some slash) and Infested viral,CC and slash. All these premise of a common weakness sets up nicely for typical builds. Another example of a game that fall into this catergory is borderlands 2 when trying to down bosses in the fastest time. Thus this common weakness becomes emphasized with re playability till builds become optimized to the point that everyone carries the same thing, simply because it is the most effective weapon to deal with all the problems both common mobs to special ones. Point 3: Specific enemy's at certain locations only serve to further specific builds, and re playability through grinding in most cases simply again perfects builds. Also to add onto this predictability, only certain planets have certain types of enemies which are in a constant replay. Furthermore as a follow up to the previous point, as only more of a certain enemy exist within a given planet and that a whole faction shares one and same weakness, accounting for the majority spawning enemy would therefore lead to more common builds. Not to mention how the common enemies within each faction just refresh from planet to planet with only one big difference which is being health. With increased health, they can deal out more damage, they can also pose larger threats to the player and at the same time still share the same weakness as the previous iterations which are 100% the same. So the only effective counter is to increase your damage output so to reduce time enemies are alive, and thus damage builds prevail in all matter and realities. Point 4: Must read on why sponge factor plays a big role in influencing builds and that reward factors simply means more damage = better. Hard to simplify in my opinion, also nice graph inside =3 Let us also factor in mission types such as endless survival or endless defense and one would realize something, builds also accommodate the one and only pressing issue of enemies within these game modes, which is constant rising health and so tremendous damage is established to override this constant increase in health. A sample graph to illustrate what this means. This graph above is largely using imaginary values, and so it acts as a rough approximation. However it can be seen as the health of enemies increase exponentially over time, our damage stays ever so constant. If you want to compare a guy with serration against a guy without serration you can see that a simple mod that boost your damage by 165% allows you to stay an estimated 10 minutes longer based on the graph alone, which means even better rewards and even 2 more reward cycles for survival. The same goes for defense or inception. Although fingers would love to point it at how one serration mod can grant you 10 minutes worth of survival time, the focus however i would like to bring is that the view is seen from the wrong lens. Instead it should be viewed that it is because of this 10 minutes of extra time to survive that we have serration equipped, not the other way around. The reason to this is because serration is needed to combat rising health of mobs effectively, barring all other resistance types. Thus we can see that it is because we get more rewards out of equipping serration that not having it, therefore it justifies that we should equip it and consider it a staple. Also from a personal point of view, wouldn't a build that is effective for endless survival or defense be 110% overkill for shorter missions that don't see a consistent rise in enemy levels? I guess we can all come to the same conclusion about that one. Point 5: How sponge factor and damage factor is the mobs only way of growth when they level. This comes to the next point nicely too, in endless mission types or even going to higher level planets, mobs simply don't rise in challenge, they rise by sponge and damage factors. As much as it sounds the same as the previous point, the main issue here isn't how serration is needed, rather the simple fact goes is that serration is forced as there is nothing else players can combat physically but sponge factor. Thus we would always be the green line no matter how much more we invest into our builds, because there is not way it can increase in their potential effectiveness, except highly desirable utility skills which serves as another praise of attempt by DE. Point 6: Mobs are constantly being reused from start to finish (mercury to pluto) so little innovation is needed or even skill to create builds to combat enemies as early as mercury. The final point that i would like to put across before i start digressing, and which is simply a repeat of the previous point in a more specific case, mobs are re-used too much even on planets further away. Think about it, you have a grineer lancer in mercury which is level 1 and the same looking and weapon wielding grineer lancer at pluto is level 20 with 1000 times the health with 300 times the damage. However the enemies are the same common mob. They do not have any enhance characteristics over the simple fact they have increased damage and sponge factors. The focus here isn't that mobs are dumb, rather you fight the same types over and over again with just different numbers to health and damage. That is thus why builds also equip the same loadout as the person did when they left mercury, what enemy variety is there or tactical variety for the need to even change builds? Also not trying to over step the second point i made about planets only having one specific enemy type that are unique, both of these points both fall under the same prey which is re playability kills their challenge when players learn to counter them as their spawns never ever vary. Point 7: Achilles heels so far is great, but there might be complications, just saying. A little insight on even how achilles heels can serve to be a hindrance when players bring the wrong builds by choice which makes the game to be much more frustrating due to not tackling common weaknesses. The prosecutor is a clear and clean example, but if the weakness is so extreme to the point of an actual Achilles heels and the strength of Achilles himself which again resonates in the prosecutor, well there would be those who are unhappy because now bring the wrong build wasn't a choice, rather it was forced upon them by chance. Bullet points for TL:DR (Lazy!) - main flaw about similar builds maybe an issue that does not come from the mod system itself, rather the focus on enemies and how the function as a whole. - Enemies with common weaknesses allow for specific builds without much thought, re playability refines these builds till everyone has the perfect set up. - Specific enemy types in certain locations also provides to specific builds too, and yet again re playability allows for these builds to be perfected. - Builds combat the most simple issue in the game, common mobs act as sponges as they increase in level. (more of this is evaluated in full and i advice you read point 4. Simplifying it would only derive half the full picture and thus is not fruitful to discussion. - Common enemy types don't experience increase in behaviour, but only increase sponge and damage factor from plane to planet, overall leading to zero need to innovate builds to counter any mob variety even just after mercury. - Singular/achilles heels weaknesses presents itself right now as an almost perfect and balance outcome to all this, however it is just the micro version of the whole picture and largely would force unhappiness on players due to the mystery of the challenge presented, which is a gripe that DE has to balance. - Done, now tell me how you feel. What opinions do you have to share about this other pov? Do you agree that the fault is within the how the enemies function as a whole that causes the downfall of the modding system, or do you disagree to this whole notion and that the fault lies within the modding system? Please discuss below. 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