IceJolt Posted September 22, 2014 Share Posted September 22, 2014 In the game’s current state the vast majority of direct damage Warframe abilities simply become useless as enemy health and armor increases past the level these skills can remain effective. DE doesn’t seem to want to address this issue and instead is opting for the easy ‘fix’ by looking to give these skills some utility as well. While I’m all for making skills more interesting and multifaceted, I think it is unfortunate the playstyle direct damage abilities offered should have to be left behind. I posted a similar topic on the subreddit but I thought it was worth discussing here too. Problems Low damage Direct damage skills like fireball and radial javelin don’t do enough damage against high level enemies. Weapons can achieve far greater DPS and even with these skills’ large area of effect they are still worthless here. The damage has to be bumped significantly so they are competitive with weapon damage. No way to deal with armour scaling However this may not be enough. The main reason heavy gunners are so hard to kill at higher levels for example is their huge amount of armor. Weapons can partially deal with this by creating elemental damage types like corrosive for example, which not only deals more damage to armored enemies but can also ignore armor. Warframe abilities on the other hand are stuck with their set damage type and have no way to deal with armor scaling. Even if their damage was bumped up considerably they’d still lag behind weapons against heavily armored opponents. Spamming powers Currently, with the right gear, you can spam abilities virtually indefinitely. This means that rather than being some burst damage or short term buff you need to save for the opportune moment, Warframe abilities are something you can have active constantly. Consequently this raises several issues in balancing and designing these skills. Something like radial blind isn’t inherently overpowered but the fact we can have it active all the time does. Similarly if spamming miasma could deal the as much damage as your gun then why use anything else? In most other games for example your weapons serves as a relatively low but consistent source of damage while your abilities serve as a source of burst damage. They fill different roles and therefore both remain useful. Redundant abilities For many Warframes their 1, 2 or 3 abilities can often be a simply inferior version of their 4th skill and consequently min-maxing a build usually means leaving these skills out. Moreover it also means a lot of warframes are a one trick pony whose playstyle revolves around spamming the same ability over and over again because it is just a better version of their other skills. While this is a separate issue I think it is a problem many warframes suffer from and is certainly something to be looked at to bring more variety to play. Again I think the issue here is a lack of role diversity. Possible Solutions These are really just meant as some ideas than a serious proposal to fix everything. Buff the damage but limit the frequency of use for some abilities. By this I’m mainly talking about ult abilities like miasma. If you buff the damage to be competitive with weapon damage, ult abilities with a huge range could be overpowered. If you implemented a form of cooldown however, like Rhino stomp already has, you could change this skill into a form a burst damage and therefore keep it useful without being OP. There are many ways to do this such as having skills deal damage overtime or build up in strength. Miasma could deal more damage with each tick for example but over a longer period of time, which again would stop this skill from being spammed but still be useful. Many abilities wouldn’t need a form of cooldown however as they are still balanced even if you spam them. Have more skills that work together with your weapons. Antimatter drop or Roar for example either increase the damage of your weapons or have their damage increased by them. This means that they can be directly balanced around your weapons and instead compliment one another to create abilities that are always useful. Synergistic abilities. Accelerant and WoF are an example of this. Have more skills interact with one another to increase their effectiveness. This could fix the issue of redundant skills while adding much more depth to playing these frames. Accelerant is perhaps the most boring way to implement this but you could do lots of cool things to alter the function of abilities. Hitting your snowglobe with freeze causes it to explode, damaging and freezing all surrounding enemies for example. Greater ability customization. Limiting abilities to fairly weak damage types like fire means they are greatly affected by armour scaling with no way to deal with it. You could introduce a new aura mod that makes weapons deal +10% damage as corrosive and makes all of your warframe abilities deal their damage as corrosive instead for example. Just have all ability damage ignore armor. This could possibly be easier to implement than the suggestion above and would makes a huge difference to how well abilities scale, as seen by bladestorm. Don’t make content more difficult through health/ armour scaling. Rather than changing abilities to deal with absurd armour and health, change the way enemies are made tougher such as having more leader types or giving enemies interesting mechanics to kill them. The ability to spam abilities could still lead to balance problems however. Link to comment Share on other sites More sharing options...
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 account
Already have an account? Sign in here.Sign In Now