Neocyberman Posted October 13, 2014 Share Posted October 13, 2014 I wanted to make the title "Warframes issues with enemy scaling make tier one skills and indeed all damage skills more and more worthless with time mostly due to that there is little to no ability scaling to match enemies" But that would be overkill. The sentiment is the same. Problem Damage based abilities and in particular those tier one abilities that rely on their damage experience really bad fall off as the game goes along. Enemy health scaling as well as armor scaling with enemy level cause skills to lose importance and worse yet they become wastes of mod space. This is such a prevalent issue and one all players come across because the game implements a level based enemy scaling algorithm in order to create challenge. Enemies vary as you get up there but above all enemies just get bigger and bigger numbers in place of their stats. This is how challenge is derived in warframe but I'm not here to criticize this.(Though please take a better look at that) The issue I'm trying to get at is that this scaling is out of sync with the damage numbers you are capable of and it is frustrating. Once you enter higher levels of void even with specialization only a select few frames are useful and I can tell you now its not the ones entirely based on damage without a strong degree of utility or an ability to take out enemies without doing damage. Back to the title point. This has a notable effect that occurs across almost all warframe tier one abilities because they for the most part are almost entirely damage based. It also occurs outside of those abilities. Why? Well two things. One, and this is the big issue, enemy armor scales exponentially(and does so infinitely) and damage put out by the player more of less has a stopping point after it scales in a mostly linear manner. Second, very few abilities are percentage based or otherwise have a combination of damage and utility. Example Slash dash is a damage based skill and one of the more efficient damage dealing skills if you spec it properly. But with time it becomes difficult to keep in your mod lineup because you cant "count" on it to do what it does. In the begining I used to count on the ability to either kill or to deal a lot of damage. This then turned to me counting on it causing a slash proc if I used it enough or as a quick finisher. Now it is a mobility skill and nothing more. To me it used to be a damage skill. Now it is utility. This repeats itself with smite, pull, Rhino charge and so on and so forth. Solutions There are many. One I think could be most effective is to introduce more complex damage calculation: -How about "true damage" on particular skills that strike beyond armor values instead of limiting it to corrosive procs. -Introduce a percentage damage dealt on top of the base damage which scales with the enemy level. -Bring enemy scaling into line with current ability balance ANYTHING that isnt what we have now. Conclusion The level to which you can add damage to damage abilities through mods does not match up with the level of enemies that the player encounters and this remains a constant factor throughout the game. This I think is part of a larger issue with the mod system and progression in the power of abilities in addition to bad balancing for the levels the player encounters. But this is another topic I will have to detail. What I want you to take away from this is that the numbers for ability damage and enemy health do not match up. Enemies in warframe gain incredible scaling but what you can do, the skills that you use and to some degree the weapons you use do not scale in turn. In a game of numbers and stats the math just does not add up. Also utility is king. It is incredibly frustrating to see a warframe, learn its abilities and ditch most of them and indeed a bit of the games content because they just do not work in the context of the areas of the game that they were balanced for. The only ones that remain are ones with strong utility as utility does not need scaling to remain relevant. Link to comment Share on other sites More sharing options...
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