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Direct Damage Abilities Should Ignore Armor


IceJolt
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A major reason damage abilities scale so poorly is their inability to deal with armor. Weapons can be customized to use an elemental damage type that deal with certain armor types better, such as corrosive against ferrite armor, but a Warframe like Ember is stuck with fire and therefore sees a huge damage reduction against armored enemies (around 95% damage reduction against level 100 enemies).

 

One solution to this is simply to make direct damage powers ignore armor. 

 

It shouldn't affect their performance against low level enemies since their armor is low to begin with but would make a huge difference against high level enemies (upwards of 20x more damage). Many powers would still need buff to their base damage and this doesn't solve the many other issues with direct damage abilities but it could certainly help them scale better. 

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Damage not scaling is dev intent.

 

It's been a while since they said anything about it so maybe they'll change direction but they, Scott (Grineeer) in particular, have been very consistent on this topic in the past. Damage powers are meant to fade out and be used more for their utility in the late game.

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Damage not scaling is dev intent.

 

It's been a while since they said anything about it so maybe they'll change direction but they, Scott (Grineeer) in particular, have been very consistent on this topic in the past. Damage powers are meant to fade out and be used more for their utility in the late game.

Yet they added nullifiers which at close and past 40 mins spawn like crazy, can instakill and pretty much force you to camp (not exactly related to the whole dmg scale thing bu anyway..).

Despite not liking dmg scaling they still make Ash's Bladestorm do finisher dmg whose only real weakness are Nulififers, cause it can become a 3700 base dmg nuke for 25 energy that procs bleed and ignores amore and scale with melee combo meter which is also raised by the Bladestorm strikes (I get it Ash is supposed to be all dmg but this kind of goes against the fades in late game and focuses on CC afterwards).

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Damage not scaling is dev intent.

 

It's been a while since they said anything about it so maybe they'll change direction but they, Scott (Grineeer) in particular, have been very consistent on this topic in the past. Damage powers are meant to fade out and be used more for their utility in the late game.

 

I remember them saying that they wanted to give damage powers some utility so they were more useful late game but I didn't realise the lack of scaling was 'intentional'.

 

Making damage abilities, entire Warframes and the play style they support become ineffective and non-viable in high level content is just poor design imo and it feels more like they didn't want the hassle of balancing them.

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Yet they added nullifiers which at close and past 40 mins spawn like crazy, can instakill and pretty much force you to camp (not exactly related to the whole dmg scale thing bu anyway..).

Despite not liking dmg scaling they still make Ash's Bladestorm do finisher dmg whose only real weakness are Nulififers, cause it can become a 3700 base dmg nuke for 25 energy that procs bleed and ignores amore and scale with melee combo meter which is also raised by the Bladestorm strikes (I get it Ash is supposed to be all dmg but this kind of goes against the fades in late game and focuses on CC afterwards).

They are endless but not necessarily designed to go past 40 minutes if not an hour at most

But people do it anyway

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