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How About We Nerf Corrosive Projection?


inappropriatename5818
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Straight Toxic damage ignores shields. Y'know, single element, vanilla, "Toxic" damage. If the developers did not intend something to circumvent "A whole mechanic", then why did they make something to do just that? AND even more easily, against Corpus?

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This is way more reasonable.

Also I would have preferred if Corrosive only removed Ferrite Armor Scaling and Magnetic could have been applied to Alloy Armor plating....

Would give Magnetic a bump for being a practical damage type...even though we have few innate Magnetic Weapons

 

Part of the problem we have right now is that all Shielded enemies are vulnerable to magnetic damage.  So if you have magnetic, you will be super effective, period.  But Armored enemies come in two different kinds, in the same mission, and their respective damage vulnerabilities are mutually exclusive (with the very fringe case weapons that do either corrosive or radiation damage innately).  If you build a weapon to be effective versus alloy armor with radiation, the ferrite enemies will roll over you hard, and if you build corrosive to be effective versus ferrite armor, the alloy enemies will roll over you hard, and only one of those damage types actually reduces armor in a way that makes it cumulatively effective.

 

One part of the solution should ultimately be that all enemies with "armor" have ferrite-based armor, and are vulnerable to corrosion damage, and corrosion procs, so that the player can actually address them in a sensible way.

 

The other part is that armor's damage reduction ratio cannot scale with level. At all. An armored troop with 50% damage reduction is twice as tough as another faction's unarmored troop, regardless if that 50% reduction is applying to a base hitpoint value of 100 or 10000.

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Part of the problem we have right now is that all Shielded enemies are vulnerable to magnetic damage.  So if you have magnetic, you will be super effective, period.  But Armored enemies come in two different kinds, in the same mission, and their respective damage vulnerabilities are mutually exclusive (with the very fringe case weapons that do either corrosive or radiation damage innately).  If you build a weapon to be effective versus alloy armor with radiation, the ferrite enemies will roll over you hard, and if you build corrosive to be effective versus ferrite armor, the alloy enemies will roll over you hard, and only one of those damage types actually reduces armor in a way that makes it cumulatively effective.

 

One part of the solution should ultimately be that all enemies with "armor" have ferrite-based armor, and are vulnerable to corrosion damage, and corrosion procs, so that the player can actually address them in a sensible way.

-snip-

 

Actually, this is how it was when damage 2.0 first came out.  The second armor type was added so that you couldn't be super effective with one elemental combo against all grineer.

 

Before the inevitable counter argument of "but toxin is super effective against corpus" comes up.  Yes, it is, but only because it ignores shields, and the corpus units with more hp than shield are the ones weak to toxic.  All corpus robotics, which tend to have more shield then health (especially Anti-Moas) have a decent resistance to it and you certainly start noticing it at around level 50.

 

 

 

-snip-

 

The other part is that armor's damage reduction ratio cannot scale with level. At all. An armored troop with 50% damage reduction is twice as tough as another faction's unarmored troop, regardless if that 50% reduction is applying to a base hitpoint value of 100 or 10000.

 

I can sort of get behind this, because it makes the game easier and ensures that my weapon will always be at worst 50% effective.  However, I always assumed that the higher level grineer armor was so high because they're wearing significantly better made armor than their lower level compatriots so I don't fully support it, as the point of armor is to stop damage, and in reality it does until it breaks.  The damage reduction is just a mechanical way to show how much longer it takes the armor of a unit to break.

 

Again though, there's no reason to nerf 4xCP because, as has been shown with toxin, there are other ways in the game to completely bypass other defenses.  Even with full armor reduction health still scales and the "difficulty wall" will still be reached, albeit at a much higher level because while armor was bypassed other defenses are left fully intact.  The only reason to nerf 4xCP was if it had a kill radius where anything that walked inside that radius with armor instantly died or reduced everything in that radius to 1hp, which would make it way too easy to play the game.  Since it does not work like this, I consider it fine as is.

 

Finally: the statement "nobody plays against high-level corpus" is false.  I play against high-level corpus.  That's one person to invalidate that statement, which is all it takes.  To whoever said that, be very careful when you use absolutes, as very, very few things are, and hyperbole rarely helps your argument.

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Toxic bypassing shields is not on the same level of power as 4xCP is though.

 

Toxic is something you either have to have innately in a weapon, or mod for it. And modding for ONLY toxic damage in a weapon which already has innate toxic damage (such as Paracyst) is not gonna be as strong as if modding it with another element too (such as Magnetic). That means: Shields might still matter, even for high-toxic specs. Especially considering there are enemies (such as Oxium Ospreys) that have far more health than it has shields, and being robotic, the toxic damage will be quite weak towards that enemy, more so if you have gone 100% toxic. Having a bit of Magnetic on top of that makes you more effective in that case... which means shields STILL MATTER for high-toxic specs!

 

So toxic damage still has negative things to be considered for Corpus missions, despite its powerful shield-bypassing qualities.

(Especially so if you don't play with a Warframe which deals non-shield-bypassing damage powers)

 

Corrosive Projection however, doesn't require ANYTHING else than 4 people coordinating using the same aura. That's it. Weaponchoice after that is not as important, any weapon will bypass ALL armor after that. There is not more to consider after that, just take weapons and mods that deal the most damage to flesh (robots should be slightly considered for Corrupted too, but they are still a much lesser problem than armored enemies on very high level content).

Armor will NEVER come in to play whatsoever after modding 4xCP. That is quite the difference compared to toxic.

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Corrosive Projection is the only viable high level aura, because enemy armor scaling is insanely broken. We have many aura mods, but can't use them, because Corrosive Projection stack is just too good to not have.

 

There, fixed that for you.

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