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Inaros + Provoked?


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1 minute ago, Maicael said:

His bleedout/reviving passive ability is affected by it, however once enemies reach a certain level there's just not enough time for him to revive himself regardless of whether this mod is used or not.

so should damage scale??

 

 

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52 minutes ago, Vidsurfer555 said:

so should damage scale??

 

 

With this game, in an ideal situation, all damage should find some way to scale. DE attempted to fix this with adding the Procs with damage 2.0, how ever this turned high end missions from "run around and kill things and have fun blowing them to bits" to "Stun lock all the enemies until the objective is completed." Honestly, some things, namely warframe powers, should do % amount of damage to enemy, instead of flat numbers, or DE could put a hard cap on enemy level and do anything else to make endless wave missions more challenging(More eximus, enemies have unique abilities they can use and use more often, ect.) One of these two options would be what is needed in warframe.

 

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1 hour ago, Vidsurfer555 said:

so should damage scale??

in general i'd say yes - so that Abilities always feel useful and worth using (important part here is that the Percentage values are high enough to feel like casting the Ability wasn't a waste of time, but not so high that making Missions Difficult is impossible)...
but for this specific application, i'm much more apprehensive. it's already mechanically infinite second tries on a Mission, so that you can die, or not, who cares.

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