(PSN)iPoisonedFlint 76 Posted July 20, 2016 Share Posted July 20, 2016 I not sure if this topic has been touched yet but, back at Tennocon 2016 they mention something about making status more equal to red crit. I was thinking maybe making status over 100% proc everything on the weapon. Link to post Share on other sites
Omega-Shadowblade 9,151 Posted July 20, 2016 Share Posted July 20, 2016 Personally, I'd prefer a "red status" causing extra effects. A good example would be a regular cold proc slows, a red proc freezes solid, or regular gas causes instant spread while red proc causes spread with cloud linger. Link to post Share on other sites
(PSN)bddacres 948 Posted July 20, 2016 Share Posted July 20, 2016 7 minutes ago, Omega-Shadowblade said: Personally, I'd prefer a "red status" causing extra effects. A good example would be a regular cold proc slows, a red proc freezes solid, or regular gas causes instant spread while red proc causes spread with cloud linger. or status does percent damage instead Link to post Share on other sites
JesterTheNight 2,696 Posted July 20, 2016 Share Posted July 20, 2016 Red status viral = 99% health reduction, gg. Link to post Share on other sites
taiiat 28,777 Posted July 20, 2016 Share Posted July 20, 2016 6 minutes ago, (PS4)bddacres said: or status does percent damage instead surely you can identify that is not a good idea. Link to post Share on other sites
(PSN)bddacres 948 Posted July 20, 2016 Share Posted July 20, 2016 Just now, taiiat said: surely you can identify that is not a good idea. forums members being rude.... should be used to people insulting people while they hide behind their computer screens back on topic: Percentage damage shouldnt exceed 10 percent which could make it viable for endless missions while not op in lower misssions Link to post Share on other sites
rawr1254 2,403 Posted July 20, 2016 Share Posted July 20, 2016 (edited) Or over 100% = the combined elements plus a random single element proc on red status. So if you have corrosive + blast you can proc corossive regularly and then on reds you can proc toxic, elec, cold, or heat at random. Edited July 20, 2016 by rawr1254 Link to post Share on other sites
(PSN)TwilightGrim 203 Posted July 20, 2016 Share Posted July 20, 2016 red status= 75% debuff or 100% + 50% duration/effect Link to post Share on other sites
(PSN)iPoisonedFlint 76 Posted July 20, 2016 Author Share Posted July 20, 2016 (edited) 8 minutes ago, rawr1254 said: Or over 100% = the combined elements plus a random single element proc on red status. So if you have corrosive + blast you can proc corossive regularly and then on reds you can proc toxic, elec, cold, or heat at random. I like this idea, it would be fun to see, but think what if you see magnetic status on grineer enemies Edited July 20, 2016 by (PS4)damagerate1 Link to post Share on other sites
taiiat 28,777 Posted July 20, 2016 Share Posted July 20, 2016 7 minutes ago, (PS4)bddacres said: Percentage damage shouldnt exceed 10 percent which could make it viable for endless missions while not op in lower misssions 'balanced' would be 0%. because you can't balance it. Weapons wildly vary in Status Rate. Link to post Share on other sites
AlphaSierraMike 1,461 Posted July 20, 2016 Share Posted July 20, 2016 Or.... just have the bullet proc twice. Nothing complicated. Link to post Share on other sites
Burnthesteak87 1,575 Posted July 20, 2016 Share Posted July 20, 2016 (edited) Crit and Status need a rework. Edited July 20, 2016 by Burnthesteak87 Link to post Share on other sites
IceColdHawk 12,629 Posted July 20, 2016 Share Posted July 20, 2016 6 hours ago, AlphaSierraMike said: Or.... just have the bullet proc twice. Nothing complicated. Implement this and i would stick with my red crits or standard status builds. What is there to proc twice? Cold? Radiation? Viral? Oh, gas and corrosive could do well! But is it worth sacrificing so much damage in order to get reliable "red procs"? I wouldn't say so. Link to post Share on other sites
Misgenesis 4,091 Posted July 20, 2016 Share Posted July 20, 2016 (edited) Instead of buffing status theyd make 'red status' that would work with a handful of weapons. Good idea. Just buff status and nerf crit chances/buff crit damage. Edited July 20, 2016 by Misgenesis Link to post Share on other sites
AlphaSierraMike 1,461 Posted July 21, 2016 Share Posted July 21, 2016 11 hours ago, IceColdHawk said: Implement this and i would stick with my red crits or standard status builds. What is there to proc twice? Cold? Radiation? Viral? Oh, gas and corrosive could do well! But is it worth sacrificing so much damage in order to get reliable "red procs"? I wouldn't say so. Then the same thing could be said for considering running any one off proc elements with how status works currently. Why would the game proc radiation again when the enemy is already radiated? Why would the game proc cold again when it already has a cold proc on him? Why would I need another Viral proc if it procced already before? Even now, to get the most out of status, you're already going to be prioritizing elements with procs that stack. The fact that the proposed red status procs twice is not going to change much, it's just more procs, just like how red crit is just 2x damage on top of the current crit damage and not something different like converting it to finisher damage. They could change it so that somehow all procs stack. Cold could stack, every proc reducing the movement even further like how the Glaxion works. Viral could too, but probably dialed back to something like a quarter of health each proc, but then it's pretty much like a diminishing finisher damage, still nice to have for bullet sponge end game. Radiation....ehhh... I'm stuck on that one. Link to post Share on other sites
(XBOX)Ivan of Jupiter 1,106 Posted July 21, 2016 Share Posted July 21, 2016 19 hours ago, Omega-Shadowblade said: Personally, I'd prefer a "red status" causing extra effects. A good example would be a regular cold proc slows, a red proc freezes solid, or regular gas causes instant spread while red proc causes spread with cloud linger. I like this idea a lot. It adds more potential than simply "moar damage pweeze" of course, a damage bonus is always welcome. red status ideas continued: fire: the area around effected enemy is lot on fire, similar to napalm fire. toxin: tics much faster and for more damage. electric: effected enemies act like Volts Discharge, but doesn't scale as well. Magnetic: effected enemies are held in place for the duration of the proc. Viral: enemies suddenly take massive damage, if an enemies dies by this special proc, surrounding enemies are procced with viral. Corrosive: leaves a pool on the ground. Enemies that walk through this pool get an armor of X% armor reduction for every second they are in it. blast: I always wondered why blast damage in this game didn't have a satisfying boom sooo... Red status blast causes a large explosion that throws the enemy and those around it off of their feet, enemies thrown on the ground this way are open to finishers. radiation: red status radiation has no noticeable effects right off the bat, but when effected they start to glow with an aura. Enemies around this effected enemy are effected as well and so are the enemies are THOSE enemies, like a chain reaction. These enemies would take "invisible damage" that the game calculates. When this number reaches 100% of the units max health they will automatically disintegrate, regardless of how much health they still had left. The more red irradiated enemies there are the faster these invisible numbers would stack. This may seem overpowered, being able to melt enemies regardless of health, but I'm sure it could be balanced fairly well. Truth is I'm not even sure if I explained this well, seemed better on my head lol. Link to post Share on other sites
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