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Elemental punishment as self-damage


NeedMoarBoolits
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Explosives currently have a bigger chance of killing yourself than high-level enemies, especially with the many tight corridors around.

So here is a replacement suggestion for self-damage that doesn't involve you instakilling yourself (while still being punishing). Basically when you hit yourself with any self-damaging weapon, you get punished based on the default element of the weapon you fired.

For example: Hitting yourself with an explosive weapon knocks you down, hitting yourself with an electrical weapon could deplete your shields and hitting yourself with a magnetic weapon could Nullify your abilities for a certain period (as if you were under a nullifier bubble for that time).

However, some frames don't give a S#&$ about some of these effects: Atlas and Rhino wont be phazed by knockdowns, Inaros doesn't have any shields to lose and chroma may even use electrical self-damage to deplete his shields on purpose and fuel Vex armor. If radiation self-damage would be a thing (inflict radiation on yourself), the abuse is pretty obvious.

I can think of workarounds for some of these problems: Status effects from these ignore status immunity, vex armor doesn't trigger from self-damage and the radiation proc that is inflicted on yourself only allows allies to injure you and not the other way around as well (that might just be a good change for radiation procs in general).

Then again, most of these things could just be good synergy instead of a problem: an Inaros running around with castanas without worries of hitting himself is hardly game-breaking, and Chroma using them to fuel his Vex armor is a minor issue compared to many frames/weapons.

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  • You yourself admit that this would be opening up a can of worms, there will likely be more than the ones you bring up
  • We need less people to be using AOE weapons, not more.
  • We are handling explosives... Using explosive should include risk. 
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4 hours ago, Insizer said:
  • You yourself admit that this would be opening up a can of worms, there will likely be more than the ones you bring up
  • We need less people to be using AOE weapons, not more.
  • We are handling explosives... Using explosive should include risk. 

Yeah so either make it consistent across the board (tonkor / simulor) or reduce the self-damage penalty. When tonkor was released they actually DID reduce the self damage penalty so that all explosive weapons did not instant ko you, but you'd kill yourself in 3-4 shots depending on weapon / load-out. This was such a great change but then it was reverted back to what I consider an over-punishing system that we currently have now.

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5 hours ago, TaylorsContraction said:

Yeah so either make it consistent across the board (tonkor / simulor) or reduce the self-damage penalty. When tonkor was released they actually DID reduce the self damage penalty so that all explosive weapons did not instant ko you, but you'd kill yourself in 3-4 shots depending on weapon / load-out. This was such a great change but then it was reverted back to what I consider an over-punishing system that we currently have now.

I wasn'tt aware that they reduced all self-damage, but yeah, I'd like to see the Tonkor's self-damage actually make sense. If they want a grenade launcher jump, then put that as a secondary fire, whereby the secondary fire shoots a significantly weaker grenade or something. If you want to kill stuff with explosives, then you better be ready to get killed by explosives.

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