I probably didnt understand Damage 3.0 intentions.
Please help me understand.
Before Damage 3.0:
- Lets say we had 10 mods total including serration and a total of 8 slots. The build must include serration and 7 other mods.
Damage 3.0 proposition:
- Serration is removed and included in the weapons damage when it reaches lvl 30. Now we have 9 mods for 8 slots.
So if I understand it correctly, if damage 3.0 removed the mandatiry mods, a wepon could be even more powerful than before?
How would this encourage people to go for different mods or builds if by the end of the day, most players will just fit more damage mods?
Aside from weapons that have horrendous specific stats like Sobek 4 seconds reload where people would might use reload mods, most builds would end up been the same anyway.
What I dont get is why Damage 3.0 would actually diversify the mods somebody would use by removing mandatory mods and why the possibility of not removing them anymore made so many people upset.
Question
(PSN)lhbuch
I probably didnt understand Damage 3.0 intentions.
Please help me understand.
Before Damage 3.0:
- Lets say we had 10 mods total including serration and a total of 8 slots. The build must include serration and 7 other mods.
Damage 3.0 proposition:
- Serration is removed and included in the weapons damage when it reaches lvl 30. Now we have 9 mods for 8 slots.
So if I understand it correctly, if damage 3.0 removed the mandatiry mods, a wepon could be even more powerful than before?
How would this encourage people to go for different mods or builds if by the end of the day, most players will just fit more damage mods?
Aside from weapons that have horrendous specific stats like Sobek 4 seconds reload where people would might use reload mods, most builds would end up been the same anyway.
What I dont get is why Damage 3.0 would actually diversify the mods somebody would use by removing mandatory mods and why the possibility of not removing them anymore made so many people upset.
Thanks,
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