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Are Riven Mods Too Strong?


MystiKasT
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1 minute ago, DarkRuler2500 said:

Riven mods are a poor excuse for proper balancing in my eyes.

But since they are already ingame, they will never be removed because the community paid tons of platinum.
Paid platinum is good money for DEs purses.

What were they attempting to balance?

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11 minutes ago, S.Faiz said:

Absurd armor scaling

Not only this, but also nonsensical weapon MR to performance ratio, weak and poorly balanced mods (status, reload speed, etc). Disposition helped a bit and "strong" Rivens are only available to the least used weapons in the game.

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From what I saw in a pretty detailed thread the biggest point of them was to give a means of making older weapons or ones that aren't up to snuff capable of competing with the best weapons in game. There are definitely a lot of weapons that need full reworks, and that's clear despite being new to the game. For some the purpose of not being quite there is to push players to get syndicate standing for better versions or to push for primes, but some are just pathetic in current form. A good Riven could make a huge difference in that department, but since they're 100% RNG there's no weight towards weapons that really need it and no means to control the stats gained.

There's an in-depth thread discussing the fact that it should be changed and I agree with most of what was said there. Anyway, again to the topic at hand, they're supposed to be most beneficial for weapons that just aren't quite there otherwise, which is a great thing because some are so much fun to play with but become a joke as the content progresses.

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In some cases, yes Riven mods are far too strong and in other cases they don't really work as intended.

Basing +%Stat disruption on popularity is really quite mad.

The only way it really makes balancing easier is not everyone has a Torrid Riven which brings it's damage to 170k per shot.

Those players of course then giggle at things like the recent Tonkor "balance" pass.

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