(PSN)LoisGordils Posted January 15, 2018 Share Posted January 15, 2018 I'll cut straight to the chase. Right now, higher level enemies have insane armor values that give them insane damage mitigation. What if, instead of having 99% damage reduction, armor caps at 60%-70% damage reduction? Regardless of level. HP will still increase normally, however. Thoughts? :) Link to comment Share on other sites More sharing options...
(XBOX)TogetherTurtle Posted January 15, 2018 Share Posted January 15, 2018 Could work. As one of my favorite Warframe YouTubers has said, we don't need damage 2.5, we need armor 2.0 Link to comment Share on other sites More sharing options...
Voltage Posted January 15, 2018 Share Posted January 15, 2018 This topic has been mentioned so many times, I am surprised DE has yet to talk about it on a Devstream. Armor scaling needs to be addressed before we start butchering the damage types once again. Link to comment Share on other sites More sharing options...
DarkFang115 Posted January 15, 2018 Share Posted January 15, 2018 I think DE should do a Armour 2.0 because resistance element mods are quite useless and no one puts them in frames. So i think they be buff or just not included in the game. And at the beginning, the tutorial should explain more mods and armour Link to comment Share on other sites More sharing options...
o0Despair0o Posted January 15, 2018 Share Posted January 15, 2018 I generally prefer low to mid-level missions so honestly I couldn't care less about any armor reworks :p Link to comment Share on other sites More sharing options...
EndermanBeast Posted January 15, 2018 Share Posted January 15, 2018 3 hours ago, (Xbox One)TogetherTurtle said: Could work. As one of my favorite Warframe YouTubers has said, we don't need damage 2.5, we need armor 2.0 This boi knows Rahetalius, he good. Link to comment Share on other sites More sharing options...
Hypernaut1 Posted January 15, 2018 Share Posted January 15, 2018 this just sounds like an enemy nerf. So you essentially want to keep enemies at OHK status? We have many ways to deal with armor already implemented in game. IMO they need to buff shields up a bit to make them a problem Link to comment Share on other sites More sharing options...
(XBOX)TogetherTurtle Posted January 15, 2018 Share Posted January 15, 2018 1 hour ago, EndermanBeast said: This boi knows Rahetalius, he good. You're damn right I do Link to comment Share on other sites More sharing options...
phoenix1992 Posted January 16, 2018 Share Posted January 16, 2018 No, no you see... We need impact to rag doll enemies. Link to comment Share on other sites More sharing options...
Flames21891 Posted January 20, 2018 Share Posted January 20, 2018 On 1/15/2018 at 1:08 PM, Hypernaut1 said: this just sounds like an enemy nerf. So you essentially want to keep enemies at OHK status? We have many ways to deal with armor already implemented in game. IMO they need to buff shields up a bit to make them a problem It's not an enemy nerf, it's a problem nerf. Armor scaling makes Corrosive/Slash weapons absolutely mandatory. The EHP high level armored enemies have is asinine because they have 99%+ damage mitigation, which laughs in the face of every single weapon in the game, no matter how powerful it is. Your only choice is to either proc Corrosive to strip away their armor, or proc Slash to bypass it entirely. I'm fine with enemies receiving more raw HP per level as a means to prevent them from being trivialized, but the core problem here is that armor makes any weapon without a high status chance useless. It severely limits weapon variety. Link to comment Share on other sites More sharing options...
(XBOX)Tanta Cinta Posted January 20, 2018 Share Posted January 20, 2018 Until then, corrosive will be mandatory forever. Link to comment Share on other sites More sharing options...
(PSN)Nyxn607 Posted January 20, 2018 Share Posted January 20, 2018 I would be ok with them scaling Corrosive projection with time. By this I mean, if you are going in to a survival, corrosive projections goes from 30% to 35% after 20 minutes has passed. 35% to 40% after 40 minutes. 40% to 45% after 1 hour ... so on so forth. Not sure if this would help solve anything, but it is a suggestion to change 1 mod instead of trying to overhaul an entire system. Link to comment Share on other sites More sharing options...
Midrib Posted January 20, 2018 Share Posted January 20, 2018 22 minutes ago, (PS4)Nyxn607 said: I would be ok with them scaling Corrosive projection with time. By this I mean, if you are going in to a survival, corrosive projections goes from 30% to 35% after 20 minutes has passed. 35% to 40% after 40 minutes. 40% to 45% after 1 hour ... so on so forth. Not sure if this would help solve anything, but it is a suggestion to change 1 mod instead of trying to overhaul an entire system. That just makes Corrosive projection more mandatory than it already is, sadly that doesn't fix the problem just applies a band aid till the problem starts gushing out. Link to comment Share on other sites More sharing options...
Vanille Posted January 21, 2018 Share Posted January 21, 2018 5 hours ago, Flames21891 said: It's not an enemy nerf, it's a problem nerf. Armor scaling makes Corrosive/Slash weapons absolutely mandatory. The EHP high level armored enemies have is asinine because they have 99%+ damage mitigation, which laughs in the face of every single weapon in the game, no matter how powerful it is. Your only choice is to either proc Corrosive to strip away their armor, or proc Slash to bypass it entirely. I'm fine with enemies receiving more raw HP per level as a means to prevent them from being trivialized, but the core problem here is that armor makes any weapon without a high status chance useless. It severely limits weapon variety. That's one of my issues. When I find weapons I enjoy, if they can't use corrosive or slash procs efficiently, it's no use bringing it outside of starchart 5 mins missions. I just found it sad that to be effective in this game, we need slash procs all the time. Link to comment Share on other sites More sharing options...
Spectre-8 Posted January 21, 2018 Share Posted January 21, 2018 On 1/15/2018 at 6:47 PM, (PS4)LoisGordils said: I'll cut straight to the chase. Right now, higher level enemies have insane armor values that give them insane damage mitigation. What if, instead of having 99% damage reduction, armor caps at 60%-70% damage reduction? Regardless of level. HP will still increase normally, however. Thoughts? :) Adding new moves and improving on the enemy AI > all . Link to comment Share on other sites More sharing options...
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