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De Addresses Armor Scaling!


theangelbelow88
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And for me it almost feels like a slap to the face...
 

"5) Armor (Scalability and Difficulty)
 
Several great posts have emerged that tackle “Armor” and its effectiveness at high levels and how this affects players options when facing high level enemies. This conversation boils down to what kind of changes will Armor undergo, if any? The answer is that Armor is currently working as intended and is unlikely to change."
 
I am very disappointed by this, as it feels like it's half of the game's weapon balancing issues...

Here is the link to the full post: https://forums.warframe.com/index.php?/topic/91501-august-6th-communtiy-hot-topics/
Edited by theangelbelow88
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Why  not make the mods "Piercing Strike", "No Return", and "Sundering Strike" give a percent of armor ignore, instead of separate elemental damage?

As another element, they add more damage than if they convert X% of normal damage into AP. I.e. if you have 60% AP mod, and 100 damage base gun, you have 100 damage + 60 AP instead of 40 base damage and 60 AP.

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You have double shield values (through sentinel shield replenish) that can reach up to 1100something (on Rhino, Volt, Frost) with an 600 average on other Warframes. Who needs armor?

 

Everything that does damage your HP ignores Armor anyways (Toxic Ancient Poison, Nightmare Vampire ticks) and if you want to run Nightmare mode with no shield mutator you pick a Warframe that has invulnerability-like skills anyways (Trinity, Rhino, Frost).

 

Armor scaling is hard to do because if you have high values you are immortal on levels 1-50 with Rejuvenation Aura and on higher levels you are dead. Armor sucks because it's based on the base Armor value of the Warframe reaching from 10 over 30 up to 150. Armor mod on trinity makes no sense but on Rhino it would be viable.. but still theres no reason to waste a mod slot for it.

 

Anyhow.. that's my analysis.

Nice post, but DE was addressing enemy's armor scaling, not our frame's armor.

Enemy armor scaling has been a huge issue for some time now, and DE has kept quiet on the matter until now.

Here is a post incase your not sure about what I am talking about: https://forums.warframe.com/index.php?/topic/85728-why-is-armor-ignore-and-piercing-everything/

Edited by theangelbelow88
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What games have you folks been playing where the harder areas dont have enemies that are harder to kill?

The games I play don't rely on making my weapon's worthless and making me face off against 50 enemies at a time on solo, they challenge me on a more creative and fun way.

Edited by theangelbelow88
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What games have you folks been playing where the harder areas dont have enemies that are harder to kill?

You're like the .1% of this game that doesn't feel like armor scaling in this game is terrible and needs a change, I think the 99.9% of us will probably get listened to more though. Just a feeling in my gut.

Edited by Hazmatzone
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Ehhh you should've read down before posting this. Rebecca responds to it below that on the same page.

She didn't really respond with a straight answer, and I didn't feel like looking through the whole post to get a clear answer, and besides it still doesn't change DE's original responds.

Edited by theangelbelow88
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Why  not make the mods "Piercing Strike", "No Return", and "Sundering Strike" give a percent of armor ignore, instead of separate elemental damage?

 

Same problem; the AI weaponry will eventually take over the non-AI weaponry. Either they remove Armor scaling, or they have to continually balance weapons based on the toughest enemies, which means that non-AI weaponry will always be superior. Or they could do nothing and let the gap between the damage types get larger and larger.

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The games I play don't rely on making my weapon's worthless and making me face off against 50 enemies at a time on solo, they challenge me on a more creative and fun way.

 

Weapon worthless meaning you cannot use any other weapon but armor ignore weapons because your because your brain will explode if you do, right? And where are you facing 50 enemies solo? Are you soloing Defense missions? Why?

 

 

 

its not about that, its about how only a specific set of weapons work at high level which makes all the other weapons useless.

 

Really? Really? Outside of those weapon the rest do not to anything at all? Really?

 

You're like the .1% of this game that doesn't feel like armor scaling in this game is terrible and needs a change, I think the 99.9% of us will probably get listened too more though. Just a feeling in my gut.

 

Given the last post from DE about armor being fine...... i dont think your gut is right.

Edited by Mak_Gohae
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Weapon worthless meaning you cannot use any other weapon but armor ignore weapons because your because your brain will explode if you do, right? And where are you facing 50 enemies solo? Are you soloing Defense missions? Why?

Its more of a figure of speech to make a point, I'm sure most people could figure that out, its not completely literal.

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Weapon worthless meaning you cannot use any other weapon but armor ignore weapons because your because your brain will explode if you do, right? And where are you facing 50 enemies solo? Are you soloing Defense missions? Why?

Try T3 with a braton, your favorite mods. Then grab a boltor/flux rifle/Any AP/AI weapon. You should see a MASSIVE increase in ease of completing it providing you're not rushing through the mission ignoring enemies.

 

Really? Really? Outside of those weapon the rest do not to anything at all? Really?

Again, see above. AI/AP weapons make T3/even xini wave 15ish MUCH MUCH easier than using a non AP/AI gun.

 

Given the last post from DE about armor being fine...... i dont think your gut is right.

...and DE can change their minds. Especially if everyone who disagrees with them tells them so.

Honestly, what is it with you and change? Do you hate it THAT much? I've only seen you against changes really. Rhino and now armor, things that clearly needed a rework (you may have been against more, but I don't stalk you :P)

Edited by KvotheTheArcane1
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A game called Guild Wars had the exact same problem with their endgame mobs and any non armor ignoring damage type becoming pretty much useless compared to armor ignoring damage types. They ended up lowering the amount of armor on high level mobs and increased their health pool, which wasn't optimal, but still a far better alternative than what they had before.

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