Walkampf Posted February 22, 2018 Share Posted February 22, 2018 I'm talking about Combustion Beam and Explosive Demise Acid Shells, Vulcan Blitz and Thermagnetic Shells are already scaling with health in a very good way. Please give Combistion Beam and Explosive Demise the feature as well! Link to comment Share on other sites More sharing options...
HellVOps Posted February 22, 2018 Share Posted February 22, 2018 (edited) Rather than rework a small number of them, the whole mods systems need to be adjusted/reworked to today's current status of the game like the latest reworks to warframes/beam/physical. Of course, I can see it from here the incoming tsunami of "don't nerf X" from when its time to do just that. Edited February 22, 2018 by HellVOps Link to comment Share on other sites More sharing options...
Autongnosis Posted February 22, 2018 Share Posted February 22, 2018 Well i wouldn't do that on Explosive Demise since it's a Conclave mod and i think it would F*** up the balance there, but Combustion Beam really should get the % treatment, i agree. Link to comment Share on other sites More sharing options...
Kaotis Posted February 22, 2018 Share Posted February 22, 2018 (edited) I believe this was brought up in the past... Duno what was exactly the main argument against it but i believe it had to do with the base damages. Any ways... Pls implement this +1 Edited February 22, 2018 by kaotis Link to comment Share on other sites More sharing options...
CRCGamer Posted February 22, 2018 Share Posted February 22, 2018 I can already tell you why DE is probably not going to do it. Best use case scenarios that basically break the difficulty curve even through sortie 1 and somewhat beyond with current stats and with %max health scaling would break the difficulty curve clear through nightmare raids and beyond. Because it applies to all beam type weapons it is being heavily constrained because that category has both chaining and area of effect weapons. Furthermore specific frames can outright break the game for an extended period already using such weaponry and would be basically a W + Mouse 1 button gameplay pattern with occasional ability casts if the mod had %max health damage. To be more specific Nova and Saryn are two of the frames that when using modded beam weapons that chain or have natural AoE can already break the game. Nova already makes the explosion damage be doubled, in fact not only is it doubled it stacks with her Molecular Prime explosion damage. So Nova basically gets 4k+ damage waves of explosions across entire tiles already. Throw in your desired change on the mod and the insanity can go into the five plus digit range instantly where Nova just pressed 4 and kills 1-2 mobs and the wave of explosions clears entire spawn waves for lazy gameplay. With Saryn its a double-down effect on things already getting their effective health cut in half from her 1's viral procs and then the additional explosions plus whatever the AoE from her weapon is doing on top of it all. At which point %max health damage on something that has been already had its health cut in half from a viral proc is basically another case of wiping entire spawn waves for too little effort. Link to comment Share on other sites More sharing options...
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