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Live Stream #12 Balance Discussion / Armor / Elemental Rework, In The Workings Now.


pdxdubin
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I just wanted to state, that steve said on the live stream, they are going to be taking a hard look into elemental s and the armor system.

He said it would not be a "Complete" rework of the system, but they would be changing a lot of the core damage systems, adjusting the way damage works in this game.

 

I will go into details on what I think this means, and what they are doing.

And I encourage you all to also leave a comment as to what you personally think they were talking about.

 

Basically from what I pulled out, it seems steve or "DE" wants to refine all damage sources into a very specific and balanced system.

Similar to most rpg games.

 

It seemed clear that Steve meant to say that armor will be taken out of the game, and turned into an elemental effect,

 

Meaning that instead of armor being a universal system, that relies on armor piercing mods and bolt weapons,

armor will be turned into a

"Strength"  for certain enemy types such as the grineer.

 

Meaning that armor piercing will be more about exploiting a weakness to specific enemy types, instead of universally making you do less damage as you get into higher leveled mobs.

 

I think they plan to make, fire, ice, electricity, and armor piercing all similarly basic, and balanced sources of damage,

With some being more effective against certain enemies.

 

I think this change will allow more weapon types to be effective against high level enemies,

 

Not "requiring" armor piercing to do damage, Allowing the weapon do do its damage normally, but allowing armor piercing weapons / mods to do bonus damage on top of that.

 

So instead of hitting 10's and 5's damage wise with your braton, you will be doing the full 30 damage per shot, with elemental effects.

HOWEVER, against an armored enemy, armor piercing mods will end up doing bonus damage, like how fire damage does bonus damage to infested.

 

 

Or at least that is what I "Predict" is happening.

What do you guys think?

Edited by pdxdubin
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i just hope that they remove all the "armor ignore" properties from all the dmg types currently on weapons

thus weapons can be modded up equally and there are not certain weapons that are "better" than others

then of course high lvl enemies certainly need to scale into less armor

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i just hope that they remove all the "armor ignore" properties from all the dmg types currently on weapons

thus weapons can be modded up equally and there are not certain weapons that are "better" than others

then of course high lvl enemies certainly need to scale into less armor

 

I think its a little bit more complicated then that

I think there going in and re-balancing everything making the damage types more apparent and easy to judge 

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A great idea I read once was "Stop armour increase at a certain level, and only have HP scaling"
That way, there's no longer the joke that is armour scaling, and bullet weapons are viable at later waves.

 

Obviously it'd need some fleshing out, but that'd definitely be a great start.

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And then armour ignore weapons are worthless unless they are changed somehow. They will probably keep armour but only change how it scales.

 

No armor ignore weapons would probably be changes to just do more damage against armored targets.

Sorta like how some weapons do 3x vs infested

 

Armor ignore weapons would do 3x vs grineer and stuff

 

Seems pretty balanced that way,

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I agree, but we also need them to scale so that solely damage mods are going to benefit your style. Make missions where survival is fittest, where ammo mods count way more than raw damage such as Infested horde running towards you and you needing the ability to shoot for a long time before a pause and having big clips would benefit the player more than damage mods as you wouldn't get supplies for a long time. These kind of missions would be hard to balance properly and are not the ultimate solution to the problem but rather a step towards the solution.

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I agree, but we also need them to scale so that solely damage mods are going to benefit your style. Make missions where survival is fittest, where ammo mods count way more than raw damage such as Infested horde running towards you and you needing the ability to shoot for a long time before a pause and having big clips would benefit the player more than damage mods as you wouldn't get supplies for a long time. These kind of missions would be hard to balance properly and are not the ultimate solution to the problem but rather a step towards the solution.

 

Agree with what o,O

 

I don't know where there doing its just what I thought he meant lol 

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