While I'm not trying to say that my mk-1 braton should be doing as much as a kuva bramma, I do believe that even a starter weapon should be able to do something to high level targets instead of just tickling them. Better weapons become incredibly broken, while weapons that already struggle with their base stats become absolute jokes compared to a slightly better weapon running the exact same build. What this means is that weapons that are already at a major advantage (high crit %, crit x, status, base damage) get these stats multiplied. When you look at (almost) all mods in the game what do you see? Multiplicative value increases. It directly leads to (and worsens) powercreep. Ignis is the flamethrower skin, glaxion is the freeze ray skin.ģ. This turns both weapons into simply different skins of the same weapon: beam weapon. But how often does this come into play? When I can put any elemental combo I want on any weapon I want, what is the fundamental difference between the glaxion and the ignis? I'm just going to put the same viral + slash build on both of them for max damage. One has innate heat whereas the other has innate cold. When one looks at the ignis or glaxion, what is the core difference between the two? Other than some stat differences, the main difference is that the ignis is a flamethrower while the glaxion is a freeze ray. It removes the individual characteristics of weapons in favor of forcing the same builds. Why is that? Because a mod slot used for a more fun mod is a mod slot that doesn't increase damage. When 1-2 mod slots can cause you to go from oneshotting enemies to barely scratching them, you need all the damage you can get.Ģ. When's the last time you considered using energizing shot? Guardian derision? Combustion beam? Agile aim? Eagle eye? All of these mods offer upgrades that are not immediately DPS increases but still offer enhanced customization. It discourages using more interesting mods. This is incredibly detrimental to the game's balance for three reasons:ġ. Right now most people run the same (or roughly the same) 6 mods on every build, which are all damage mods. You don't notice any difference in performance other than that your numbers get higher (which is immediately countered by the enemy numbers getting higher). You shouldn't have to dedicate more than 1-2 mod slots to damage simply because damage mods are incredibly uninteresting. Mods that increase damage should be rare upgrades. One of the biggest reasons balance in this game is so broken is due to the way weapon mods work.
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December 2022
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