The three most dominant damage types under Damage 3.0 are Viral, Heat, and Slash (because they make short work of armored enemies at most levels). Warframe's current damage system is bloated and impossible to balance That's a lot! Too much, even, and I think the system we have has caused many problems since:Ģ.1. In total, we have sixteen different damage types, and eighteen different status effects. We can talk all day about what's wrong with specific damage types and how to change them, but really, I think those are merely symptoms of a deeper and larger problem, which is the damage and status system itself: since Damage 2.0 (the previous overhaul), our damage has been split into a variety of types, some of which combine to produce others, and virtually all of those types have their own status effect, some of which also aren't attached to a particular element (e.g. All of this I think begs the question: what is the point of all these damage types? take your pick), with the suggestion usually being to rework the effect outright, rather than just buff it. Threads regularly appear on the forums pointing out that a certain status effect is underwhelming (Puncture, Blast, Gas. With Damage 3.0 having released a little over a year ago, it's pretty clear we've been stuck in a meta for damage types: Heat+Viral reigns supreme, alongside Slash, with every other type ranging from highly situational to downright useless.
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