#Personal thoughts on how some items and gatekeepers are balanced.

1 messages · Page 1 of 1 (latest)

acoustic moat
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I have been on the grind since I've gotten the game and have already gotten all of the items and gatekeepers. Looking at items as well as playing with different gatekeepers I started to form bias towards some over others

An example that I'd show bias towards is the Tarra's Claw and the Opal Eye. Both items have a pretty decent dmg % increase of 25. However the Tarra's Claw feels like a downgraded version of the Opal Eye as it only works on bosses where as the Opal Eye works on all enemies. The solution may be to nerf the Opal Eye or buff the Tarra's Claw. This will hopefully add more variety in the items that players choose rather than just forging one for the other.

In the most recent hotfix that changed the ability of Hybrid and added a 50% dmg boost after the first death, it made Nidum's ability seem worse in comparison. With both of the characters being starter characters that you have already unlocked, with the change Nidum's ability just seems far worse in comparison. Now the maximum damage boost of Nidum being 50% sometimes and Hybrid's boost of 50% after a revive just lowers my incentive to play Nidum.

This last point may just be me complaining about myself being bad or unlucky but the Mediator (keep in mind I haven't played him since the hotfix) seems almost too frail. Most of the time when I try to play as Mediator I am finding it very difficult to last past the first boss. Other than the very obviously low health, some of his abilities don't feel strong enough to hold their own. Against single target enemies like a boss his damage is rather low if I can even get there due to a pillar event killing me during the charge. This compiled with his ability being very situational makes it feel like a good run is dependent on if you are lucky with artifacts and getting a good curse shrine.

This is all from my perspective and it's understandable if others don't feel the same way. Hopefully this post may provide insight for future development.

signal minnow
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If youve played warframe before then what I am about to say will make lots of sense

Think of Tarra's claw as a multiplicitive damage. It goes on top of opal eye like faction damage mods in warframe. I dont think anything needs to be done since it does what it says it does. Its just extra damage to bosses exclusively. There isnt anything wrong with situational items like the rampant implosion item. It's fine where it's at and on top of it all it stacks with Bastions passive.

acoustic moat
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That does make sense. I was thinking it was additive and didn't know entirely how the item worked in this context.

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I was originally think about it similar to risk of rain though to be fair that isn't the best comparison as this game isn't risk of rain

short moss
signal minnow
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Its similar for sure, we just dont have proc coefficients like in ror.

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Its all consistent across the board.

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5% stack items are 5% no matter the gatekeeper.

short moss
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I still think Opal eye is way too strong, but it doen't overshadow Tarra's Claw per se

signal minnow
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Opal is a decent item for sure, but doesnt scale as quickly as bad mood does

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Not to mention adrenaline pill on bastion being insane on max skill 1

short moss
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Honestly, i think it overshadows most proc itens,

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Multiplicative sources seem way stronger than all but aoe proc in this game

signal minnow
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See heres the thing

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Procs scale higher because your damage from things like opal increase.

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Your raw damage isnt gonna ever catch up to elementals and procs.

short moss
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Let me elaborate

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If you have the opportunity to forge a multiplicative item like opal or mood, i think you have little reason to stay with multiple sources of proc, why have protocol and nomad's stick at the same time when you can forgo one to have another opal, you're multiplying your damage even higher

signal minnow
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Thats not the point I was getting at.

short moss
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Go on then

signal minnow
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The point was, an increase of 25% stacking into a proc of 125% or 150% will be further increasing them regardless. Opal isnt really an issue in any situation. Its just a way to get your damage higher. The vast amount of procs you have are going to be increased further than raw dps from things like opal by itself since they are initially higher from the start. Youre just throwing stacks of 25% into your procs.

short moss
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Oh, i get that, i'm just afraid that with the current 25% damage increase one would be inclined to take oppal too often, hardly allowing other options beside few other multipliers (mood, pill, eventually tarra and bayonet) to be mathematically stronger

signal minnow
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Its really all situational tbh

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If im given the choice between opal eye and adamant pill as bastion at Evo 20, im going for adamant cause thats 2 damage increases at once.

short moss
signal minnow
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Or just buff the so called worse options

quaint scroll
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nerfing things makes the gatekeepers feel so weak, and js buffing the bad options makes gatekeeper feel just as good, if not better.

signal minnow
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Thats what the balance mindset should be. And if the good items are still being the dominant choice even after the buffs then maybe a slight nerf will do good to incite choosing the other options

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Like I always say for balancing, its better for something to be completely broken at the start rather it being buffed to complete insanity.

quaint scroll
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if anything, the higher difficulties should be high risk high reward, with weak upgrades and strong enemies but high rewards while the opposite is for low difficulties

signal minnow
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Buff the less desired options, if the others are still picked over the newly buffed then its time to reign them in a bit and make them more inline with the newly buffed items so it incites a choice

short moss