Warframe

Enemy Damage Scaling is a bigger problem than enemy Health scaling. (Also, the instant death bug has transcended Arbitrations and leaked into Sorties.)

Warframe8 - Enemy Damage Scaling is a bigger problem than enemy Health scaling. (Also, the instant death bug has transcended Arbitrations and leaked into Sorties.)
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There are so many ways to deal with FU levels of armor, because you have Status-based weapons modded for Corrosive; there are also Status-based weapons with Slash as the primary physical damage type and modded for Viral, or Crit-based and modded for Viral and Hunter Munitions. Then there are abilities, such as Oberon's 2+4 combo, Nyx's 2, Saryn's 1, Mag's 3, and the Augment for Ash's 1.

However, when it comes to enemy damage scaling – well, I found this in my EE.log file at semlar.com/deathlog after dying as Mag during level 100 Sortie Defense today:

23:28:35 – <> took 10,030 damage at 2,390 health from a level 98 DETRON CREWMAN using a NpcThrowGrenadeWeapon

It says I died to a grenade, yet there had been no effects – visual or audio – to indicate that that was what had indeed happened. It looked like I had just suddenly keeled over for no reason.

Now, despite this, you might say "don't play Mag," but my reasoning for doing so was this:

"Well, her skills are focused on crowd control, and my Mag has a huge range, so I won't take more than one hit at a time before my shields recharge. Plus, her 4 gives overshields and I have Adaptation, so I can turn her into a shield tank."

How could I have expected anything in the game to do over 10,000 damage in one shot when that's not even reasonable for probably 95% of the Warframes' effective health numbers after armor-based damage reduction? Yes, it's a Sortie, and yes, it's level 100, but is this really playable when the majority of Frames will be oneshot? Repeatedly? Is this really difficulty if no amount of skill will allow my Warframe to avoid taking such ridiculous punishment?

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As a fun little bonus, you'd think I would have failed due to losing all my revives, which is what almost happened. Mais non, I actually failed due to a bug previously thought limited to Arbitrations of all things!

I had used up my last revive (including Arcane revives), but I had also made it to the last freaking wave, sure I could last until the end, when suddenly:

23:30:21 – <Operative> took 350 damage at 645 health from a level 100 ISOLATOR BURSA using a RiotRifle

The damage done to the Operative was less than his health value when he was hit, but down he went – he didn't even go into bleedout! Just instant death, instant fail!

But while that is a separate issue, I probably would have died normally anyway due to the absurd damage that was normally happening.

Not only should the erroneous instant deaths with nonsensical calculations be fixed, but the damage numbers that are actually high enough to oneshot even the tankiest tanks are why damage scaling needs a look in order to prevent stupid deaths that are unpreventable via skill, because damage high enough to oneshot you out of nowhere is not difficulty, it's artificial difficulty because no amount of skill will allow you to avoid it.

Also, if the grenades are indeed invisible and inaudible, maybe that should be fixed as well, so players can use skill to avoid them.

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