Re: Games Discussion Thread
Heads up for anyone involved in Warframe:
Damage 2.0 is coming finally, and the first blush from the 'tutorial' on how it works is, frankly, rather more complex than expected. I'll try to do a brief analysis, but if you want the in-depth, go here ->
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Basically, instead of just a flat damage number (to use the Lato Vandal as a example, 30 damage without mods), damage for most weapons will be split between 3 primary damage types - Impact, Puncture, and Slash (If the same damage numbers are kept, I can see the Lato Vandal now doing 5 Puncture, 10 Impact, and 15 Slash, perhaps). To quote, 'Real-life Firearm Metaphor: Impact=Slug; Puncture=Armor Piercing; Slash=Hollow-point.' Each weapon will have this damage averaged out, so you'll still be able to deal damage to any foe with a weapon not optimized for the target (as a theory, Grineer will be weakest to Puncture in the armor areas, for example). Weapons won't be 100% purely one type though, meaning that even if you are ill-equipped for your target you can still whittle it down.
In addition, elements got a rework, and there are now 4 'primary' elements (Heat, Cold, Electric, and Toxin, in that order of importance for comboing), that combine Magika-like to secondary elements, each with a effect on the target, such as Magnetic from Cold+Electric and Blast from Fire+Cold.
As well as this, ALL the different damage types offer a special status ailment that can happen from it, both to enemies and to the player now. Pulling out of my ass, but assuming the less a specific damage type is coming from a source the less chance it'll happen, but that's pure speculation. Some examples include Confusion, reducing enemy accuracy if you peg em with Radiation damage, Gas damage releasing AOE clouds, Puncture causing reduced damage from the afflicted, and causing enemy armor to reduce via Corrosive damage. Again, kinda in-depth, this part of the system.
In addition, enemy scaling has finally been reworked, though if anything made tougher and more varied due to the new combat mechanics. Again, quoting, 'Level 1 enemies are still the easiest, but the difficulty of a Level 40 enemy in Damage 2.0 will be comparable to a Level 100 enemy in Damage 1.0. Infinite mission types will still feature ever increasing enemy levels. Enemies will be wielding weapons that can inflict different types of damage and Procs on the Tenno, meaning the difficulty will come from a combination of their loadouts and their level.'
Hopefully this will make the game more interesting, and with this and the rest of the Update 11 content coming tomorrow, will hold some attention for a bit until the next major content. The life of a PVE game and all that.