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Most likely it's your play-style, e.g single target focused vs mobbing that's the problem. Typical problem of class, like Braver using only katana vs Force spamming aoe for mobbing in a combat zone doing PSE burst solo.
Otherwise, you did not augment properly to compensate for the variance or leverage multi-weapon so you can access to mobbing capable PA. Game gives you a palette for a reason...
Nope , this is just a cap so it don't allow you to super abuse lower level mobs with your shiny high ATK weapons... Nothing to do with going to a zone(Stia) with higher level mobs or a weird perception of scaling punishment as stated in your opening post.
You are heading to a higher level zone in Stia, the limit is not there at all as the mobs are same or higher level than you. Mobs will have thicker defence, higher hp and deal more damage to you due to them being higher level than you.
Soon level cap will raise to 65 and new class buffs, you will be more powerful... When Stia is out, cap is again raised to 70. So... In the meanwhile, can practice solo ancient or purple common trigger and git even gudder. Also review your playstyle.
I personally I don't like having grindable weapon that can boost the dps by more than 20/30% because I usually like to switch between classes/weapon, But that's just a me issue.
It's fine in NGS. Still can kill mobs fast enough like 1 shot trash and such, moreover they only do 1 damage to you. This is to balance out speed farming and power-leveling or you'll see a really bloated market real fast and bots galore... E.g like 8 mins to earn a gold primm+30 versus herp derp sub 30 seconds runs through yellow Battledia without the attack limit cap.
There was a game that scale monster level up to match your progression, can't remember which one. You'll then feel the real pain as the crab at starter zone will still wipe you out when you are level 999 and drop 1 copper coin or something as a reward on killing it...
Also irrelevant to the point of this thread too, since OP has wrong interpretation of weapons and damage scaling going forward.
Although it only effects that "Flat" damage stat and not potency, so you pretty much can deal enough damage that may one shot most mobs that are level 1~15 depending on your weapon class and PAs used.
This at least if you like grinding special currency for events which drops on every mob in the game using the lowest star weapons with better potency in their potentials will net you faster points off of lower level mobs.
Assuming your potential potency adds up to equipment potency from units and augments I prob have around 87%+ potency killing most mobs with seemingly one tech around lvl 25 as a force zondie element.
Its not at all a waste of your effort to always trying to get better weapons but for weapons with better potency in their potentials you can hold onto those till weapons in the future give even better potency to use later on lesser level mobs if you want to deal better damage on occasion.
As to why Sega devs feel the need to place a cap on your damage? *Shrugs* They perhaps want to waste your time?? Just a guess.
Maybe not level 1 enemies, but enemies in Retem Alnothe? It's annoying that my 6 star weapon is doing more damage than my Kaizaar.
Has to be because of Vets in Aelio and Retem. Without the damage cap, we would clear them a lot faster. Same goes for Aelio and Retem Purple triggers.
I wouldn't even say I enjoyed the story of ep VI either I mean the bosses of ep 6 were alot of fun but the story not so much lol. I would like to think that anything EP4 and beyond is a non canon dream our character was having inside the our sleeping pod before we awoke on Halpha with no memories it would make alot more sense and would also explain how photons and dark falz returned because it means profound darkness was never defeated only stalled lol.
Pretty much this.
I never understood developers being like :" Well we dont want you to abuse low level enemys ya know."
Yo gaming Devs simple solution here. Dont give us a reason to go back there and abuse them ? I mean we all know why Sega did it. Slowing down Alnothe Meseta Farm. Nothing more and nothing less. Gaming Devs that implement something like that only do it because they wanna slow you down and THAT is bad game design.
Now there will be some wise guy saying :" They dont want you speedleveling others."
Thats bs. The biggest bs i have ever heard tbh. First off all Yellow trigger. Second :" You can apply that as a debuff when going there with lower level players. Problem solved.
Again there is no reason for a system like that. And i have given very easy solutions for what ever claim Sega or any other Developer could make regarding speed leveling others. There is no reason other then blocking our income as much as possible without us burning the headquarters down in burning rage. I can understand the whole " we dont want you to level others" argument and i have nothing against that but the implementation is just hilarious.