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Apropos of nothing, but if this is true then high-difficulty balance is absolutely out of whack. In order for an attack to kill you in one hit at 80% damage resistance, it means that attack must be doing over 5 times the player's hit points in damage, which is... absurd? This is Warframe levels of numbers bloat.
No. If heavy armor is going to put a penalty on your stamina consumption, iframes, and recovery times, then it SHOULD matter - even on Apocalypse. Maybe super heavy armor should take 3 hits to die in, and other armors 2 or 1 - but with the penalties that come using heavy armor, you should actually get something out of it. The scaling in the game and difficulties is totally whacky. There's no incentive to use any of the bulwark or shield systems because you are paper thin on higher difficulties but enemies are paper thin on lower difficulties.
Not even SwordSaint or Owl are as cruel as this game can be. And it seems so weird, because this game does seem like has some really cool systems or build possibilities, except they're nearly all useless when it matters. Who cares if there are 50 mods when only 20 of them can even effect bosses. Who cares if there are 20 armor sets and 20 relics and relic fragments when it takes 1 hit to die. What is the point of a "build" in this context?
You'd think that for apocalypse mode they impose something other than simply higher damage multipliers on monsters, I wonder why they don't use 'true' damage in addition to regular damage that can be negated, as in enemies can 'crit' you and bypass a part of your defenses.
There would be no incentive to use heavy armors ( and medium ) on the last difficulty.
But this doesn't meant they would be useless in the previous ones.
I can't help but see being able to resist 3 hits, compared to be oneshotted, way too different ( leaving apart it would contribute invalidating the highest difficulty ).
There already is no incentive to use any armor at all on Apoc, and even most of Nightmare.
I guess this comes as a issue with not having true NG+ modes where you basically restart the save but things changes slightly the 2nd or 3rd time around with your storyline.
Because Veteran, Nightmare, and Apocalypse doesn't really change much with static monster spawns, nor change up the randomized 'ambush' events when you kill enemies over time in the field.
Using armor in nightmare and I am doing fine ( mark 2 + fortify 10 + 30% DR ).
Indeed. The whole 4 difficulties thing is flawed. It was flawed in Rem 1 too, and it's a shame to see they left it effectively the same here. It's just more stand-out because in Rem 1 even really bad players had a way to get their damage and QOL stuff all up higher and eventually could toe to toe with apoc. I bet something like 7% of players will finish Apoc in Rem 2.
I used no armor and did fine, too. Call me when you beat NM Anni solo with your heavy armor. :) The point is that it doesn't matter how "I did." It's that "no hit simulator" isn't actually difficulty, but it does take away play options, which is silly.
Doing apo atm.
Did nightmare with 10% DR ( didn't have neither barskin nor blood bond ) but before patch.
I only tried nightweaver coop after patch ( nightmare ) and no oneshot.
I don't know about apo, since I just farmed there and no boss since this patch ( gonna try now ).
The only that that was bugged is if you had ONE of the 2 values over 80%, then it circumvented the cap.
Now I get approx 2-3 times the damage as before with the same DR.
It can't be multiplicative, since the damage I got didn't change even with 125% total DR.
They change the way DR was calculated and put in the wrong spot of the calculation, thus you get now more damage...maybe either Rings or Armor is now ineffective.
BTW playing on Veteran...
This is silly. If they didn't go out of their way to plug archetypes and build diversity I MIGHT agree with you. But they have a 3 minute video tauting a class that is very difficult to kill and even IF they are downed they get a second wind. The implication here is CLEARLY that tanking is viable. But it categorically is not. It is not viable in any difficulty in the game.
Why tank on survivor when I could just play the same meta HUGS build everyone else is running and die in 1-2 less hits but kill the boss 10-15x times faster?
This correlates to every difficulty setting. The developers spent months hyping people up with the archetype videos, the illusion of wanting and encouraging build diversity but instead they essentially scaled everything where you're STILL only able to efficiently play 2-3 different build varieties.
If I want to play on Apocalypse and take 10x longer to kill a boss without particularly having to worry about health management...I don't see the reason I am barred from doing that...especially when they claimed I could.
All it's going to do is get people who don't like that playstyle to either A) use a trainer to just run through Apoc or B) go to the discord and ask a bunch of people who do like that playstyle if they would do it for them.
All in all if GFG wanted people to play that way, archetypes were a stupid idea. Especially a tank one.
And do they have that video on survivor, vet, nightmare, or apocalypse? The difficulties are designed to test you and hiding behind DR isn't/wasn't going to save you. Specific enemies hit stupidly hard, even with high DR. I know people don't want to dodge, but that is why the heavier armor just says "Stamina penalty, slower dodge." it doesn't take it away, it simply makes it more costly to be a last resort. Take a hit, dodge, heal, repeat.
I hate it.
Tanks should be able to ... you know, tank a few hits and get the aggro.
And elemental builds should be able... to you know, deal decent amounts of elemental damage.
but right now, its basically use Nightbringer/enigma with ranged DPS class or go broke.