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You could, instead, opt to swap out some of the insane amount of armor for more firepower so that you can actually kill things; which I get doesn't provide any benefit in The Vortex.. I suspect it won't be long before a mechanic is introduced that will reduce the amount of RP gained from basically sitting there and instead award more for killing stuff in The Vortex.
After all, the task is to "Fight until you cannot", and not "Be an immortal pincushion until you get bored and off yourself in the Miasma". :D
https://steamcommunity.com/sharedfiles/filedetails/?id=3426358234
Then got a gun that does 506% armor damage in an aoe around its target every so often.
https://steamcommunity.com/sharedfiles/filedetails/?id=3426358391
Now if I just stack armor it makes me tankier and do more damage. I managed to get a drone with another x200 armor on it, so now my armor is over 800,000,000. Which means I do about 8 Billion in aoe damage every few seconds to everything but the thing I'm shooting. It's hilarious.
Yeah, the operator rewrite needs a massive adjustment.
"No nerfing" is precisely the reason that D3 became such a horrifly number-inflated catastrophe, because the devs promised they'd never nerf anything, and thus every change they made had to be inflating everything else everywhere, rinse and repeat. That was one of the worst promises they've ever made.
Operator modifiers are absolutely broken and need to be *fixed*.
"Nerf" is a word used by people who do not care about structure or balance and just find it fun to stomp through everything abusing what is broken, because they do not care about acdtually engaging in the content and tackling the challenges.
Operatior values should be multiplicatives (additive to eachother though), while everything else should be additive, as that would give them purpose and meaning, but 200%, or even 300% on a single modifier multiplicatively should be considered exceptional or even excessive.
Or it wouldn't be so much of a problem to be able to gradually continue to grow your stats to reach the hundreds of CL, but that should be a progression, not a galactic level RNG spike because you found a single piece of blue gear that transformed your little peashooter pistol into a 62000mm quasi-deminsional pulsar powered railgun that you picked up from tripping over a cat.
https://steamcommunity.com/sharedfiles/filedetails/?id=3427464049
I got over-crafted an item
https://steamcommunity.com/sharedfiles/filedetails/?id=3427569926
https://steamcommunity.com/sharedfiles/filedetails/?id=3427570593
https://steamcommunity.com/sharedfiles/filedetails/?id=3427570639
this one got me lagged
https://steamcommunity.com/sharedfiles/filedetails/?id=3427570688
Also on that same note, can the Loot Filter be made to filter by Rewrite types? Options like looking for Operator rewrites specifically, or only items with 2+ Rewrite Paths, or only items with a Rarity Rewrite (or including the Rarity Rewrite in the existing loot filter up to its highest tier, rather than original drop value) or would that be too much work at this stage? (totally understandable if so)
Also on the topic of silly items, I made this! https://i.redd.it/zoioaxj6a4je1.png
"+963,003.7% Critical hit chance"
The method for this was... very specific, but didn't actually use Extraction! I got an odd item that had BOTH a Value rewrite, and a Type rewrite on the same Affix! So it started as +Armor, which I upgraded twice, then saw the Type rewrite and I changed it to Crit Chance before I had the Pulses to do the final Value rewrite, and it still listed that rewrite as "Armor" so I tried it... and it became this!
Looks it was trying to apply that "unused" armor value as a multiplicative multiplier for the crit value. Interesting.