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Therefore, if damage cap frustrates you, try playing other characters. Katalina is a great tank and she gets damage cap just from having Ares around when you have one of her signature sigils. She can heal and she barely takes any damage when she has Stout Heart + her def buff + Steel Nerves.
Cagliostro is a great support that buffs ATK, DEF, and crit rate. Use Quick Cooldown with Cascade to have maximum uptime on it, and keep her signature sigil on so that her fully charged Collapse can cause a hefty -30% DEF Down.
Reaching damage cap is not, by itself, a bad sign. It exists specifically so you cannot kill the boss in 30 seconds. If you reach damage cap, that's a GOOD thing - it's a sign that "okay, I'm doing maximum damage and now I can focus on other aspects of my kit/build." Thus meaning that taking Damage Cap sigils is a voluntary decision on your part to opt even further into dealing damage. It's an opportunity cost.
The current player-devised meta is balanced around killing the boss as fast as possible so that people can get the materials they want/need as soon as they can. But you don't have to be a meta slave. I say this as someone with a fully maxed out meta DPS build on Id (sans Terminus weapon, still working on that) with a bit of defense. You don't HAVE to do that. I, for one, don't mind seeing a Vane with Provoke on my team and you shouldn't feel so much pressure to opt into dealing damage to the point where it frustrates you, when there's so many fun and effective strategies in this game. "Do more damage" really isn't the only way to enjoy the game. It's a good, balanced game with multiple viable strategies that don't require the boss to die in less than 2 minutes.
No, its not a mindset issue but a game design issue.
They are not talking about the damage cap LIMIT, but the actual base damage cap itself.
Its too low, to the point that most character buff skills and damage sigils are entirely useless if you aren't using damage cap sigils to increase the cap, and the game doesnt even inform the player of that.
Which is very bad game design.
First of dmg cap is sadly the most important sigil and stat in this game. You grieve the entire team if you not take them.
"Katalina is a great tank and she gets damage cap just from having Ares around when you have one of her signature sigils. She can heal and she barely takes any damage when she has Stout Heart + her def buff + Steel Nerves."
Shes still a great tank with dmg cap if you get some defence extras on dmg sigils. At least she has also a freeze one of the best tools in the game.
"Cagliostro is a great support that buffs ATK, DEF, and crit rate. Use Quick Cooldown with Cascade to have maximum uptime on it, and keep her signature sigil on so that her fully charged Collapse can cause a hefty -30% DEF Down."
Again dmg cap cucks any support build super heavy. The only tool Caglio brings is Deff up for the party the rest is not doing anything when you have dmg cap.
I argue Buffs and dmg down on a enemy should increase the dmg cap.
Its funny that the only good endgame debuffs are slows/para and freeze
Then what's the difference between "Raise the damage cap to one shot things" and "raise the ATK value to one shot things"?
They were basically the same thing. There is no design superior to another, it just make all buff/sigil that raises ATK become a pure joke. Which is a design defect.
You hit the damage cap with a weapon, imbue and over mastery.. thats what 12 sigil slots basically wasted. 4 damage cap, 2 SD and an elements.. 7 slots to get around a crappy system..
How is additional content going to work as well? Raise damage cap which will do nothing because all people will do is add an additional damage cap sigil.. I like the game but man it's really pointless when you hit a certain point.
When you play FF or dragonquest is every piece of equipment valuiable? Or is their a BIS you and everyone else works towards? Its a single player game not an MMO. Most the sigils are junk but they give you the option anyway.. Raising dmg cap will happen when harder content comes out because thats how the devs balance the game. If you raise dmg cap no all the content becomes trivial and a waste of time to even do.
https://docs.google.com/spreadsheets/d/1RnNLfdqFCW7zWvfHnQsNRJoi7EtIjdOUg-uYB0xsZHQ/edit#gid=1519714141
Beside, you don't really need to 65 damage cap in order to play game, all current content can be done with half of that. With AI it little harder, mostly because AI don't play agressive in dps check, but if you know what to do, its doable. Guts + potion + revive + elemental + dodge + hp are not neccesary to play. You can play without them, if you good at the game. Its not easy at all, but overall its possible. Most of sigils just another layer of protection from dying, but this is not only sigils you can use.
And most people you them not because there is nothing else in game you can use, but because most people don't want make game harder. Beside if you look around, most players used damage based build for fastest kills, not for utility, support or anything else. Because most ppl want to play it in easy mode. But this is don't mean you can't use other sigils, that most ppl don't use. You can play as you want, but this is just gonna be harder.
This. It's not so much "We need more damage" and more "Give us more slots to mess around with." however limited. As of right now, most sigils are just plain useless because the "minimum essentials" already took away 50% of your slots
Heck. I'm fine with lower dmg cap overall (like lv 45 levels of max) as long as it only uses 1 sigil.
This is way harder than you think. On my main i have some attack with 80% overcap and others with only 7% of damage, so i can have 93% more to cap, which is huge.
Beside characters is different. Just think - even if their remove damage cap completely you won't use every attack sigils on same character, just because this is far from optimal. For one character most optimal is raw attack power, for other combo buster, for third is combo finisher and quick charge. You won't use them together anyway, so what the point? And there is one big question - even if they make damage cap for 1 sigil - do you think this change anything with damage cap itself? It take you 3 free sigil slots, but if this keep damage cap at same level, you won't have anything from it, as you said. So what the point?
I just don't really understand what you guys want to see.
If you want to see complete rework of damage cap - feel free to forget, there is no chance devs will do it.