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Disturbingly Bored
The Strontium Asylum
1087
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Posted - 2013.11.09 22:10:00 -
[1] - Quote
Cat Merc wrote: - Someone did the math back in closed beta
*raises hand*
And since then, Shield Extenders have gotten a +2% effectiveness/level skill bonus...
Cat is correct, complaining about damage mods always has been, and always will be, pure silliness.
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Disturbingly Bored
The Strontium Asylum
1088
 |
Posted - 2013.11.09 22:24:00 -
[2] - Quote
Severance Pay wrote:On the subject of being OP. Nothing can be unfairly OP because anyone can use them, if they just skill into it. It's not like it's exclusive!
Then you end up with a homogenous game.
Every option should have a situation where it dominates. And there should always be another option that can take advantage of the dominant option's weakness.
That's balance. Telling everyone to skill into the one thing that dominates in all situations is not balance.
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Disturbingly Bored
The Strontium Asylum
1109
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Posted - 2013.11.11 00:17:00 -
[3] - Quote
Baal Omniscient wrote:Not to agree or disagree, but weapon damage has also gone up on many weapons as well since then. More damage per bullet means more damage added per bullet per damage mod. Again, not to be argumentative, just sayin'.
I see your argument, but there's another thing to consider.
Damage on all weapons is 10% higher than it was in Chromosome, but they also removed the 2% damage/level bonus of the weaponry skill.
For anyone with a couple million SP, there really isn't a difference in damage between the game as it is now and what we played back in the day. Noobs benefitted more from the change, because they had one less SP sink before they were competitive.
If anything, the thing that makes damage feel insane these days is that CCP has, for the most part, fixed hit detection...
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