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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
528
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Posted - 2013.12.07 03:45:00 -
[1] - Quote
Kane Fyea wrote:It's a 3% penalty to depleted recharge delay.
For stacking, doesn't even come in to play until your second mod. No body ever mentions that part.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
528
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Posted - 2013.12.07 04:08:00 -
[2] - Quote
GET ATMESON wrote:M McManus wrote:In order to compete with the gallogi+scr+dmg mods you need a shield suit that can't afford dmgmods or a logi that atill has to getrid of shields to use dmgmods... So in 1.7 lets nerf shields ..? Whoever is in charge of balancing needs fired especially since it seems nothing is being done about TTK ... GG CCP Another shield QQ thread. I used to feel your pain back before armor was the FoTM The reason they beat shields so easy is because the ScR does 120% more damage to shields THEN damage mods and prof added onto that. A good way to fix this is to lower the amount of damage it does to shields and a VERY small damage nerf. Times may be hard as a shield player but CCP I believe is doing this to balance out armor to sheilds and seeing what they can do to fix this.
Funny how there was absolutly no QQ about shields being UP and armor and damage mods being OP until the TTK dropped in 1.6. I wish that people would put the blame where it should actually rest, instead of trying to take advantage of the situation, and calling for nerfs just out of bias toward a couple of modules they seem to have a personal problem with.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
528
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Posted - 2013.12.07 04:22:00 -
[3] - Quote
Kane Fyea wrote:Son-Of A-Gun wrote:Kane Fyea wrote:It's a 3% penalty to depleted recharge delay. For stacking, doesn't even come in to play until your second mod. No body ever mentions that part. I truthfully didn't know that. I thought it applied to the first one too.
Well not only that but, there is the stacking penalty too, which means that with the third mod, the shield depleted penalty will be 2.607%, and with the forth mod it will be 1.713%, with the fifth mod being 0.849%.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
528
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Posted - 2013.12.07 04:59:00 -
[4] - Quote
Justin Tymes wrote:-Remove damage prof skills -Decrease Complex Damage Mods down to 7%
I would agree with every thing but this. Removing prof flattens out weapons. And I don't think that is a good idea. And there was almost no QQ about damage mods before the TTK dropped in 1.6. There is nothing wrong with damage mods the problem is TTK. I would go with an HP increase to the base HP of all suits instead. This goes toward fixing the TTK problem not ruining damage mods and flattening weapons. 50 or 60 HP distributed properly racially would probably be good.
{:)}{3GÇó>
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