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Logi Bro
Brutor Vanguard Minmatar Republic
2969
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Posted - 2014.03.05 22:04:00 -
[1] - Quote
WTF did you do to damage mods, CCP? Facerolgjnwierungsklgnwpeiunds;nire
Hold on.
*takes a deep breath*
Alright, I'd really appreciate it if someone out there that supported this nerf would explain this to me. What was wrong with damage mods? Mathematically speaking extenders were always better, now extenders are probably 20x better, though I haven't taken the time to do the math yet.
The problem with damage stacking was proficiency, and you guys over at CCP (sort of) fixed that, so why the damage mod hate? If I were in your place, I would've just made proficiency give 1% per level, and reduce the skill cost by a couple of multipliers. A 50% cut to a module that was already outclassed? Overkill. And don't forget that rifles were nerfed, so the 10% that people are getting now would've still been less than the 10% they would be getting post 1.8. So that makes it a double nerf. And also, TTK is increasing, so extenders would've been more appealing than damage mods anyways. So that makes it a triple nerf?
And to top if off, even if damage mods really were too powerful, why make a massive 50% cut? Why not start with 20%? 3%-->4%-->8%, then you could have gone farther if it were still too much.
Since devs are usually prowling the forums after a dev blog release, I'd appreciate it if one of you would give a response to this.
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Logi Bro
Brutor Vanguard Minmatar Republic
2971
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Posted - 2014.03.05 22:12:00 -
[2] - Quote
Delta90212 wrote:Out of all people you were the one to complain about damage mods. Why I thought you were a true logibro
I've never said anything against damage mods. I'm not even a logibro, I changed out to sentinel a long time ago.
To anyone that supports this damage mod nerf, take a moment to actually think. Shield extenders ARE better, make no mistake, especially after 1.8 hits. The only thing people will be using in their highs are shield modules. With lower TTK AND dual tanking mixed, the game will slow to a crawl.
I support lower TTK, but nobody wants it to take 5 minutes to finish one gunfight.
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Logi Bro
Brutor Vanguard Minmatar Republic
2971
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Posted - 2014.03.05 22:15:00 -
[3] - Quote
darkiller240 wrote:Its so shield tankers don't get raped by amour tankers as it is now
This does nothing at all to help shield tankers. I could kill a shield tanker by looking at him funny, with a -100% damage module equipped, as well. Armor tankers will still be armed bricks, and shield tankers will still be the mentally challenged people that hold paper in front of their faces to stop bullets.
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Logi Bro
Brutor Vanguard Minmatar Republic
2974
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Posted - 2014.03.05 22:23:00 -
[4] - Quote
C Saunders wrote:With longer TTK shield rechargers/regulators may be useful again.
Which is exactly why armor tankers will be putting those in their high slots instead of damage mods.
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Logi Bro
Brutor Vanguard Minmatar Republic
2976
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Posted - 2014.03.05 22:33:00 -
[5] - Quote
steadyhand amarr wrote:deal with it damage mods where a huge part of the problem. patch day is going to have some QQ and i cant wait, looking foreword to getting into a squad and wiping out all the bads blindly rushing about
Good luck trying to wipe out people that have stacked massive amounts of shields because damage mods are now more or less too inefficient to use.
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