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Heimdallr69
Negative-Feedback.
5
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Posted - 2015.06.01 17:26:00 -
[1] - Quote
So I've been seeing that armor has the most hp and puts out the most DMG but what if dmg mods were split up between 2 different ones? 1 does 7% more dmg to shields and the other 7% more to armor..this would help shield suits as now armor tanked suits would have to choose what they want the dmg increase for either shields or armor whereas the current one effects both so they don't have to decide..? Thoughts?
Removed inappropriate content - CCP Logibro
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Crimson ShieId
Horizons' Edge No Context
2
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Posted - 2015.06.01 17:34:00 -
[2] - Quote
Seems like damage mods are already kind of weak. Maybe if damage mods were buffed a bit as well, but this seems like it would make it almost useless to use them.
What? Am I mad? Why do you ask?
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Heimdallr69
Negative-Feedback.
5
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Posted - 2015.06.01 17:37:00 -
[3] - Quote
Crimson ShieId wrote:Seems like damage mods are already kind of weak. Maybe if damage mods were buffed a bit as well, but this seems like it would make it almost useless to use them. I'm trying to help shield suits..I'm tired of armor514 So yes my ideas may suck but it's better than joining the fotm (It'd be easier to do)
Removed inappropriate content - CCP Logibro
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2015.06.01 17:42:00 -
[4] - Quote
Honestly an interesting concept. What if you had the armour/shield DM's be in different slots i.e. Highs/Lows.
You could also make it so that each type does two different %'s. Say current % vs chosen type (shield/armour) and 1/2 current % vs non-chosent type.
Overlord of Broman
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Sammantha Winters
Reincarnation Incorporated
0
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Posted - 2015.06.01 18:30:00 -
[5] - Quote
Heimdallr69 wrote:Crimson ShieId wrote:Seems like damage mods are already kind of weak. Maybe if damage mods were buffed a bit as well, but this seems like it would make it almost useless to use them. I'm trying to help shield suits..I'm tired of armor514 So yes my ideas may suck but it's better than joining the fotm (It'd be easier to do)
Honestly, if you wanna help shield suits then take a look at my post. |
Jenni Welsh
Reincarnation Incorporated
0
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Posted - 2015.06.01 18:48:00 -
[6] - Quote
Sammantha Winters wrote:Heimdallr69 wrote:Crimson ShieId wrote:Seems like damage mods are already kind of weak. Maybe if damage mods were buffed a bit as well, but this seems like it would make it almost useless to use them. I'm trying to help shield suits..I'm tired of armor514 So yes my ideas may suck but it's better than joining the fotm (It'd be easier to do) Honestly, if you wanna help shield suits then take a look at my post.
Sorry bout that my characters got switched for some reason... My post is by Jenni not Sammantha. |
Varoth Drac
Dead Man's Game
937
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Posted - 2015.06.01 19:32:00 -
[7] - Quote
Heimdallr69 wrote:So I've been seeing that armor has the most hp and puts out the most DMG but what if dmg mods were split up between 2 different ones? 1 does 7% more dmg to shields and the other 7% more to armor..this would help shield suits as now armor tanked suits would have to choose what they want the dmg increase for either shields or armor whereas the current one effects both so they don't have to decide..? Thoughts? No need. Shield suits have better regen to compensate for lower hp. If the armour user fits for high repair, the shield user will have more hp. Shield suits can still use damage mods. Shield suits can more easilly fit hp and biotics at the same time. Damage mods would be terrible if nerfed.
If you want to help shields, buff regen mods. |
Regnier Feros
Negative-Feedback. Negative-Feedback
389
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Posted - 2015.06.01 21:42:00 -
[8] - Quote
Heimdallr69 wrote:So I've been seeing that armor has the most hp and puts out the most DMG but what if dmg mods were split up between 2 different ones? 1 does 7% more dmg to shields and the other 7% more to armor..this would help shield suits as now armor tanked suits would have to choose what they want the dmg increase for either shields or armor whereas the current one effects both so they don't have to decide..? Thoughts? Would be interesting. Players would choose between increasing their strength or minimize their weakness against depending on their weapon damage profile.
ZariaOwnsWhips
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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
641
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Posted - 2015.06.01 23:23:00 -
[9] - Quote
Just move Damage mods to low slots and move kinkats, cardiac regs and profile damps to highs. Then Caldari could be high damage long range suppression like they should, Gal suits can tank armour, speed and/or stealth to get in close and Amarr could get some more speed or stamina to help overcome the plate penalties and control range.
We want cake and tea.
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Imp Smash
Molon Labe. RUST415
859
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Posted - 2015.06.02 01:56:00 -
[10] - Quote
Damage mods take up Shield suit tank slots. Buffing damage mods only helps armor players who will be able to stack damage mods without sacrificing tank slots.
Changing them to allow them to do more or less damage to an HP type could be used to help normalize ehp between shields and armor, but then shields would be able to stand and deliver just as well as armor. And without having to sacrifice tank slot for reasonable regen. On the flip side, it would allow armor suits to not sacrifice a tank slot to spread their damage among both armor and shield whereas shield suits could only do 1 or the other before their suit gets too squishy.
So, while the idea is clever, I don't think it will have the effect you are looking for. |
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Georgia Xavier
Y.A.M.A.H No Context
604
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Posted - 2015.06.02 12:34:00 -
[11] - Quote
Varoth Drac wrote:Heimdallr69 wrote:So I've been seeing that armor has the most hp and puts out the most DMG but what if dmg mods were split up between 2 different ones? 1 does 7% more dmg to shields and the other 7% more to armor..this would help shield suits as now armor tanked suits would have to choose what they want the dmg increase for either shields or armor whereas the current one effects both so they don't have to decide..? Thoughts? No need. Shield suits have better regen to compensate for lower hp. If the armour user fits for high repair, the shield user will have more hp. Shield suits can still use damage mods. Shield suits can more easilly fit hp and biotics at the same time. Damage mods would be terrible if nerfed. If you want to help shields, buff regen mods. All shields need are less regen delays and a threshold of some sorts like a damage threshold that you need to go over to stop shields from regenerating.
Click me
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