This just makes status effects in PvP useless, and that's quite the trick as they've already been ruined. So with three mods you can gain 60% HP to one element. 70% with the watch for zero effort. Do the devs even think this stuff through? And now I see that it's 'on my radar' that they are even contemplating that HP will offset both types of damage from skills, so that's the elemental damage from a status effect and the initial damage from a blast etc.... Do they even think this stuff through?
May as well stick a banner in Conflict's interface, or on the door of each DZ: NO SKILL BUILDS ALLOWED.
You can re-calibrate mod slots on gear, you ain't highOriginally Posted by dajinn- Go to original post![]()
Nah, it will be situational. A player will have to decide between crit, headshot damage, and hazard protection, especially there only being three mod slots. Can't assume every player you will fight, in a best of one, will stack resistance mods just because the values were doubled.Originally Posted by RichardOshea Go to original post
They'll do neither and you know it! : They'll complain until nerfedOriginally Posted by Merphee Go to original postIt makes high levels of HP far too easy to obtain for status effects that are already super-nerfed 75-85%. Getting to 90% is now just a booster(Technician) and three mods for a single element and that's without any brand bonus or attribute rolls... way too easy. If they then also allow the HP stat to mitigate skill damage (referred to as Resilience) then that's skill builds dead in any form of PvP.
PAUSE AND THINK, MASSIVE!
They nerfed the status before buffing the counter. That's Massive's problem. There was something I heard recently in a fighting game documentary. In regards to balancing, the guy said "find the disease, not the symptom", and he then further said "developers really have to spend a lot of time trying to find the disease instead of listening to people crying about the symptoms."Originally Posted by RichardOshea Go to original post
Players complained about status in PVP, status gets nerfed. Meanwhile, hazard protection was sitting there the whole time, but the problem was it being 10%, forcing players to sacrifice a lot in order to gain respectable percentages. *shrug* Not to mention abysmal gear mod percentages and the rarity of them dropping at high percentages ...and now (or at least in a month or so), resistances are getting buffed on top a previous status nerf. Same thing happened with TP + Pestilence. TP didn't need to be nerfed, just the ability of the tics from proc-ing heals. TP gets nerfed, months go by, and then they stopped the ticks from proc-ing heals. *shrug*
Besides that, you can't be upset at players for playing counters. It happens in most competitive environments. The resistances buff is a welcome change, but I doubt they will compensate that with a status buff, or returning them to their previous state.
100% agree on this... tired of managing the dam mods...Originally Posted by N3mB0t Go to original post
Come on, Massive, dont put someting that is not required in the game currently.
people is leaving the game, senior and good players, only noobs and not capable players are in the game mostly when matchmaking. it's becasue they are keeping to make the game more easily and loot that are more easily to get a higher state . noobs are welcome it as they didn't read any guides etc but keep constantly complaining the game. the game isn't hard to play........ whatever, like this title, how many hazard added u guys think it's acceptable? i didn't want to said , however i and most do have a feeling , the game is going to die as above adjustment make again and again.
things go too far would make it lost its nature.
why they didn't make something more helpful to make the game better, like raid matchmaking, survival mode etc.