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Build effectiveness is dependent on (high end) gear....


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15 réponses à ce sujet

#1
DeLaatsteGeitenneuker

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Just started playing this past weekend and given that without good weapons, etc. you can barely inflict any damage, "builds" in a sense are only useful until you have good gear. ME3 MP seemed more progressive to my mind but maybe I am imagining it. I will see if my initial hypothesis is vindicated as I play.



#2
Robbiesan

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+1

Even in ME3MP a promoted char, with good equipment and experience could still take 1st or 2nd place on Gold.

Have done this too in DAMP Threatening.

#3
Shadowson

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Without wanting to come across as a tool, isn't that kind of obvious though? Better weapons etc. means more damage/more health/more stamina/faster cooldowns.


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#4
gay_wardens

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oh look, another thread that says the same thing as a dozen other threads



#5
SpaceV3gan

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I don't really like the idea that the damage of Powers are exclusively calculated based on the damage of Weapons. That promotes an incredibly uneven gaming experience.
It doesn't matter if you follow a killer Arcane Warrior (supposedly a pure caster character) build that you saw on the net if your Staff deals 28 damage. You will be frustrated until you get a much better Staff. Not to mention the several bonuses that top tier weapons have and may inflate a character effectiveness.
I dare say that builds should be created having Weapons in mind, not Characters.



#6
J. Peterman

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oh look, another thread that says the same thing as a dozen other threads

 



#7
gay_wardens

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there's a difference between me repeating myself and this guy saying the same exact thing 100 other people have said. a big difference actually.



#8
SofaJockey

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Just started playing this past weekend and given that without good weapons, etc. you can barely inflict any damage, "builds" in a sense are only useful until you have good gear. ME3 MP seemed more progressive to my mind but maybe I am imagining it. I will see if my initial hypothesis is vindicated as I play.

 

In MEMP, weapon DPS about doubled from an Avenger to an ultra-rare weapon.

On top of that, taking a weapon from I to X would add DPS of about another 20%.

But powers were set (aside of biotic weapon boosters).

 

In DAMP, not everyone will get a purple unique weapon, but there are decent common weapons at higher level that will do the job too

and support the linked abilities that the character has developed.

 

So build success is certainly helped by grabbing better weapons, but it's not purple high-end or nothing.



#9
J. Peterman

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there's a difference between me repeating myself and this guy saying the same exact thing 100 other people have said. a big difference actually.


There is?

#10
-PenguinFetish-

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there's a difference between me repeating myself and this guy saying the same exact thing 100 other people have said. a big difference actually.

 

In the words of Neria: So we aren't allowed to talk, but its just fine for you to talk isn't it?


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#11
Chi_Mangetsu

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It does encourage a "L337" mentality where viable weapons are considered vendor trash by those who apparently fellate the RNG gods.

#12
-PenguinFetish-

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It does encourage a "L337" mentality where viable weapons are considered vendor trash by those who apparently fellate the RNG gods.

 

I wouldn't say its a 1337 mentality, its just a sad fact. Most of the uniques in this game are outclassed by commons/rares that are a higher level. it makes no sense for this to be the case if you ask me. Some of the special effects are really nice on the uniques, they just dont do the damage to be worth equipping. 



#13
Guest_Mortiel_*

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In the words of Neria: So we aren't allowed to talk, but its just fine for you to talk isn't it?

 

I've never had my skills so tested in my life!



#14
TormDK

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I personally think the weapons item level runs well with the three difficulty levels we have now.

 

Have a 1-10 weapon? Keep grinding dat goldz on Routine.

 

Have a 11-18 weapon? Threatening's your play ground.

 

Have a 19+? Keep grinding threatning untill you are near max level, and then consider doing a promotion and do it again untill you've gotten something decent for all your slots. Unless of course you have a team that can talk together and plan accordingly, then get your feat wet on Perilous. (But Treatening will likely be a better bet from a farming perspective)



#15
maddeninggamer

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Considering that nearly every damage based power in the game ordinarily works on a percentile related to your primary weapon's damage output; yes I'd say there is a direct relation between the effectiveness of a build and the gear quality put in use.



#16
Cette

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Yeah the more traditional single player rpg trappings of this game and the power of most abilities being scaled off weapon damage rather than character stats does make it inherently less balanced. Doubly so when combined with the raw randomness of the loot system meaning you can be stuck on routine for for an extended period or catapulted to perilous viability on day one.

It's inherently less personal skill based and more stat gate oriented. So a whole different beast.