Carbineer Archive
Thread: How much use is Ranged Mitigation 2?
jfang wrote:
Wasn't the point of adding mitigation to the game so that PC's could tank NPCs as well as creatures could? Isn't that purpose kind of defeated if creatures have low spreads of damage? I don't get the devs sometimes...
It was my understanding that the Devs implemented mitigation partly in an effort to nerf uber weapons such as those pesky Krayted FWG5s that they couldn't remove from the game. Before the FWG5 crafting nerf, they used both power handlers AND projectile feed mechanisms, which made for quite an uber weapon in its days before mitigation. If you think there are a lot of riflemen now, you should have seen how many pistoleers there were before all that.
EisMan_Buckeye wrote:
jfang wrote:
Wasn't the point of adding mitigation to the game so that PC's could tank NPCs as well as creatures could? Isn't that purpose kind of defeated if creatures have low spreads of damage? I don't get the devs sometimes...
It was my understanding that the Devs implemented mitigation partly in an effort to nerf uber weapons such as those pesky Krayted FWG5s that they couldn't remove from the game. Before the FWG5 crafting nerf, they used both power handlers AND projectile feed mechanisms, which made for quite an uber weapon in its days before mitigation. If you think there are a lot of riflemen now, you should have seen how many pistoleers there were before all that.
It was my understanding that damage mitigation was added to allow for player tanks. If I am not wrong, mitigation was added the same patch that the infamous CH nerf went live. The Devs really wanted players tanking and not creatures. I think the Dev vision of this game is really just like every other game. They want "warriors" (melee classes) tanking creatures, clerics (doctors and combat medics) healing with archers (range classes) adding damage and mages (commandos) providing the occasional nuke.
Unfortunately damage mitigation really doesn't work as well as one would think (in PvE) because the damage ranges are too tight. On the flip side, mitigation has had a huge effect on PvP because most weapons have low mins and high maxes. Personally, I'd like to see mitigation removed but then I think I have an odd view of the game. I'd like to see players killed in under 10 hits though I would prefer thoseten hits didn't come in a 10-15 second period (unless multiples were firing at one target). I don't like this Warhammer 40k game that SWG has become with the armor, the psg, the buffs, the foods, etc where single players can survive for minutes at a time when being fired on by half a dozen players. The combat revamp cant come fast enough for me.
jfang wrote:
I think most people will agree with you Nova. Nobody wants 80% composite armor to exist, but paradoxically everybody wants to have it. Nobody wants riflemen to be able to head hit for 1000 damage, but everybody wants to have an attack which will do 1000 damage themselves. The problem is the prevalent thinking "make everybody weaker, it will improve the system... oh except me", which skews the system.
I'm still amazed how people can say with a straight face "riflemen arebeing nerfed in the combat revamp". Yes that is literally true, but if *everything* is nerfed, may really not be a nerf...