Let’s Talk About Damage 3.0: Enemy Scaling Needs to Be Reworked Before We Are

Mmmmmmm. I agree with the overall point, but I think 300 points is fine if 300 is the baseline for a frame when you take into account the mods to increase that number both directly and indirectly. You're getting one shot, ideally because you are on the stronger side when it comes to offense like how ridiculous Banshee and Nova can be, so maybe you want to trade some of that offense for a little defense so you can tank a hit or two.

Like if you want to go balls to the walls glass canon I think you should be able to. The actual problem is that later on everything becomes a glass cannon so trading for defense is pointless in 90% of circumstances that you'd want it.

If I had to give vague numbers i'd say make it like tiers of enemies when it comes to a specific enemy types damage output. I'm going to use 4, but there could be more minor splits. The following stuff is thinking more along mid-scaled level enemies (because if you were getting one shot by level 8 Lancers while your frame was at Rank 3 that'd suck).

Tier 1 enemies:

  • Can oneshot squish frames if they're unmodded defensively.
  • Three shots for unmodded mid-durability frames.
  • Five shots for unmodded tanks.
  • These enemies should be numerous, but weak defensively. A lot of weak shots that aren't a threat individually, but if you're caught off guard and you're getting blasted six ways from Sunday you'll have a bad time. Your Lancers and Crewman.

Tier 2 enemies:

  • Can two shot unmoded squish frames.
  • Can nearly two shot unmodded mid-durability frames.
  • Three shots or leaves unmodded tanks with just enough to survive a third hit.
  • These enemies should be sprinkled generously around the Tier 1 enemies. If that whole squad thing were ever to come into its' own maybe it'll give ONLY Tier 1 enemies buffs in a radius (that do not stack unless they are the unique buff of a different type of Tier 2 enemy) that aren't damage buffs. These guys would have enough defense to not be evaporated by everything, but they aren't going to be the hero that all [insert faction here] sing songs about.
  • Stuff like your Elites of enemies and "special" kinds of enemies like Ballistas.

Tier 3 enemies:

  • Can one shot unmodded squish frames.
  • Can two shot unmodded mid-frames.
  • Will definitely kill unmodded tanks in three hits.
  • These should be the baddest bruddas on the bench barring actual mini/bosses. Your bombards and Tech level enemies. When these guys are up they are a priority. They should be rarely encountered though and when I say "rarely" I don't mean [DE]s idea of rarely that is "Well, you'll have about five of these things on top of each other at any given time" like they ended up doing with the special units. That dude had an entire post and specifically pointed out that they should be rarely fought. Maybe they'd only spawn every three minutes or so.
  • If squads were a thing, make 'em give a buff to ONLY Tier 2 enemies in a radius that aren't damage buffs.

Tier MISC enemies:

  • These guys don't really deal direct damage. They CAN, but it's not a lot (or easily avoided) and their actual threat is in some ability they have. Maybe they have an ability that will heal other enemies or make traversal difficult (like random air nets that slow you down for a second or otherwise force you to avoid them).
  • Stuff like the current Tar puking infested MOAs and Ancient Healers. Perhaps Chargers could count as they'd be REALLY weak offensively and defensively, but they'd be faster and more numerous. _____________________________________________________

The idea here is that the gap between damage output of enemies gets smaller between tiers.

Scaling wise, damage of a given tier of enemy would go up, but they would NEVER cross the initial threshold of another tier. You're never going to get a lancer that will do the damage of an Elite Lancer. Never. Tier 3 enemies would have to have a cap on their damage so that at maximum they nearly two hit defense modded squish frames.

Defensively, it'd be pretty much the same thing as damage with the sorely needed armor scaling nerf. What this would probably require is an overall nerf to our damage output to coincide with the reduced meat walls. Like just lowering values of offensive mods instead of removing them.

Perhaps with level scaling it should, at the point where damage would start overtaking the next tier, stop increasing damage/defense values and instead increase the amount of enemies on the map at once keeping in mind the above. And even THAT should be capped at a certain point and instead the difficulty remains constant at which point it just becomes more of a Endurance run.


This is only with roughly 30 minutes of thought and sure as hell isn't perfect.

/r/Warframe Thread Parent