Post by niekaa on Sept 19, 2013 16:50:20 GMT -5
Reposted from WF forums. Aren't you glad we farmed this dude already?
TLDR: DPS cap is bad game design and feels artificial, it undermines the pursuit of DPS "builds".
so, in 10.0.4, they introduced a DPS cap on lephantis, i assume this is mostly to remedy the fact people with heavily modded weapons can DPS the boss down very quickly, too quickly in DE's eyes. in my opinion, this is terrible game design, and here's why. but before i start, i will like to state this is quite anecdotal and my experience was in solo, so co-op may be different.
because Lephantis is the only boss with a DPS right now, i will be focusing on it. Lephantis already has a lot of health, but more importantly, it has a "damage window", a window of time you can damage it, otherwise it is invulnerable. the DPS cap seems to refresh every 0.20~0.25 seconds, between each refresh there is a max to how much damage can be dealt to it. i was able to reach the DPS cap with my modded Soma(potatoed, no forma) with a SINGLE bullet, which effectively reduces my fire rate to 5, severely reducing my DPS, and significantly prolonging the fight.
why should DPS be capped on a boss? we players like to customize our weapons to suit our needs, one of those needs is being able to DPS down bosses and elites quickly. the implementation of a DPS cap undermines that portion of players. most players is going to hate me for saying this, but bosses being "bullet spongey" is much better than giving bosses a DPS cap. as it stands, with my Soma, the Lephantis effectively gets invincibility frames after every bullets it eats, not to include it can only be damage in certain animations.
my suggestion to this is to remove the mechanic of a DPS cap entirely, but give bosses immunity to CC, and balance health pool accordingly. currently one of the best frame against Lephantis is Rhino, not because of Iron skin, but because of rhino Stomp, effectively freezing Lephantis at the moment it can be damage. bosses should be immune to this, just like they are immune to bastille, slow from freeze damage, and most other CC in the game. this will restrict all players of all frames to the strategy designed around the boss.
i admit, i have not tested this is Co-op, so it might be a better experience in co-op, where the DPS cap can rarely be reached, but as it stands it still undermines the solo players.
p.s. we're lucky they only implemented this to lephantis as of now, but imagine if all bosses had this.
so, in 10.0.4, they introduced a DPS cap on lephantis, i assume this is mostly to remedy the fact people with heavily modded weapons can DPS the boss down very quickly, too quickly in DE's eyes. in my opinion, this is terrible game design, and here's why. but before i start, i will like to state this is quite anecdotal and my experience was in solo, so co-op may be different.
because Lephantis is the only boss with a DPS right now, i will be focusing on it. Lephantis already has a lot of health, but more importantly, it has a "damage window", a window of time you can damage it, otherwise it is invulnerable. the DPS cap seems to refresh every 0.20~0.25 seconds, between each refresh there is a max to how much damage can be dealt to it. i was able to reach the DPS cap with my modded Soma(potatoed, no forma) with a SINGLE bullet, which effectively reduces my fire rate to 5, severely reducing my DPS, and significantly prolonging the fight.
why should DPS be capped on a boss? we players like to customize our weapons to suit our needs, one of those needs is being able to DPS down bosses and elites quickly. the implementation of a DPS cap undermines that portion of players. most players is going to hate me for saying this, but bosses being "bullet spongey" is much better than giving bosses a DPS cap. as it stands, with my Soma, the Lephantis effectively gets invincibility frames after every bullets it eats, not to include it can only be damage in certain animations.
my suggestion to this is to remove the mechanic of a DPS cap entirely, but give bosses immunity to CC, and balance health pool accordingly. currently one of the best frame against Lephantis is Rhino, not because of Iron skin, but because of rhino Stomp, effectively freezing Lephantis at the moment it can be damage. bosses should be immune to this, just like they are immune to bastille, slow from freeze damage, and most other CC in the game. this will restrict all players of all frames to the strategy designed around the boss.
i admit, i have not tested this is Co-op, so it might be a better experience in co-op, where the DPS cap can rarely be reached, but as it stands it still undermines the solo players.
p.s. we're lucky they only implemented this to lephantis as of now, but imagine if all bosses had this.