>crits do 1.25x damage>normal hits do 200% on consecutive strikes>last bullet has a 12% chance to auto-killwhy do modifiers like this always gain popularity? what's the point of modifiers that rely on skill? why not just make modifiers everyone can use? what happened to quad-damage, overshields, and big-head mode?
raw damage is just a ubiquitously powerful statno matter the game damage is one of the best things you can getlike imagine your only items are>12% increased damage>12% increased defense>12% increased mana>a couple more iframes when you dodge>whatever other cool effect you can think ofdamage is going to clear all these other items in 99.99% of situations, all your weird cool modifiers will never ever see the light of day because damage is kingso it just makes sense from that perspective to fragment the power of raw damage into more niche effects to keep other modifiers competitive
>>720676379>reddityasha
>>720677059>get two +%12 damage modifiers>deal +%24 more damage>get +%12 defense modifier and +%12 mana modifier>use mana for healing, live +%25.44 longer>use mana for offense, live +%12 longer and do +%12 more damage>use the +%12 mana for extra teleports or some shit>passive mana regen further multiplies your extended mana pool"Muh raw DPS!"I'll take infinite generic resources any day.
>>720676379>what happened to quad-damage, overshields, and big-head mode?This type of stuff was always added to games when there was extra development time left, which used to be really common as games needed to reach a certain level of polish before releasing to market. If you missed the holidays, the studio might sit on the game for half a year to do a summer release and let you add some cool shit before then. Now, studios will just release early with known bugs and plan to release some patches every few weeks/months until it seems good enough that the game doesn't get review bombed for it. So that extra time to add random goofy shit no longer exists, and has been prevented much to the delight of investors and managers looking to make video game development more efficient.
>>720677059damage is king when you're playing doom: eternal. Damage fucking SUCKS when you're playing Overwatch 2. Melting a Cyberdemon feels good because high rotation of DPS shows visible efficacy (his body is burned down, bones crack, flesh pops), but having high DPS in a game like OW2 where you have no idea if what you're doing is working feels like crap. Who wants to fight Code Veronica's Tyrant and wonder if they're doing enough damage all day?
>>720677059>raw damageno, it's always a combination of all damage types because they are usually multiplicative 2x3x3x4 is more than 11x1x2x3
I genuinely fucking hate that modern upgrade culture is simply increasing a number by a small percentage instead of introducing a new gameplay mechanic or radical modifier.If you're forced to reduce upgrades to a number, the percentage better be in the upper triple digits.I can't think of anything more faggoty than being excited over +15% fart speed or whatever.
>>720677865not an argument>>720678668attack speed, crit chance, armor penetration, etc. that's all damage in my mind. increasing them increases your damage output, and there may be some rules about how much of each you need. i didn't include any of those stats in my example just for the sake of clarity>>720677771of course there is value in other stats still, and in a well designed game other stats can compete with damage, and there are other valuable stats. for example speed, if you can turn guaranteed damage taken into avoidable damage, that's really valuable.but damage is just almost always the best. investing into mana increases your max damage output, but any unspent mana at the end of a fight is wasted investment that would have been better spent increasing your damage dealtthe longer a fight lasts, the more time you have to take damage. so 12% increased damage is 12% less damage taken. even more than that if there are multiple enemies, since you will be decreasing the enemy team's damage output earlier in the fight.
>>720677059>what are thresholdsmore damage doesnt matter when it takes 10 hits before and after the upgrade>oh i do 3% more damage with this weapon!ok, cool, what difference does that make?unless it changes the amount of hits you need, it's useless
>>720679424Appeal to novelty is not an argument either, but we weren't arguing yet!
>crits do 25% extra damageThis really isn't bad. At least, not compared to shit like "5% less fire damage taken" and "5% chance to activate 3% extra attack speed"
>>720679479sure. in your specific contrived situation that might sometimes be true for the enemy you are currently fighting. but on a different enemy a 3% increase in damage MIGHT take you from 10->9 hits, which is an effective 11% increase in damageall that is also true of an increased mana pool. you MIGHT get an extra cast of a spell, or you might not. but mana ALSO has the disadvantage of being useless when underutilized. damage is at a baseline a 0-11% increase in damage output, but even after rolling good on getting an extra cast, you ALSO have to be in an encounter where the extra cast is necesary for it to provide you anything better than a 0% benefit.
>>720679538i don't think i need to argue that a larger play space is a good thing in a video game, even if i think i could make that argument. instead i will argue about development efficiency.developers face a similar problem to people trying to optimize their build. let's say your goal is to make the best game you can make with 1000 hours of devtime. every modifier you add to your game is -1 hour of devtimeevery modifier you add that nobody uses because it's strictly worse than damage is an hour wasted you could have spent on another modifier, or making any other aspect of the game better.it's like increasing your max mana. in theory, it could increase your damage output, but only in a fight where you need to utilize that extra mana. otherwise its a wasted investment
>>720680338That's why you invent skill trees instead of limiting the player to thousands of modifiers for their DPS.
>>720677178Reddit hates Inuyasha after the whole Sesshoumaru thing.
>>720676379Kid me wanted to fuck Kagome so bad. Adult still does.
>>720684618The Yashahime manga was good but the anime was utter shit. I don't care about the SessRin drama
>>720685009>>720685308>collects two jewel shards>powerful enough to kill Naraku by episode 10.>Naraku dodges the attack because REASONS>spend the next 100+ episodes looking for the remaining pieces of the Shikon Jewel because that's animepower ups need to feel like power ups again.
>>720682346>just make it so you never choose between something cool and more damageyes... exactly