Hello everyone!
In this suggestion, I would like to look at enemy damage types in the broad scheme of damage. Currently, we have global damage modifiers capped at Maximum (+6 points) with enemy damage types sharing this pool. However, many of us in the community have noticed that weapons that are designed around utilizing these enemy damage modifiers are severely underutilized due to their obsolete nature once the player's global damage modifier regularly reaches Maximum.
My suggestion is to reduce the global damage modifier cap to Very High (+4), leaving ASI and CTR at Maximum (+6), but separating the enemy damage type modifiers from the global damage modifier. This would result in the enemy damage type modifiers adding onto the existing global damage modifier value. The result is then a potential damage modification of +8 against an enemy type vs. the current cap of +6, assuming that enemy damage type modifiers cap at Very High (+4) as well.
Benefits
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Gear diversity: New players that explore dungeons and farm Royal Jelly Palace/Ironclaw Munitions Factory/Firestorm Citadel etc. will feel less pressured to conform to "meta", or popular, builds. "Meta" builds may see more variety depending on the player's play style. Enemy damage types encompass all weapons -- Swords, Handguns, and Bombs -- so all weapon types will see benefit in diversity. The value of existing weapons will increase, improving the health of the economy even if slightly.
Unique Variant (UV) odds: As stated previously, the community almost overwhelming believes that enemy damage type modifiers are significantly less valuable compared to CTR (Charge Time Reduction) and ASI (Attack Speed Increase). Following this potential update, damage type UVs would improve in value, reducing the need for players to continuously re-roll UVs for CTR/ASI which would satisfy the community.
Potentially more that could be discussed.
Drawbacks
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Rebalancing: Certain pieces of gear may need to be tweaked to accommodate the reduced global damage cap. The Black Kat set, for example, will attempt to go 2 points beyond the updated +4 damage cap, so the set would likely need to reduce the High damage value to Medium, possibly adding some sort of benefit as compensation for the reduced damage.
Loadout configuration/acquisition: players may feel unsatisfied with their existing loadouts after the potential update, having to change pieces of gear and/or acquire new pieces of gear/UVs to meet their standards.
Potentially more that would warrant discussion.