Suggestion on balancing ArchMods (scaling based on the number of mods in proximity)

Problem: certain combinations of mods feel far more powerful, than just the "sum of them". This applies to both single mob having some of them and having several rares together.

So in order to still make these mods powerful and important, without making life miserable, maybe consider the following:

Make power of mods dynamic, based on:
1. Overall counter of mods in proximity.
2. Certain combinations of mods that your stats show as deadly.

For example a mod with 100% damage improvement could be scaled down to 40% if there are 12 different mods of 4 different rare mobs nearby.
Last edited by MisterAL#7047 on May 14, 2022, 5:19:04 PM
Last bumped on May 14, 2022, 4:44:06 PM
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