Champ mod rework
What if instead of champ mods being focused on certain weapon types, they are instead focused on weapon damage type? Such as, Overloads require sustained energy weapon damage to stun. Imagine seeing trace rifles become meta in NFS, as the beam is perfect for sustained damage. Unstoppables require heavy ammo damage. Barriers require kinetic. It would still take up an armor mod slot but at least you wouldn’t be weapon type restricted.
Edit: forgot to address grenades. The mod should just effect grenades in general, to again, not force the use of specific subclasses.
Posted Feb 7, 2021, 5:58 AM UTC · edited
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I think there was a post a few months ago detailing this idea with how overload champions can be stopped by stasis and arc damage and stuff like that though I don't remember what the post name is.
I like the idea of elemental damage, but that’s kind of what is already there as overload grenades are subclass specific
That concept differs from what I’m suggesting because it would require the use of a certain subclass or elemental damage where this way you are free to use what you want
I think that's what the old post said where 2 elements both the light and dark version such as stasis and arc would have effects on all enemy types as stasis would freeze and arc would paralysis and solar and a poison element would damage through defense based abilities such as barrier champions and the like.
Yeah those are interesting ideas but that has nothing to do with my post
The old post did talk about how different elements could stop champions without the need for mods so that's what I meant.