Fall out 4 and 76 notorious for this. In 76 around 30-40 level enemies become complete bullet sponges. No way should an enemy need to take 40 shotgun blasts or large caliber rifles hits at close range.
Yeah I pretty much have to mod any shooter or slasher rpg game I download nowadays to get realistic damage values in there, bullet sponges especially in practically unarmored human sized enemies are some of my least favorite “balancing” attempts in those games
Yeah...a lot of games are guilty of that issue. And the problem is usually easy to solve, if you actually include the tools needed to solve the problem.
Like, instead of just making hp numbers on enemies higher, make the faster. Or more numerous. Or do more damage.
Not, pull a bethesda and quadruple the damage and go "SEE? The game is harder, you die faster and it takes longer to kill things, that's what difficulty means!".
Like, yes, that is more difficult, but not difficult AND fun. Just difficult AND tedious.
Something that bothers me is games like R6S, Battlefield, Cod. Also make the INFURIATING design decision to make a "Heavily Armored" character just have more health, but still die to one shot and shot and SLOWER.
Like, if you balance an entire game around reflexes, reaction time, against things like covering distance and mobility.
Speed becomes the #1 stat every time, the faster you are the more successful you become, ESPECIALLY in an objective game.
So when a game decides to make a heavy character run slower, rather than less stamina or longer recovery time. It means a heavy character takes more damage than whatever health increase they had can offset, especially if we include SLOWER = EASIER TO HEADSHOT.
Sorry, every time I think of this it pisses me off and I fall into a rant.
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Like why can't anyone just use the Helldiver equation?
Every weapon has 0-10 penetration, all characters have 0-10 armor. Every point that pen is lower than armor, is a 10% decrease in damage with a minimum of 40% damage.
And then make Health and Armor dependent on each other. Want a lot of health? Little armor. A lot of Armor? Little health. Want the most effective hp? Some of both.
And it creates a natural inclination for which weapons work with different targets. If you have a lot of health, but no armor, you cannot be oneshot by sniper rifles. But if you have a lot of armor, and no health, the sniper bypasses it.
The opposite becomes true with Shotguns and pistols. Both excel at fighting unarmored targets, but suck at fighting armored targets.
Having 50/50 armor and health means you are not vulnerable to heavy or light pen, but are vulnerable to something that does both, like an explosive.
Anything better than slapping on a 50 hp buff and making them like 33% slower.
Or whatever the hell is driving bethesda to continue to just "MAKE THE NUMBERS BIGGERER".
Helldivers is probably the best realized armor system I’ve seen in a non milsim game (albeit one with a bigger commitment to realism than avg). The audiovisual feedback is also so clear where you can immediately tell upon shooting an enemy if you’re piercing the armor or not
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u/yourmom1034 8d ago
Fallout 4 is the big one tbh
Helldivers is also pretty awful at this