Talk:Synoid Gammacor/@comment-172.249.120.51-20180227054428/@comment-31601950-20180709171740

The way DE works with weapons is quite smart. You see giving the users an overpowered weapon (i.e tonkor)makes the players think "thats it, i have the one true weapon that can surpass godly, what more(other than mirage) do i need?" whereas nerfing them will cause players to find other substitutes. this prevents the thing i call a "fun" decay

its a weird conecpet but quite common.imagine in an RPG game (borderlands 2, skyrim, Final fnatasy)you obtain end game gear and weapons that absolutely destroy enemies in one click. At that point the fun level peaks vehemently. but in a matter of days it drops down to nearly nothing as htere is no challenge left, its over, the adventure is done, all the big quests are done, and the side quests that are still availible offer little rewards or items that are useless to your current skill level. the aspect of challengeis gone. you are a god amongst neanderthals.

but here comes DE making the high end weaponary weaker and the low end a slightly bit better. what does htat leave the users with? a wider choice. of weapons. Now the "fun level" will slowly rise and mainatain while falling extremely slowly until new items are added in.how so?well there's forma and catalysts and combination of sentinel weapons and warframe powers. all of htis allows the users to work towards a goal and obtain their very owngodly weapon that they can proudly hold, a weapon that used to be so freaking shittty but now with round of EXP farming its done.

thats how DE works. their attempts at keeping the "fun scale" at balance is impressive stuff