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continue

Disciple
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Posts posted by continue

  1. 1 hour ago, urchins said:

    Even if it's flight is buffed to 400m/s it will still require a decent amount of leading. It also doesn't have to be buffed as mentioned in OP. A simple rebalance would be better i.e. less mag capacity, more charge up time (since they plan to buff charge up anyway), or even less zoom dmg bonus. Either which way DE choses it would only improve the weapon imo.

    You raise a good point. Its high magazine capacity and buffed charge time also need to be considered as a balancing factor against the lower accuracy you might have with a longer lead time in addition to its AoE capabilities.

  2. I think Lanka's flight speed can afford to be buffed, but I also think that it's important to regard its flight speed as a balancing factor to weigh against its AoE capabilities when modded for gas/electric. When enemies are unalerted, a 200m/s flight speed is manageable. When enemies are alerted, a 200m/s flight speed will be much more to your detriment, but you will also have many more enemies to shoot. 

    • dual daggers occupy the low range and fast, multihit space on the melee spectrum, putting them in the same space as dual swords, nunchucks, and sparring weapons (and maybe blind justice nikanas) (rapiers, claws, and fists are also in this space, but I've chosen to omit them because their stance mods all give them very easy access to counterattack finishers)
    • of these, dual daggers (especially with sinking talon), nunchucks, and sparring weapons retain access to fast multihits in quick-melee
    • of those, certain dual daggers have a workable slash bias (fang prime why)

    My inclination is to argue that dual daggers be given a crit chance and crit damage (and maybe a bit of status, though weeping wounds is workable with 15%) buff to allow them to better occupy a quick-melee bleed niche. I think this fits nicely with the concept of dual daggers as a fast weapon that is easily wielded and concealed, and most importantly, sharp.

    Thoughts?

  3. 22 hours ago, Paradoxbomb said:
    • Tap 2 to spawn AM spheres.
    • Hold 2 to release all existing AM spheres and send them in a straight line relative to their current trajectory.

    An easy tweak to let players continue using multiple AM drops (not something I do personally but it can have it's merits) while still allowing us to release the sphere and not put up with their super finicky nonsense whenever they come within an inch of whatever surface you want them to detonate against but refuses to actually touch it. 

    I assume this is like a brief hold like when casting ivara's quiver and vauban's grenades (as opposed to holding down the button to guide it, which would be functionally identical to how it is currently). Do the spheres just stay in place before holding 2 though or do they still exhibit their current behavior?

    (This also still has to grapple with the point that Thaylien brought up, which is this that AMD's unwieldiness is currently necessary to counterbalance its power. Whether or not it's intended to be unwieldy I'm not about to debate since that would be trying to read the minds of the devs. I'm not opposed to having a quirky ability here or there, though.)

  4. 1 hour ago, Thaylien said:

    Actually, yes, apart from some bugs when you launch the orb, it's working exactly as intended. An orb of damage that does traditionally low damage, unless you charge it up. If you charge it to max, it travels much faster and can deal a radial explosion of 400,000 Radiation damage every time (mitigated/multiplied by other forces, like Molecular Prime, Rhino Roar, basic enemy resistances/weaknesses and so on).

    The reason it travels slow and is cursor controlled is a limiting factor on an ability that can deal, under ideal conditions, over 1.6 million damage in around 30 seconds or less. For reference, without armour stripping abilities/procs or Finisher damage (slash procs included) on enemies, that's the highest base damage per second ability this game has. Considering a well modded shotgun can fill it to max in about two clicks (one if you use the Sancti/Prime Tigris, thanks to duplex auto), this is a necessary limit on an incredibly potent cast.

    can i just thank you for being the only well-reasoned response this thread has had so far

  5. 34 minutes ago, Music4Therapy said:

    Regardless of what frame you're using, you can instantly revive your pet by picking up not 1... but 2 health orbs! GG! 86 minutes to pick up a couple health orbs, meanwhile still benefitting from Animal Instinct.

    wow, I did not know about this at all. you should consider making a similar topic in the players helping players section, assuming this is an implemented mechanic and not a suggestion

  6. 3 hours ago, kgabor said:

    The only problem with Antimatter Drop is that Molecular P outclasses it both in utility, range and sometimes in its use too, it's more useful to cast MP and affect a massive amount of enemies slowing them down and applying a damage multiplier if you have good weapons than to cast Antimatter and wait a half minute doing nothing but pointing at a smaller group until it reaches its target and nuke it with high direct damage.

    It needs a small QoL change like hold 2 to charge-release to launch faster or something to make it useful, something like a Half Life gravity gun but with AMD-s current charge mechanic, with its current range it's just not worth the energy-time most of the time unless you use it Tonkor style just quickcharging it with a shotgun pointing at your feet.

    • this is quite literally exactly what the suggestion addresses
    1 hour ago, TaylorsContraction said:

    I think amd is fine the way it is, but the augment anti matter absorb should remove the fine control feature and just travel in the direction you cast it.

    This ability acts as a frontal shield but the only way to use it effectively is while pinned against a corner because you have to stare at it the whole time. God forbid you turn around to deal with enemies behind you, suddenly your defense isn't where you placed it.

    • you'd be able to do that just by double-tapping 2
  7. On 9/22/2017 at 11:17 PM, peterc3 said:

    Isn't the entire point to be able to control it, dump in a ton of damage then send it into the enemies? How would having less time make this better or, why would DE want you to throw out AMDs faster?

    • doesn't having the option to send it directly where you want to after you dump in a ton of damage accomplish exactly that?
    • that's based on DE's claims to want fast-paced gameplay, but they don't have to change anything if they're satisfied with it obviously
    On 9/22/2017 at 11:56 PM, KokoroWish said:

    Just making it Fire-and-Forget would make it far more usable. Especially with the Augment. Launch it at a troublesome group to absorb their fire and do damage while you can turn to engage other targets.

    • true, but I imagine that some people would like to preserve the fine control aspect of the ability
    On 9/22/2017 at 11:39 PM, Starfreak911 said:

    If you want to carpet bomb with multiple AMD orbs, the price you pay is less control and less focused damage.  The main point of AMD is to max out it's absorbed damage and dump a single instance of WMD style damage.  What you want sounds more like an augment idea rather than a change that fits with it's intended design.

    • the suggestion was actually to grant more control over a single orb, which is perfectly in line with "the main point" and "it's [sic] intended design"
    On 9/23/2017 at 1:40 AM, Fallen_Echo said:

    How about an amd augment instead of changing whats working fine?

    • is it working fine?
    • i believe my suggestion changes as little as possible while still improving its ease of use 
  8. consider making antimatter drop quickly travel to the targeted location on second cast for the following reasons:

    • "why" you give the player the option to fire and forget AMD so they don't have to spend as much time controlling it for faster paced gameplay
    • "why change what isn't broken" it would behave identically to how it does currently if you don't cast it again, preserving finer control for people who think it handles fine currently
    • "but what about casting multiple AMDs?" nobody can reasonably control multiple AMDs anyways, and you would still be able to cast multiple AMDs, just not control them
  9. 5 hours ago, Music4Therapy said:

    That is why I feel the buffs should be to the stand-alone ability of Hallowed Ground and allow it not only to act as the foundation of all his synergies, but as a catalyst to them as well.

    i agree. DE's understanding of synergy is shallow at best, preferring to hardcode synergy into the abilities rather than considering how each ability affects gameplay individually. Being able to use Mag pull to pile up enemies before magnetizing the pile has far more synergy than any of the built-ins. hell, even Hydroid's Tidal Wave synergizes with Undertow because you can dash in invulnerable and then make a small aoe CC while invulnerable (whether it's actually useful is a different story though)

  10. i agree that oberon has serious energy consumption issues right now, but as you said, part of the problem is because he is being forced to spam reckoning. i also believe that part of the reason we are being forced to spam reckoning is that strength, duration, and range just aren't good alternatives to efficiency, both on reckoning and across his entire kit (even though you also can't dunk them into the negatives). thus one alternative could be to buff the effects of modding for strength, duration, and range on oberon (and in the process, make him less reliant on spamming reckoning).

    strength: smite's hp% damage scaling with strength, hallowed ground having a higher status chance so that it can max at maybe 70% to offset how radiation is less reliable as CC to begin with.

    duration: reckoning blind actually being functional as CC so that you don't have to spam for knockdown (it should also be 6 seconds at base imo since you don't get anything out of it while enemies are knocked down), being just as good on renewal as efficiency is (right now it is only half as efficient and doesn't appear to speed up regen rate like it used to, though i need to do more testing). maybe it could even affect smite's total damage output like it used to.

    range: reckoning blind actually being functional as CC so that you don't have to spam for knockdown, hallowed ground having a higher status chance is also an indirect buff to range despite overextended being a tradeoff between the two

    my hope would be that strength + duration would rely mostly on smite and hallowed ground for more damage and for single-target knockdowns and more reliable procs of radiation while still having a strong but still efficient heal (and armor buff) to make up for the less overwhelming CC, while range + duration would have longer CC times of blind and radiation over large areas so that its less powerful heal has more time to work.

    right now, i would say that currently my main sustainability mods for oberon are quick thinking, primed flow, and rage. efficiency forces me to take 3 more: primed continuity, fleeting expertise, and streamline. i typically take vitality and the last slot is flexible. if efficiency weren't necessary i might take narrow minded (not maxed), blind rage (also not maxed), streamline, primed continuity, intensify, stretch, or even an augment among my last 5 mods to build strength + duration, or narrow minded, primed continuity, streamline, overextended, and stretch for range + duration.

    i will readily concede that this isn't actually an alternative to oberon having severe energy consumption issues, and thus not an alternative to being forced to use rage. however, if we are concerned about the number of mandatory mod slots limiting build and gameplay diversity on oberon, i think that you could also give him more flexibility by giving him real alternatives to maxing efficiency.

  11. Just now, (PS4)destroyerchris1 said:

    What I'm saying is the status chance and armor strip percentage, armor buff etc.. all go up with power strength. So not having any strength mods on his new build makes you miss out on a lot. His rework is strength heavy.

    ah, i see. i guess for me i never considered building strength to be viable on oberon to begin with so i didn't really look at it that way.

  12. Just now, (PS4)destroyerchris1 said:

    You have absolutely no strength on him so literally all the new benefits they added to him are gonna kinda suck lol. This includes the status chance on HG.

    yeah the carpet's status chance is pretty abysmal, especially when reckoning guarantees radiation and a knockdown. if radiation by itself were good enough CC then reckoning spam wouldn't be as necessary, so i don't understand why they didn't give carpet a better status chance (not to mention carpet eruption is bugged and doesn't proc radiation 100% of the time). 30% armor stripping aoe being spammed multiple times adds up more than i expected but it's still really nothing to write home about

  13. rage/max efficiency oberon seems okay vs 5 level 100 corrupted heavy gunners in a heavily controlled environment.

    that is to say, oberon feels basically the same to me as before. i find myself still using the same 7 mods with 8th flexible, i.e. vitality, quick thinking, primed flow, rage, primed continuity, streamline, fleeting expertise. carpet radiation was the only new thing i was really excited about, and it sucks, so reckoning spam is still my main CC tool. the damage and the blind on reckoning suck, so everything but efficiency is basically still optional.

    renewal persistence is more of a fix than a buff, and it solves some of the problems of phoenix renewal as well. the armor buff give him (and his teammates) slightly more survivability, but imo it should be innate to renewal, because it also feels more like a fix than a buff. the armor debuff on reckoning i actually appreciate a bit more because i spam reckoning so much though. overall he's still just a dude with a hp regen and a hard knockdown that doesn't really synergize with other CC frames because he's reliant on a cycle of taking damage and then CCing to regen while literally everybody else in the game depends on not taking damage because that's what scales best into endgame. 

    tl;dr playing oberon still feels like i'm trying to sail a boat made of swiss cheese but at least now it's grade A swiss cheese that can strip armor.

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