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Tzolkat

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Everything posted by Tzolkat

  1. With companions also getting significant stat buffs and the removal of restrictions such that they benefit from more sources of healing, they should not be going down quite as often. I'd rather wait until I can get hands-on with the changes and see how they feel from a qualitative standpoint before I offer feedback. On paper, this is looking like a pretty good first pass.
  2. Grineer are clones, and I think somewhere it's hinted that if the original dies they just grow another one. Corpus robots are mass produced. The Sargent is an unnamed corpus commander, so they could just promote someone to take his place. Nef Anyo is smart enough he could fake his death. In fact his 'death audio' is unusually long and dramatic compared to other bosses. 🤔 The Infested are a hive mind so they just grow another one. We never *actually* kill the Stalker. He just teleports away once he reaches 1hp. And so on...
  3. Dedicated Valkyr main here. I'd prefer to keep Ripline with the following changes: Lower base energy cost. Tap for a quick pull or to violently yank enemies. Hold to use the line to swing, or pull enemies more slowly. Augment: Swing Line should remain as-is, making subsequent casts cost no energy while in midair. New Augment: <unnamed>. Rip line chains to multiple enemies in a short radius. I'd personally like to see a change to Paralysis that allows holding the ability key to choose how much shields to release beyond the base amount, increasing the damage and stagger duration. Hysteria is also mostly fine, though I agree Forward+Block+E should perform some sort of distance-closing leap attack.
  4. A lot of good points being made here. I've recently been helping some new players and it's pretty telling how much I need to compensate for with my presence and access. Resource Drop Locations and Scarcity - As has already been pointed out, some of the resource requirements vs where and how they drop feels a bit unbalanced. It can also be rather opaque where and how to acquire those resources. Though it seems to be a standard among early-access titles lately, players shouldn't have to rely on a community-run wiki to figure out how to get what they need. It would be a good idea to make drop locations on the starchart and in foundry more obvious in the UI, and add something to the tutorial quest that teaches players about drop sources in missions, perhaps by handholding them through getting the resources they need to craft the Ascaris Negator using waypoints to lockers, containers, deposits, etc... that are guaranteed to give them the necessary resources. It would also be a good idea to provide some nodes where acquisition of certain resources is heightened; perhaps using revamped dark sector nodes as 'loot caves' that unlock after a certain number of other nodes on a planet have been cleared. Perhaps they could use an arbitration-like mechanics. For instance, higher resource drop chances/amounts and affinity gain, but no revives and slightly tougher enemies compared to the average level for that planet. Mods and Mod Capacity - I agree there should be some starting capacity even for a MR0 player. Since there are items and features gated behind MR up to 15 or so, it doesn't seem like it would be too much of a giveaway to allow mod capacity to start at 15 and not start to scale up further until players reach ranks beyond MR15. It preserves a feeling of tangible progression without being too harsh on new players. Mod access should definitely be addressed in a systematic way. Vitality, Redirection, Serration, etc... should be accessible early in the game, and as DE are already doing, flawed mods should be dropped in favor of their normal variants. Generally speaking, mod acquisition order should help teach players how to mod successfully as enemy level increases, and there should be a tutorial in-game on mods, polarity, forma, etc... Bounties and Open World Syndicate Progression - Each open world should have tokens you can use to increase/rank up your standing with the faction that are guaranteed to drop in fixed amounts per completion. This was only of the only good things to come out of Deimos. It should be backported into Cetus and Fortuna in some manner. I've not needed to grab anything from Ticker in a while, but back when I did, it felt very weird to need to farm the Index to rank up in Fortuna due to the sheer number of credits required to guarantee access to certain debt bonds. It made the open-world experience feel like it was mainly meant for players who had already completed the starchart, rather than the early accessibility currently allowed. Then again, maybe allowing such early access to them isn't the best idea. I understand why DE did it; those zones are major draws for retaining new players. But also, look how they had to butcher the Heart of Deimos quest's lore to make that accessibility possible. In my personal opinion/headcanon, exploring the open worlds feels like it should fit in right after The Sacrifice. Given the events that transpire at the end of that quest, it makes narrative sense for the Tenno to begin searching for broader meaning, and in doing so find the Ostron, the Solaris, and the Entrati family. All of this giving players something of an anchor point as they gear up for doing the New War.
  5. Some of the junctions require doing things that are mastery locked, so you wouldn't be able to complete the prerequisites for steel path while remaining at MR0.
  6. What if I don't want Regal Aya or Plat? I feel like there should be some option to get the skins without all the extras that's friendlier on one's budget. I agree with everyone else here saying the way this is structured is predatory, taking advantage of FOMO. I won't be buying them. Edit: Also agree with the sentiment about the exclusivity of the "10 years supporter" prestige stuff. I've been here 10 years, spent thousands of hours and hundreds of dollars on the game, but the guy who joined 3 days ago with a few hundred in cash to burn is the 'real' supporter and deserving of special recognition. Bravo, DE.. *slow clap*
  7. I've had multiple instances where the bounties of Deimos are glitched and suddenly fail with no warning or explanation. Such as: Corpus Scientist dying immediately when he spawns, as if he had no health at all, and before I've reached him despite beelining with an archwing. Loid dying immediately in isolation vaults despite me being right there with him keeping enemies away, causing dialog to back up. Grineer instantly winning the 'contest' even when I'm miles ahead of them in progress. Additionally I've had these issues occur: Arcane revives not being added (noticed this one while tabbed out to scream after enduring the above 3 happening 2/3 of the time) Infested enemies spawning in invincible (gray health bars or no damage numbers at all when hit) Specs: Solo, friends-only game, mission selected from Necralisk, Windows 11, 32GB RAM, RTX 2070, etc, etc.... It seems to happen only in the cambion drift, and only in some missions, leading me to think entities, including the player, are not initializing properly when spawning into this map specifically. Frankly though, the entire cambion drift has major balance issues that make it borderline unplayable. I can kill efficiently and stay alive, but the bounties are just not in a great place. Either the defense targets in general don't have enough durability or these missions are glitching out most of the time and rigging themselves against the player.
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