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Sloth45

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  1. I genuinely do not understand why this has persisted as long as it has. Then again, I don't understand the "cant use guns or abilities" bug lasting ten years, either... Anyway. Extremely simple fix. On controller- And elsewhere, but controller is where it matters most- When you are holding Volt's electric shield, if you press the reload/context button, you drop it. Always. No matter what the context button is. Do you know the number of times, in the probably over-half-a-decade of playing, I've wanted to drop the shield before every other context action? 0. Zero. Never. I have never wanted to drop my shield *and* reload my weapon. I have never wanted to start a mobile defence *and* drop my shield- Yes, I do often want to put a shield down, but I want to position it first. The fix is really, really simple. Are you with me? Drop the shield last. Need to reload your weapon? Press reload, and hold onto your shield. Amazing! Want to drop the shield, but your weapon isn't reloaded? Double-tap the context/reload button. Reloading always should have priority because it happens infinitely more often then you wanting to suddenly stop being bulletproof from the front. Want to start a defence objective or open a door or something with a gun that isn't reloaded? Interactable object > reload > shield drop, in that order. Interaction object > reload is how it works in all other contexts, anyway. This should be a thirty second fix for a major annoyance for all volt players. Please, please spend the thirty seconds. I beg of you.
  2. I don't think I've ever seen an enemy trying to dodge them? Not in Duviri, but in the Circuit. Enemies get knocked down, I stand in front of them while they try to stand up, I look at them, I melee, and 4 times out of 5 I whiff with a regular melee attack. It's a pain. Probably. But as long as it works, and my circuit degrees aren't completely wasted on buggy mechanics, I'd be happy.
  3. I dunno, having a knocked down enemy nearby at all forcing a ground finisher sounds like it would work for me- There are fairly few sources of enemies being knocked down, so odds are extremely good that if a player is doing a melee next to one, they're intending to do a ground finisher.
  4. Title. I hardly bother with the things in most content, but when Duviri emphasizes finishers for certain Decrees, then you notice that it's extremely unreliable to commit Ground Finisher on enemies after knocking them down with a heavy slam. I'd take the interaction prompt that Parazon Finishers have for ground finishers too; that'd probably be more reliable then "aim your cursor at the enemy before they get up, press the melee button, and hope."
  5. Nullifiers should probably have themselves and everyone in their bubble ignore the rift plane, making them a threat to anything you're trying to protect with the rift, but not an immediate #*!%-you that shuts down Cataclysm entirely. That would still make them a sizable threat, but not a "Limbo is literally unusable against 2/4 main factions" threat.
  6. I tried putting a full armor strip on my Nidus to see how much damage he did in steel path to unarmored, high level grineer, with the augment that lets him get 300 mutation stacks instead of 100. Answer: Too little. What's the point of taking that much time and effort to snowball to max when you still need 3-4 casts to kill anything? Nidus is very good at Not Dying, but a whole lot of frames are great at Not Dying. It's not really enough these days to define why you should take one frame over another.
  7. You're advocating for nekros being forced to keep Soul Punch? Pass.
  8. You wouldn't want it to be on contact with an enemy, because then he'd stop rushing every time he ran into a foe, which would be all the time. Making Gauss Mains slow down every few seconds would have them very upset. The option to do a wall-slam effect if they deliberately stop rushing before hitting a wall like that would be nice, though.
  9. Disagree on limiting it's range to line of sight. It's annoying to do ESO and have a dozen enemies get trapped against a ceiling somewhere, but this isn't the answer. I'd rather have enemies who get trapped against a surface for 10 seconds teleport to the center of the vortex or something at that point.
  10. Wormhole also has the dubious advantage of redirecting enemy fire. Watch a bombard launch a rocket into it and have it teleport to the wormhole's end point instead. But no, I can't say I've ever seen a squad use a wormhole, I've rarely seen a nova use one to get around, and I've never seen them placed defensively for any purpose but to annoy squadmates by blocking the door to extract with them. Also, can we fix her passive? Nova's passive is that she knocks down nearby enemies when she's knocked down. You might never have seen this, because all enemies who are in the animation of a knockdown attack are, themselves, immune to knockdown. So it only ever procs on enemies who are immune to it. GG, DE.
  11. That would be nice, but I prefer to ask for small changes that can be implented quickly. It's more likely to actually happen. Probably, yeah. That said, I wouldn't mind the support aspect for your team staying the same (enemy defense stripping) while having the personal-benefit aspect (shield regen) be stripped down to 50/25% of it's effectiveness, or even not regenerating shields at all during it. If you were able to use normal guns and actually get kills during it, that might also be worth giving up Pillage.
  12. The fire rate is the absolute killer. I hate charge weapons in general, but just look at it. You look at that unmodified fire rate and you tell me that's okay.
  13. Title. She can cast her 1, she can cast her 3, and obviously she can cast her 4. Why is Pillage singled out? If you think her 4 is good enough that I'm willing to give up my decent guns (Balefire sucks, but that's another issue) AND pillage, then I regret to inform you you're wrong. It's pillage time all the time, and if her 4 doesn't work it it, then her 4 is functionally banned at all times, you know?
  14. I've heard whispers that melee pathing is bad in general for AI, but I'm not talking about that here. The problem with Wukong's clone is that, assuming you want to use anything other then melee, the clone is restricted to melee. Fair enough, it's thematic, that's not the issue. The issue is that it's unable to use melee properly, because it's AI is forced to prioritize being near the player at every turn. How to replicate the issue: 1: Stand 20m from an enemy. 2: Watch Wuclone run towards enemy 3: Watch Wuclone realize it's out of range of the player and run back. 4: Repeat indefinitely as half of Wukong's 1 is completely nonfunctional. I'm not asking for you to redesign his kit. This is a five minute fix. Just disable the need for Wuclone to be near Wukong while they're actively targetting an enemy, and then once their targeted enemy dies, then re-enable their need to be close to the Wukong. If you want to be all fancy, you can add in a teleport animation where they turn to mist using Wukong's 3 and reappear by your side. If you don't want to be fancy and want to get this fixed in five minutes, just have him teleport directly to your side like a Rescue Target does if they get too far, immediately after the kill. Edit: I had totally forgotten they already have a teleport-back-to-player effect and everything after you use their 1 to mark a specific target. So just use that, that's even less work. That way they can still spend most of their time by the player's side and not wandering the map, if they keep returning after every kill, but they can also get kills without getting stuck in an infinite loop of stupidity. Five minute fix, people. This is something Players fix when adjusting their Companion's precept mods all the time.
  15. It should definitely be more generous. I don't think I own a weapon that's takes longer to kill an enemy then it takes Ash to slowly line up his 4 properly.
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