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DarkMarkX

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Posts posted by DarkMarkX

  1. I don't see the problem here, the changes aren't exactly complicated or anything. Shields getting a 25% damage reduction makes a big difference too, not just the gating. Most of the armor boosts were fairly minor except on frames that had almost nothing. Just saying "people are unsure" about everything doesn't really say much.

    • Like 19
  2. Just now, zeldris19 said:

    I'm asking if that 35.9% will be the final % of the toxin my bramma will have after fusing.

    No, there's a final confirmation screen that tells you what the new value/element will be after fusing. It makes you type "TRANSFER" to confirm in a text box as well. Scroll down a bit on this page to see how it works:

     

  3. The moment you use Hall of Mirrors in a railjack as a client, you'll be unable to use any abilities, change to operator, or melee at all until the clones wear off. There's also a general lag issue that persists for the rest of the mission, even after the clones are gone. The lag causes enemy ships and the railjack to constantly skip around, even when you would normally have low latency to the host. These problems don't occur until you use hall of mirrors at least once.

    I'm not sure if the problem occurs when hosting the mission, but it definitely does when joining someone as a client.

  4. 6 minutes ago, S.Dust said:

    So they just need to add weapon variety. Also don't they have a way to get a new lich?

    There's 13 or 14 different weapons, and no, you need to kill your current lich to start another one. Also, the kuva weapons seem to have RNG base damage on top of their RNG element % rolls, it's just hidden until you get the weapon. On top of that, most of the kuva weapons are just weaker to begin with (in base damage), according to the codex anyway. DE has a lot of back-pedaling and fixing to do.

  5. 14 minutes ago, DoomFruit said:

    Polearms are almost as good as they used to be, but there's still a problem with high attack speeds. Too fast (and this is extremely easily done with orthos prime, primed fury and arcane strike, volt speed, warcry, wisp motes, etc.) and you actually stop attacking. You poke once and then just sit there for a second before you poke again.

    Also, quick attack implies that your gun remains active throughout the entire process. This means that syndicate procs still worked during quick attack, along with being able to instantly alt-fire your gun (important for corinth, azima, euphona prime, etc.) and having an empty magazine start the reload process automatically rather than having to explicitly switch back to the gun. This is not the case now.

    You can just right click to aim and bring out your gun then immediately alt-fire, as long as you don't do it during the melee attack animation.

  6. Just now, stkarictu said:

    Yes, I can now heal 10 - 15x my HP in one attack.  Still doesn't do any good when you are dead before the 2 second animation is complete.  Life strike is only viable on tank builds.  No more glass cannons.

    Heavy slam attacks do not take 2 seconds to execute, and you can roll (which reduces damage taken) directly after landing. Also lifts nearby enemies into the air. Tbh umbra is tanky enough already considering the umbra mods are pretty powerful in a trio. For everything else you can just radial blind them.

    • Like 1
  7. There is no "stealth nerf", it's just that some of the kuva thralls do way more damage than they should, especially with hitscan weapons. Also kuva thralls one shotting people has nothing to do with your weapon damage, and is a completely different issue. When fighting grineer, don't underestimate how much their armor can actually reduce your damage at high levels. Don't jump the fence and assume everything got nerfed just because melee got a rebalance. (which is actually good other than gunblades and glaives atm)

  8. 2 minutes ago, stkarictu said:

    Channeling had only one purpose: Life Strike.  Heavy attacks make Life Strike worthless.  My Umbra used to be able to solo 4-5 waves of ESO.  Now he dies on level 2 because he is dead before the Heavy attack animation is finished.

    Try a heavy slam attack and tell me life strike is dead, heavy attack in the air. Sure there's no exalted waves from it but oh well.

  9. 4 hours ago, Fsunate said:

    I keep pressing E and I don't see a difference between attacks.  I notice that none of my melee weapons do any dmg anymore.

    Could you put in any less effort to try things? Most stances have a moving combo, a stationary E combo, and ones while blocking+moving or stationary+blocking. Stationary stance combos typically do a crap ton of damage if you really need to kill that level 200 corrupted heavy gunner that you won't actually find in a normal mission. Even though heavy blades didn't get as much of a buff, they still have really strong stances (especially stationary ones). Trash mobs level 100 and below will get one shot by everything anyway. Not all stances have a bunch of different combos though, for example shimmering blight only has one other combo, just look at your stance combo list.

  10. Nikana Prime

    Mastery Rank increased from 0 to 12

    Damage increased from 95 to 198

    Range increased from 1 to 2.5

    Status Chance increased from 20% to 28%

    Critical Chance increased from 20% to 28%

    Critical Damage increased from 2x to 2.4x

     

    It got around double the damage and slightly increased status and crit stats, the damage is equal to before with a 2x combo multiplier which was very easy to maintain (with combo duration mods anyway). Of course, it's a MR12 weapon now, but the stats aren't the reason it's doing a lot more damage. It's the changes to stance combos in this update that made certain melee combos and weapon types far stronger than before, especially with stationary combos.

  11. 24 minutes ago, 844448 said:

    But hey, sustainable content right? Isn't this what people keep asking for? Something challenging and worth coming back for?

    Kuva liches aren't "sustainable content" or remotely challenging. You just grind easy star chart missions until you find the right RNG mod combo to "win". It just takes far longer than it should with several layers of RNG thrown in for good measure.

  12. 13 minutes ago, ixidron92 said:

    Sincerely, the Kuva lich system is very, very interesting but the implementation is an epic failure. The entire system is completely RNG dependent grind  for every single aspect of it, which looks like something you'd expect from a bad quality Chinese P2W MMO.

    Honestly, that was a disaster. No matter what, people might agree or disagree about every single aspect of the update (the reworks, the new melees, Grendel, etc.) but everyone unanimously agrees the Kuva Lich is ludicrously grindy and unfulfilling thanks to its complete RNG dependency.

    On average, it takes 24 missions to uncover the mods you need to kill the lich. 3-4 assassinations to get the combination unless you're very lucky or unlucky. 6-7 missions to get the kuva lich to spawn once. Then, you need to get the mods, which should take 2-4 relics per mod plus the kuva flood to get one relic. All of that, combined, at worst, can be 116 missions per lich and everything is already RNG dependent, and on top of it, you add an RNG weapon with RNG elements and RNG damage bonus, and the worst part is the next lich can have the same weapon. Trying to get all the different weapons is gonna be impossible.

    Do you play your own game? Because I swear, if you were forced to do all that from start to finish without using dev tools or cheating, you wouldn't have shipped it in that state.

    Agreed. The requiem investigation part is easily the worst aspect as well. Doing 25+ star chart missions, along with all the other stuff is a bit overkill, considering all you're going to get is a mastery fodder weapon at the end of it. Then you need to re-farm the relics+requiem mods over and over again, god forbid if you're even missing one mod, because you're probably going to need that specific one you're missing each time, while you get duplicates of others you may not need for a while.

  13. By the way, the heavy attack efficiency passive in the Zenurik tree currently doesn't do anything (assuming it's supposed to do the same thing as focus energy and reduce the amount of combo you lose from a heavy attack), at least in the simulacrum. Heavy attack with focus energy on: 220 combo drops to 88. Heavy attack with only zenurik node, 220 combo drops to 0. The wording is different between the mod and the zenurik passive, so that's a bit weird too.

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