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Joezone619

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Everything posted by Joezone619

  1. My question is will there be more zaws? (and kitguns but mostly zaws)
  2. Have you tried, narrow minded? Limbo is one of my favourites frame because of what you can do when you have multiple builds. I have one with narrow minded, no range mods, and loki's decoy replacing rift surge for defending objectives.
  3. How about instead of punishing the symptom, DE cures the cause? If DE could make host migration a much smoother, and more importantly, seamless process, that would solve the issue and nobody has to suffer for it because they brought the wrong build or something.
  4. Void blast. There was so much potential here, they could have used it to make genuine operator melee, NOPE, lets just remove something that isn't broken and offer no replacement.
  5. Honestly, what they need to do is give you the ability to use your own mods on weapons you dont have with up to 3 forma on them aswell. If you could legit make builds with the random gear you dont own, that would at least be better then the chaos we have now.
  6. Personally i'd prefer better graphics for when someone is in the rift, better distinction. The tiny black fire at their feet is practically invisible, especially in large groups. Just give them a rift-themed top hat icon above their head, that's enough for me.
  7. I'm guessing they're going to be knife focused, specifically throwing knifes. I think its going to be a range based frame with melee aspects.
  8. So duviri has answered a few questions, and made more in their place. I've been thinking with the update in mind, trying to wrap my head around things. So as far as i can make out, duviri isn't located in tau, or sol, its located in the void, probably between the two star systems. I think this because if it was in tau, why haven't we seen ANY sentients? (aside from lotus hand) Q: Did lotus's hand rip through our arm? Are we wielding our own shredded arm as a gauntlet? If so, how did we get our arm back for the new war if we didn't even have void powers yet? Q: If duviri is not in tau, does this mean we'll eventually get a tau system update? Q: Something i'm confused about is the context of duviri's existance. Is duviri a dream world or a physical space that exists externally to us? If so who created it, us, the man in the wall, or both? Q: Is the whole time we spent in duviri pre and post new war gameplay-wise, all considered to be before the new war lore-wise? Q: Is dominus thrax an orokin child given void powers? (I'm going with probably) Q: Are all the thrax enemies on lua and on the zariman from duviri? Were they created by dominus thrax? Q: Is every person on duviri, an oro wyrm, or just the special ones? (lore-wise) I probably have a lot more i can't think of right now, but incase my point isn't clear here, it feels like duviri has brought far more questions then it has answered.
  9. Having banish and cataclysm on 1 ability instead of a 4 parter is nice, but rift surge has its uses, one such use to is bypass nullifiers. Since cataclysm is often too large, one of my builds replaces it with mag's pull, and works off of rift surge and max range. One focus of my rework is to not shake the ground too much. Yes limbo needs abilities that actually interact with the rift like stasis, but banish, rift surge, and cataclysm all have their uses in banishing enemies, but at the same time, half his kit shouldn't have the same fundamental "banish enemies" trope. Don't get me wrong, i like the idea, but there are many builds that work off of rift surge. Not to mention mass unbanishing enemies would become an issue if it wasn't implemented somewhere. Currently its attack to his 1st, hold to unbanish, which is why i included it in the 4 parter with a note of "costs no energy". As for overguard, i highly doubt DE would allow players to obtain overguard in an uncontrolled setting, its a good idea, but for a tenno, overguard isn't that useful, more of a 3rd health bar at best and at which point just buff shields or armor. I like your ideas, but they seem a bit too much for what DE would be willing to do.
  10. Passive: Keep Old -Remove mini-portals on roll 1st ability: 4-Part Banish (Cost:30) 1-chain banish 2-rift surge 3-cataclysm 4-mass unbanish -banishing enemies no longer deals damage, or causes enemies to fall down. -banishing enemies staggers them very briefly. -rift surge does not spread when enemies die. -cataclysm radius reduced from 16 meters to 14 meters. -cataclysm no longer shrinks overtime. -cataclysm duration reduced from 30 seconds to 20 seconds. -mass unbanish does not cost energy. -mass unbanish staggers enemies very briefly. (most of that is to fit the abilities into more of a 1st ability version. I believe having 3/4 abilities all based around the same concept of banishing enemies is extremely limiting) 2nd ability: Stasis (Cost: 50) -increase duration from 15 seconds to 20 seconds. -hold to resume time for enemies and pause ability timer. 3rd ability: Spacial Bend (new) (Cost:50) -Up to 4 tendrils of black rift lightning arch overhead up to 30m from limbo toward enemies, bringing them closer toward one another on contact. (does not deal damage) -When struck, all enemies in the rift within 10m of the target are brought closer together, and are staggered briefly. (this ability to help players see where the enemies they've banished are. Grouping them up and making them easier to deal with) 4th ability: Rift Chaos (new) (Cost 3/Second) -Buffs allies and debuffs enemies in the rift while active, -Constant drain is paused when nobody is in the rift, allies, enemies or otherwise. -Constant drain does not increase for each enemy affected. (unless you have the new augment) -Enemies inside the rift take 50% more damage -Allies inside the rift take 25% less damage (not changeable) -Enemies killed in the rift within 15 meters send out spikes of rift energy toward other enemies dealing radiation damage. Spikes will travel up to 8 meters (spike range not changeable) -Enemies hit by a spike that are killed in the rift within 15 meters have a 15% chance to drop a health orb Helminth Ability: Banish -Reduced duration -Reduced range Augment Mods: Rift Haven: -Does not occur within cataclysm Rift Torrent: Renamed to Spacial Teleport -hold to teleport where you are looking within 15 meters in the rift -if player is not inside the rift, they will be placed in the rift after teleport Cataclysmic Continuum: Renamed to Ravenous Rift -While active, each enemy inside the rift within 15 meters of limbo increases the damage of all allies in range by 10% per enemy while inside the rift. -"all allies in range" includes limbo. -adds more constant drain for every enemy within 15 meters of limbo. This rework is designed to rearrange some of limbo's kit to make room for other abilities. Its supposed to give limbo more options to interact with enemies and the rift itself, without removing any of the current strategies limbo can currently use. It also has elements to encourage other players to use the rift, but not overly focused on that aspect. Let me know what you think, and if you have any ideas to improve this rework, I'd like to hear them.
  11. I am enjoying the update but not without its drawbacks. Lore-wise this update asks far more questions then it answers. But gameplay-wise, its pretty enjoyable. I feel i will enjoy it more as i get more drifter intrinsics (still dont know why they didn't just call it a skill-tree). The melee system seems to have a few issues, mostly with the attacks cutting off mobility on an already mobility-limited character. Overall, i'd give the update a 5-6/10 It has its drawbacks, and is much smaller then expected, but the gameplay is enjoyable enough to make up for most of it.
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