Jump to content

(PSN)Arkel-99

PSN Member
  • Posts

    31
  • Joined

  • Last visited

Everything posted by (PSN)Arkel-99

  1. So instead of enemies being protected by a chair or tube, they now get protected by your Dante's own silhouette: https://clips.twitch.tv/HomelyAggressiveWormPJSalt-XA21cwDUsYU4yVcd https://clips.twitch.tv/FineHilariousPorcupineTwitchRPG-n6J-Qnm9mlmk2rVt Please DE.. Just remove LOS on Dante already, because this is just embarrassing..
  2. Could have just reduced the base radius by like 25% (from 30m to something like 20-25m) if you truly believe Tragedy was being able to hit too many enemies at once too easily. Never mind the fact that only hitting enemies with just Tragedy still won't insta-kill Steel Path enemies without inflicting status effects on them first. But for whatever reason balance is still being done like we are in 2016 and Void-key farming, with level 100 Orokin (regular path) in mind as being "peak endgame". Fixing line-of-sight still doesn't change the fact that it feels bad no matter what, too many tilesets with corridors or clutter.. And I also still see no word on Wordwarden not properly inheriting damage-mods from Noctua, and Noctua itself still feeling underwhelming when trying to go for a damage-build.
  3. lol don't give them ideas. If these nerfs are anything to go by, DE would unironically believe Jade would be OP and need a nerf if people on forums would complain about it right now, even though she is not even out yet. And don't forget: universal medallions not being able to be used for conclave standing was because "1 guy" on forums as well..
  4. Lol they removed the post with Brozime's video, but keep the troll posts making fun of people who Dante to be good or ask for more nerfs up.
  5. This is crazy, and yet you have people here who unironically defend this as "good change". Absolutely nuts..
  6. Anyone who even remotely thinks these nerfs are fine should take a look at this clip from Brozimes stream. A literal desk can prevent Dante's "Tragedy" from doing any damage to like 20 enemies whatsoever even when you can clearly see them on your screen. Another ridiculous knee-jerk nerf..
  7. Well good riddance to 'Undertow'. To me personally, this ability was tied with Inaros 'Devour'/'Sandstorm' for most boring ability in the game. My only gripe with the rework is that Hydroid (still) seems to be very reliant on augment mods. Want your 'Corroding Barrage' to not be useless against other factions besides Grineer? Gotta use 'Viral Tempest'. Want to heal yourself and support allies? Gotta use 'Rousing Plunder'. Want to simply create more loot for yourself and allies? Thats a no-brainer, so still gotta use 'Pilfering Swarm'. If Hydroid is supposed to be pirate-themed and the new 'Plunder' ability is supposed to reinforce that idea, then I personally think 'Pilfering Swarm' should have just been made part of the base ability. Also, as someone else pointed out, the new 'Plunder' ability doesn't work like Chroma's 'Vex Armor' where it refreshes the timer and keeps the buffs strength after recasting when it is still up. Instead it just completely resets, which might causes you to get a much lower value like seen in the stream. I hope this can be changed so 'Plunder' works more like Chroma's 'Vex Armor' when recasting.
×
×
  • Create New...