Tendou_Souji
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Posts
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Posts posted by Tendou_Souji
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Soundpacks and song previews are now muted since the update
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Atlas & Rubble Feedback + Suggestions
The addition of rubble is perhaps one of the coolest mechanics you could have added for Atlas; however, I feel that some changes should be considered. It was to my understanding that Tectonics were eligible for creating rubble on destruction/ conversion to a boulder, but it seems that this idea didn't make a pass with his new mechanic. On another note, there doesn't really feel an incentive for players to want to cast petrify on a rock bulwark just for the benefit of increased damage, repair, and roll speed. This eats up energy that could be used for petrifying enemies which are your primary rubble source. Rumbler rubble drops don't feel as significant as collecting rubble from enemies, especially when you consider the amount of health left when Rumblers expire.
On that note, I'd like to address the decay of Rubble. As of now, the 10 rubble decay per second is a little to high, especially when you take this into account of team based play. In solo play, I was usually able to get up to 250 armor from my collected resources, but having it decline so fast especially when you're low on energy really hurts Atlas' survivability.Health gains from rubble seem so lackluster that half of the time I won't be able to heal up enough to get the benefit of additional armor, especially in high level missions like Kuva Floods.Here are some suggestions I'd like to give:
1.Decrease the decay of rubble by 2-5 per second.2. Allow rubble to be generated from Tectonics upon destruction or conversion to a boulder; give additional rubble on a bulwark/boulder affected by petrify.
3. Increase health gained from rubble by a small/medium amount, or give it a slow health regeneration effect stacking with rubble gained.
4. Allow Rumblers to scale off the amount of rubble collected + power strength. Rumblers are rather tanky, but their speed and damage output start to fall in higher level content. Allowing us to higher scale the Rumblers based off of rubble collected would allow for another usage of this resource meter other than additional armor. (Maybe casting Rumblers would consume rubble instead of energy similar to Nidus in function.)
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Atlas & Rubble Feedback + Suggestions
The addition of rubble is perhaps one of the coolest you could have added for Atlas; however, I feel that some changes should be considered. It was to my understanding that Tectonics were eligible for creating rubble on destruction/ conversion to a boulder, but it seems that this idea didn't make a pass with his new mechanic. On another note, there doesn't really feel an incentive for players to want to cast petrify on a rock bulwark just for the benefit of increased damage, repair, and roll speed. This eats up energy that could be used for petrifying enemies which are your primary rubble source. Rumbler rubble drops don't feel as significant as collecting rubble from enemies, especially when you consider the amount of health left when Rumblers expire.
On that note, I'd like to address the decay of Rubble. As of now, the 10 rubble decay per second is a little to high, especially when you take this into account of team based play. In solo play, I was usually able to get up to 250 armor from my collected resources, but having it decline so fast especially when you're low on energy really hurts Atlas' survivability. Health gains from rubble seem so lackluster that half of the time I won't be able to heal up enough to get the benefit of additional armor, especially in high level missions like Kuva Floods.
Here are some suggestions I'd like to give:
1.Decrease the decay of rubble by 2-5 per second.
2. Allow rubble to be generated from Tectonics upon destruction or conversion to a boulder; give additional rubble on a bulwark/boulder affected by petrify.
3. Increase health gained from rubble by a small/medium amount, or give it a slow health regeneration effect stacking with rubble gained.
4. Allow Rumblers to scale off the amount of rubble collected + power strength. Rumblers are rather tanky, but their speed and damage output start to fall in higher level content. Allowing us to higher scale the Rumblers based off of rubble collected would allow for another usage of this resource meter other than additional armor. (Maybe casting Rumblers would consume rubble instead of energy similar to Nidus in function.)
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Loving the Atlas changes so far...but as I'm sure many people have said; the Rubble decay is too dang high; near impossible to maintain it enough to get even AROUND a full meter.
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4 hours ago, [DE]Rebecca said:
We are taking a look at Ash, specifically his Bladestorm - check out some WIP gameplay here:
As nice as this QoL Ash change is, I'm much more interested in the Zephyr (but mostly) Atlas changes, care to share some details?
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Forma is only farmable via void relics, so find a relic with forma as a common drop
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Yes, please!
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This has been primarily an issue with Mag's Pneuma skin when equipping it on her prime model. I'd like to have the option to equip no shoulder armor as it clashes with the look I desire.
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I wanted to gift a friend who was missing the rest of the set of deluxe skins that were bought (Mag & Ember in this case), but was unable to due to them owning the skins. What would be nice would be the ability to purchase the accessories separate from the bundle or have something like a dynamic bundle; reducing the price of a bundle for anything that is already owned and providing the rest of the items minus the skin so this doesn't lock customers out of exclusive items. This would also eliminate the need to contact support for the purpose of a refund .
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Need a fix for Ostron captives taking your secondary for the rest of the mission after taken to safety
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Still no fix for being unable to unequip shoulder armor on Mag Prime; kinda clashes with the look of the Pneuma skin
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Mag Prime has no way of removing shoulder armor and it clashes with the Pneuma skin, hopefully this will be fixed soon
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Octavia &/or Banshee:
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10 hours ago, (PS4)Tomplexthis said:
Never seen that game, but its art style feels so much like Borderlands
It's the spiritual successor to the Wii title, MadWorld, both of which have a pretty great soundtrack full of underground rap & hip hop. The game didn't get enough notice due to Sega's poor advertisement.
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While Octavia's Mandachord was meant to be a simple step sequencer, it has made a limitation on the note range so creators are stuck in 1 octave of d minor; any chance we'll see a more advanced Mandachord as to remove the current limitations and allow for more ideal compositions? Also, any more plans for future sound packs?
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6 minutes ago, [DE]Danielle said:
- The mission voting screen in endless missions will now proceed immediately if the squad vote is unanimous.
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3 hours ago, [DE]Megan said:
Hydroid Revisited
The sea has a revamped fear creeping in the depth, and his name is Hydroid.
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35 minutes ago, [DE]Megan said:
Reduced the frequency that Quick Thinking can stagger lock a player. This is actually undoing a bug fix where Quick Thinking wasn't staggering players as often as it was intended to, but this is the new intention now! Essentially Quick Thinking is back to the way it was pre Update 21.
Thank you so much for this fix.
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How is waarframe formed?
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Need fix for being unable to trade harrow and hunhow captura scenes
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Me and a friend both saved up to trade the scenes to one another and found out neither of us could trade either scene to one another. Hoping this is a bug and not an intended feature.
Inaros ability to tank
in Players helping Players
Posted
Inaros is a really good CC/Healing tank, his Scarab Armor really helps with survivability, plus Devour can be pretty great with its long invulnerability frames.