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Tendou_Souji

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Posts posted by Tendou_Souji

  1. 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.)

  2. 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.)

  3. 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?

  4. 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 .

  5. 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?

  6. 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.

    c2a.gif Thank you so much for this fix.

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