Jump to content

Krysyth

PC Member
  • Posts

    229
  • Joined

  • Last visited

Posts posted by Krysyth

  1. On 9/21/2016 at 1:43 AM, Knaimhe said:

    Changing the entire nature of a power for the purposes of balancing should be considered only as a last resort.
    It is acceptable for Shadows of the Dead to operate significantly differently in PvP because there is no way to satisfactorily implement its original PvE functionality.
    It is unacceptable to force significant mechanics changes on Iron Skin when small adjustments which preserve the nature of the ability would suffice.

    Iron Skin presently provides a second of invulnerability following the casting animation. Damage taken during this time may or may not be converted into additional protection.
    The first change that should be made is the removal of this invulnerability and any associated damage-protection conversion.
    Further changes, such as a simple reduction to Iron Skin's defensive buffer, may be considered after the effects of this removal are observed.

    I would like a more elaborate warrant on this claim - that is, why it is unacceptable - particularly when you go on to characterize it as a "simple reduction to Iron Skin's defensive buffer."

    As it stands, I contend that Iron Skin is bad for Conclave because it provides an entire layer of effective invulnerability for much more than the 1s "hard" damage negation. This is because it wholly diverts damage to a Ferrite eHP pool almost twice the size of most frames' natural eHPs, and because it can be cast instantly. This makes it much easier for a Rhino to survive a losing fight or rout by taking advantage of the cheap cast cost, high eHP buffer, and quick cast speed.

    There are two options for remediation that I think would be generally deemed reasonable.

    1. Slash Iron Skin eHP and remove "hard" invulnerability so that a Rhino in a severe losing position cannot stave off death for 1.5-2x TTK or more for most weapons just by pressing 2
    2. Make Iron Skin a partial mitigation shield while preserving the hard invulnerability and eHP

    The first option undercuts the functionality of Iron Skin as a tanking ability - by severely cutting the eHP boost outright and removing hard invulnerability, we solve the problem of high buffer against loss but also make Iron Skin substantially less effective as an engagement/skirmish tool.

    The second option retains Iron Skin's high skirmish/engagement potential but also solves the problem of buffering against loss; it does so by continuing to allow Rhino to inflate his effective health by a tremendous amount for a short time, but does so in a way that does not make his natural eHP wholly invulnerable" except in that moment of casting.

    I think that you are right - the proposed percentage mitigation change is a simple change. I believe that this makes it the better option as it preserves the tanking character of the ability while not dramatically altering its mechanics.

  2. On 9/15/2016 at 8:49 PM, Nazrethim said:

    I have a suggestion better than a straight nerf: make it compromise mobility while active. Iron Skin active should make him effectively a turtle.

    That seems like a reasonable change. But in what way - a straight Mobility pentalty, disabling certain maneuvers, or...?

    I feel as though a straight Mobility penalty would be quite reasonable. Unlike Rumbled he does not encase himself in bulky rocks, but rather a svelte Ferrite overlay. It would make sense for him to still be able to move... but more heavily.

  3. On 9/11/2016 at 8:53 PM, Nighttide77 said:

    In one way, the shield tweaks do have a negative impact on snipers and bows.  If a sniper/bowman takes too long to hit a target a second time, their target starts gaining shields back, which may cause the target to survive a 2nd shot when it finally lands.

    On the other hand, if a sniper/bowman takes longer than 5sec to land a second shot, maybe they should swap to a spray secondary or melee to finish off, instead.  5sec is a pretty long time to land a second shot.

    Autos, shotguns, and semi-autos don't seem to have really been impacted by the shield change.

    This is very true. Especially considering the recent nerfs to the Daikyu and the general weirdness of snipers such as Vandal/Vectis not being able to 1HK on headshots, it creates an overwhelmingly great paradigm of adversity for any weapon that is low, but not single, hit-to-kill.

  4. 1 hour ago, Pythadragon said:

    Context:

    Shield regen used to be 10 seconds delay to start regen, then regen at 30 shields per second.

    Now it is 5 seconds delay to start regen, then regen at 10 shields per second.

    The average frame has ~150 shields. Therefore where it used to take 10 + 5 = 15 seconds to regen 150 shields, it now takes 5 + 15 = 20 seconds to regen shields.

    Shields regen at one third the rate they used to. The shield change keeps runners out of the fight longer and makes it easier for chasers to kill those runners due to taking more time to regen to full.

    I think the shield change did the opposite of what you're saying it did.

    Tens seconds was a better regeneration paradigm as it had a higher likelihood of limiting meaningful eHP regeneration during a fight. Even though shields require more time to regenerate fully, the fact that they begin to regenerate faster is the main problem - it means that fleeing an engagement, particularly when running very well, dramatically increases the likelihood of survival compared to before, making running too advantageous in a majority of circumstances. T

    he only way in which it makes runners easier to kill is when chasers are already able to string together multiple shots on them, which is made less likely by effective running; on the other hand, situations in which 1-2 shots would have killed a runner before are now much more likely to expand to 3-4+ shots because of the shield regeneration delay being so short.

    Five seconds is just too short.

  5. Iron Skin is a near-instant cast, massive eHP buffer that diverts all damage from the casting Rhino. Considering the size of the auxiliary health pool it furnishes, and the speed of its cast, it makes Rhino/Prime too risk-free when losing, and it should be changed.

    Rhino/Prime already has ridiculous tank eHP. Iron Skin, however, gives the Rhino series the ability to cash out a small amount of energy to briefly divert all incoming damage to an even larger pool of Ferrite health. This makes Rhino/Prime too easily able to avoid a losing situation simply by expending minimal energy. This allows Rhino/Prime easier, skill-independent access to rout or escape potential, and that is bad.

    Iron Skin should be changed to a large percentage mitigation - something like 70-80%. This will allow it to remain a powerful mitigation tool for the frame, but will stop the paradigm of nearly risk-free access to an absurd amount of eHP even in losing situations.

  6. The changes to shield regeneration with TSG were bad for Conclave. They should be reverted.

    By lowering the shield regen timer, DE has made it possible for a player still in the middle of combat to begin regaining eHP by doing literally nothing. Coupled with the other very questionable changes that have come down the pipes since the U19 update cycle began, this contributes tremendously to a horrible "RunFrame" metagame in which running wildly as you lose an engagement is the choice with the highest expected utility in an overwhelming number of instances.

    This is bad, because running wildly does not require any form of skillful gameplay - one may simply spam BJ>Wallkick>BJ while flailing the mouse and a large majority of players simply will not be able to keep up with the rapid directional shifts.

    Regaining eHP should require having already disengaged from a fight for a substantial period of time. Previously, shield regeneration required something much more like this, and there was simply no strong reason for it to change.

    So revert this silly tweak. Please.

  7. 22 hours ago, Nazrethim said:

    May I remind you that the energy regeneration buff made Channeling a viable use of energy? And that Martial Fury, the most mandatory melee mod besides Stances, recently received a -100% Channeling Efficiency while active? If energy regeneration needs to go down, so does the energy requirement for Channeling, both passively and the negative of MF pretty much would have to go (or the mod could be removed and Attack speed rebalanced to not make such a buff a requirement in the first place, but that's another topic). It's been suggested for ages to separate channeling from energy, but DE seems unwilling to do so.

    Another possible alternative would be to remove damage from CC abilities or CC from damage abilities. Damage or CC, not both.

    About Health orbs, yeah, they increased the available health to pick up, but at the same time they removed the healing mods.

    I fully agree with reverting the shield change. You mentioned some points, I want to add to it:

    Reducing the Shield Recharge Delay made the mod Quick Charge pretty much pointless in comparison to Overcharged, you always see people in overshields, so now Overcharged is even more meta than what it was before.

    It made things different, but melee still should not be connected to Energy at all. I suppose the only attempt at a solution to that problem is to continue suggesting that Energy and Channeling be separated, however Sisyphean that task may seem.

    I am not entirely sure what the CC/damage dichotomy has to do with the post. Could you clarify?

    They removed incidental healing mods that actually incentivized killing, though, so even though these may have contributed negatively to the net healing on a map, they did at least encourage attempting to finish out engagements with the reassurance of healing that would come from doing so - removing them removed a reason to remain engaged and thus magnified the Runframe antagonism - at least, I view it so.

    Quick Charge was always something of a weird mod, as well, but at least before it was something of tradeoff. Now, though, you're quite right - it is not exceptionally useful. Sad that it was caught in the crossfire.

  8. I shamelessly abuse the fire mod for exactly the reason you state - it is incredibly distracting and makes it much more difficult for my target to hit me if the target uses normal VFX settings.

    But really, nobody should need to turn down all of their particle settings and lighting just to avoid being blinded in Conclave. I support their removal, or at least the diminishing of their bright visual effect.

  9. 3 minutes ago, (PS4)Double991 said:

    They removed the mods that had a chance to refill health and shields. Then they nerfed Secondary Wind. Unless I missed one, the only way to get health now besides a few abilities is to pick it up.

    By taking away mods that reward good performance, they encouraged running for health instead. It's like they want you to die so the other people can get some kills.

    They did change these things, yes, but that does not change at the fact that pickups and passive regeneration are now significantly better than they previously were. And the rationale of "so other people can get some kills" is a bit shoddy in a skill-based PvP game - one should "get kills" by being skillful enough to, well, kill the other players.

     

  10. On 8/29/2016 at 10:54 PM, ZBanx said:

    people who have seen me on the feedback forums will know that I love being overpowered in a video game. however, when a weapon can one-shot most bosses, that is simply going too far. as it standing, people have little reason to use weapons other than the Hek, since, with a combination of Scattered Justice, Hell's Chamber, and Primed Point Blank, it is ridiculously overpowered.

    however, I don't think the solution is to actually change any stats. Scattered justice works well as a replacement for Hell's Chamber, and I think the solution is to treat it like one. just as players are not allowed to equip the regular version of a mod and the primed version at the same time, they should not be allowed to equip Hell's Chamber and Scattered Justice at the same time either.

    making this change will cause players to experiment more with their builds. this experimentation could include trying out other shotguns, trying other burst fire weapons, or simply trying to figure out what to do with the extra mod space, since they are using Scattered Justice to replace Hell's Chamber, rather than work alongside it.

    The Hek isn't even that strong. There are easily a dozen other weapons that deal comparable damage, so this simply is not a problem.

  11. Recent revisions to certain stance mods (Sword/shield, Glaive, Nikana) have been a step in the right direction for melee, taking away its ability to mindlessly spam E and expect a surfeit of free, near-instant kills. It is not enough, however. Melee still has problems, and for Conclave to return to a semblance of balance these still need to be addressed.

    There are two integral assumptions I will make in presenting this feedback and the motivating argument:

    1. Conclave success is based on player skill, and inbuilt mechanics that blunt the effects of player skill are inherently unhealthy for the game mode.
    2. Melee is not getting the reversion to pre-SotR and more effective rework it probably deserves, but the current system is not so completely broken that it cannot be made at least passable.

    Currently, melee enjoys several problematic qualities as a consequence of the broader rework from Spectres of the Rail. These are:

    • Stagger on hit - this allows even incidental melee attacks such as momentary connections on back-swing (windup) or follow-through (where the weapon goes after the body of the attack) to lock down players that should otherwise have been well clear of contact. Stagger on hit is arguably the lazy design solution to the problem of melee being able to deal with mobile players, providing essentially unconditional CC for simply swinging a weapon around.
    • Problematic hitboxes - while a bulk of hitbox ambiguity results from bad latency in matches, at least some part of it looks as though it is built into the weapons themselves. If this is the case, it is an issue, as these weapons should only be able to affect their visually-apparent hitboxes rather than a chunky area around them.
    • Marriage of CC and damage - some combos (like Sudden Spring) combine very hard CC such as knockdowns with very high damage. Doing so gluts the combos on expected utility, making them too much more appealing than other combos and, in terms of the expected utility outcome of using them at any given time, objectively better as well.
    • Channeling - Channeling shackles melee to an already-scarce resource (Energy) that is spread too thinly among other things. Because of this, melee often ends up being an over-commitment to one part of a loadout at the expense of all others, including powers.
    • Air melee - slam damage between weapon classes is somewhat inconsistent, while aerial melee attacks have been rendered highly ineffectual except in the case of multihitting weapons (like Fist weapons). This further gimps melee's ability to skillfully deal with mobile aerial targets, which was actually better pre-SotR, and robs the combat style of a great deal of depth.

    These elements of melee combat situate it in an uncomfortable place, where melee weapon usage shifts between whichever weapon class currently has the most broken combos (currently Hammers) and encouraging thoughtless spam, which is then subsequently rewarded with low-effort kills due to the overabundance of simultaneous CC and damage. These problems can be rectified, however, and I would like to suggest a few ways to go about this.

    In order of appearance above:

    • Remove stagger on hit but add a slowing effect on hit that restricts Mobility slightly (0.1 at most) or limits (by distance, iterations, or completely) Bullet Jumping briefly (2-3s) with an internal cooldown (3.5-4.5s) on application. This would allow melee users to trap lax leapers for long enough to kill them, but it would not go so far as to completely lock down targets without recourse.
    • Normalize weapon ranges to fit their meshes - the reasoning should be fairly obvious, but accurate hitboxes are integral to precise and equitable gameplay. If any hitbox oddity exists, it should be removed for the betterment of all.
    • Separate CC and high damage between combos - this will add strategic depth to melee by necessitating the choice of trapping a target or going for a kill, with the safest route being those two options in sequence. Landing CC - particularly hard CC like knockdowns - should be a prerequisite to any kind of combo that kills extremely swiftly or in only one or two hits.
    • Rework channeling for Conclave - Channeling needs its own resource or cooldown schema to incentivize strategic use and reward precision with decisive power spikes during melee's inherently short window of engagement. This can potentially furnish not only such a benefit to depth, but will also diversify the way melee can be played by allowing much greater freedom to commit Energy to abilities.
    • Add momentum, damage, and animation speed to air melee attacks - the effectiveness of air melee attacks should reflect how much their animations require position/movement commitment as well as the fact that they carry the weight of a Warframe behind them. Air melee in general should do more damage and propel the player in the direction of the attack. Air melee damage should be at least doubled on equipped weapons, and boosted by some minor fraction of that amount (say 10-15%) on aerial quick-melee. This would give committed melee players a better way of dealing with aerial mobile targets while reintroducing depth and incentive to using air quick-melee as a supplement to projectile weapons.

    As it stands, melee is getting very gradually better, but still needs some changes. I think that the above problems and solutions, if prioritized and implemented as described, would add depth and benefit to equipped melee combat as well as greater fairness and strategic choice to the game mode at large.

    Thanks for reading.

  12. 19 minutes ago, Nazrethim said:

    No no, it would 40% at 15m, another 20% at 25m for a total of 60% bonus damage. Something like this:

    0-5m= -40% >>> 5.1-10m= -20% >>> 10.1-15m= normal damage >>> 15.1m-25m = +40% >>> 25.1 or longer = +60%

    Ah, I understand now. That seems reasonable, then.

  13. Right now, more than at any point since the Mobility rebalance circa U17, there is a tremendous strategic incentive to disengage from a target and run away for pickups/shield regeneration. While disengaging as a point of strategy is not necessarily bad, the current pickup/energy/shield regeneration rates make it much too easy to run and heal to full even while being chased.

    Obviously, mobility is the most distinctive and interesting feature of Conclave; many players that complain about the way that high-mobility parkour works tend to fall into the categories of a) have not yet developed skill in it (which can fixed if they try, as many do) or b) consciously avoid developing skill it in and write forum posts instead (which is a type of behavior that risks degrading the quality of Conclave for everyone and should probably be held contempuously). So, just to add proper context to this post before I get an influx of "do/don't nerf mobility" replies, I do not believe that nerfing mobility will solve anything at all, and that it would uniquely harm the game mode in a serious way.

    That aside...

    Since Lunaro, there have been some changes to resource availability in Conclave. The ones relevant to this feedback are:

    1. Increased energy regeneration: regen was changed as (0.25/s) -> (0.75/s). While energy was decidedly scarce before, tripling its passive availability overnight was probably a bit drastic. Allowing regeneration at this elevated rate dramatically increases access to powers, some of which make routing much easier than it probably should be. Particularly, powers with a combination of solid damage and inbuilt CC are especially problematic, as even a simple stagger can dramatically shift advantage in a fight.
    2. Increased health orb spawning: Orbs now spawn once every 30s and heal 30HP, down from something like 120s and 50HP. This creates a net gain in Health available per match from pickups of 350HP per spawn point (20 orbs @ 30HP v. 5 orbs @ 50HP). Considering that there are at least three spawn points per map (four on the Corpus Station), this is 1050 (or 1400) extra health per match available for the taking. No one player will ever obtain all of the orbs, obviously, but this is a tremendous leap in Health availability and utilizes a much more forgiving spawn schedule to enact this leap. This lets players run when losing and heal 60-80% of their total Health in less than one map circuit, creating a huge reason to just flee.
    3. Increased shield availability: even though shield regeneration rates were dropped, the shortened delay before shield begins to regenerate means that shields are generally much more available in the midst of combat or while running. Parkouring wildly enough to make even shots from the very best players improbable, it is possible to pick up an additional 30-40 shields without ever leaving an engagement, or much more simply by running for a very brief time. While this is more a mechanical failure of shields (versus something like "finite shield pool to regenerate per unit time," which would solve this), it could easily be solved by just reverting the changes and ensuring that any hit on health or shields halts regeneration and the regeneration timer.

    The combination of these three things affords players a tremendous incentive to run from battles they are losing - not just as a strategic maneuver to gain better positioning or collect a nearby pickup as an equalizer, but rather a full-on retreat. Coupled with the recent shift toward a tank-heavy metagame due to the nerfing of low-HTK weapons, and the game directly rewards not fighting, which is very much the opposite of what Conclave should be.

    To remedy this problem, I suggest the following measures:

    1. Reduce energy regeneration by 50%. This will leave some gain over the old system (still 50% higher than it used to be), but not so much that running for 3-5s successfully can easily put a player over the cost threshold for a skill as often.
    2. Decrease health orb spawn rates to 60s, leaving healing untouched. This will still be a net gain of 20% more health available per match compared to pre-Lunaro, but will make it less likely that a running player can just happen across a surfeit of healing.
    3. Revert shield regeneration changes to pre-TSG levels, adding a hard reset on the regeneration timer for any hit a player receives. This will make shields a quick and convenient form of eHP regeneration while between engagements or when being disregarded in a fracas, but will make it much harder for players to regain huge chunks of eHP simply for being momentarily out of reach.

     

    Again, mobility itself is not the problem - it has been largely fine since the rebalance circa U17; since then, however, too many factors have emerged that individually add an advantage to flat-out retreat, and all of these factors together make it much too advantageous compared to remaining in an engagement or only diverting briefly in hopes of a rout.

    Thanks for reading.

  14. On 8/30/2016 at 4:03 AM, Nazrethim said:

    Shotgunkyu was too strong. If anything I think SL-BH should award an extra 20% at 25m.

    Shotgunkyu was too strong, and the better solution would have been to give SLB a damage penalty below 15m.  Dropping the bonus by half and extending the range would have left the Daikyu incomparably worse than any other bow.

  15. On 8/28/2016 at 3:59 PM, (PS4)Xx-Ribbium-xX said:

    Literally still 1 shots and has broken hit boxes (arrows fly past and still apparently hit) in combination with loki's invisible its stupidity op and new players will struggle against this 

    The "broken" hitboxes are the consequence of latency. Daikyu has already been nerfed more than enough.

  16. 14 hours ago, Cenat said:

    The Nikana series with the E Pause E was very well balanced, being a very short attack and the blocking of Nikanas was very bad. Just because many people were killed by seasoned users of this weapon does not mean it should be nerfed to the point where every other melee weapon dethrones it. The greatsword, sword, dagger, sword and shield and many others now render the Nikana series utterly useless. In the first place all insta kill combos were extremely easy to pull off and the Nikana was just another one. Don't touch the Nikana. Don't touch Fateful Truth.

    It was not well-balanced at all. Setting aside for a moment the incredibly bad implementation of melee currently, the E(pause)E combo was a one-shot on most light to midweight frames during the slam portion, which came out quickly enough that it was unpredictable and had little counterplay even with relatively low latency.

    The changes were good, and Nikanas are still competitive melee weapons - but now that particular attack isn't as immediate a death sentence and requires more careful timing to use effectively.

  17. Nice and timely hotfix.

    Thrown secondary weapons still cause the default "unstanced" idle for their weapon type to override the corresponding idle in cosmetic stances, though.

    Oh, and the Salix Syandana still looks like a floaty piece of cardboard due to what seem like weight-painting changes of some kind. The collar is awkwardly flat, as well.

  18. 15 hours ago, bernad2218 said:

    ~~~~~~~~~~~~~~~~THIS IS PVP THREAD INCASE YOU DIDNT NOTICE~~~~~~~~~~~~~~~~~~~~

    Hello everyone, so im a big fan of titania since the day she was announced and the last few days i've been
    testing titania both in pub matches and private testing lobby and here are things that i noted
    (never tested things before so forgive my not-so-detailed results ;~;)

    Spellbind: approx. 1.3 seconds of cast time functions as a single target disarm (knocksdown enemy and disarm them for 3s) but deals no damage
    i think this ability is fine and amazing the way it is since if you miss you're pretty much dead and if you hit the enemy they're gonna be an easy target. my suggestion
    would be increasing the energy cost so the casting would require much more planning 

    Tribute: deals around 100 damage to shield but somehow only around 30 to health with around 1.5 seconds cast time
    since both dealt damage isnt THAT fantastic i really suggest cutting down the long cast time to like 1 second so its makes more sense to use

    Lantern: hangs enemy and in some instance explode them afterwards dealing around 169 damage but when someone attacked the hanged enemy (with melee is what works it seems) it doesnt explode afterwards. around 1.3 seconds of cast time.
    i think this ability is fine, but i dont really get the whole not exploding thing, could be a bug tho.

    AND NOW THE STAR OF THE SHOW

    RAZORWING:
    around 1.5 seconds of cast time. dex pixia deals around 60 damage to health and 50 to shield, with full auto trigger system but really low rof. 50% dodge bonus is active when in this mode and you're smaller so best chance to get hit is by melee slam, grenades, and aoe abilities. razor butterflies attacks as well (untested dmg sry). AW movement speed is 50% slower than normal speed when unshrink, and obstacles deal damage (around 30 shield damage, floor and walls count as obstacle) also the rof of dex pixia is so low even if you pull the trigger from the start it will only fire 40 rounds from full energy to 0

    my suggestion to this ability would be either to increase dex pixia's rof around 30%-40% OR increasing the movement speed by 50% so its like unshrink version of her.

    ty for reading, leave your suggestion/opinion below if you want to, maybe upvote if you agree and have a nice day!

    here's a shrug ¯\_(ツ)_/¯

    Spellbind is not a healthy ability.. A knockdown in Conclave is basically a guaranteed kill when used properly, but adding a disarm is just overkill. The disarming effect needs to be removed.

    Tribute is not an ability I have yet seen a Titania use in Conclave, but 100 damage to shields is pretty great for an ability. Almost certainly fine as-is.

    I have not seen a Titania using Lantern either, but if it does that much damage, then it needs a nerf, especially if it actually includes that CC. Having both is just gratuitous.

    Razorwing needs to be changed to fit into Conclave more - ideally drop the shrinkage altogether, decrease the dodge chance is that actually is 50% in Conclave, and sure, buff the Dex Pixia slightly to compensate, but nowhere near 30-40%.

  19. What's my beef? OH BOY.

    1. Post-SotR melee is terrible for the health of the game, new player interest, and new player skill development. It's like administering medicine only to find out later that it has some terrible unintended consequence. Melee deserved a rework, but this was just not the right kind of rework.
    2. Many hitscan automatics simply have too much ammo for their damage-per-hit, resulting in guns that can kill with less than half of their magazines in a TTK comparable to much more demanding weapons. Karak Wraith, Soma, and the Bratons are particularly ugly cases of this.
    3. Recent changes to passive energy generation have created a paradigm shift toward power spam, and were probably overkill. A small buff would have been fine, but it was tripled overnight - something that literally nobody ever asked for and that has done nothing but hurt the health of the game.
    4. Snipers are in a bizarre place, and the recent Vectis nerfs were completely ridiculous. The mechanics from PvE such as combo counter and scope bonuses really have no place in Conclave.
    5. Titania's first and fourth abilities do not belong in Conclave. A combination disarm/knockdown with a cheap cost is silly, while turning into a fairly makes the user exponentially harder to fight and increases their offensive potential with Razorwing's conjured weapons.
  20. 3 hours ago, Inarticulate said:

    Canceling the delay before the automatic reload by manually hitting the reload key. It's standard jargon in several video game genres to indicate how you're canceling and not what you're canceling (because it's assumed you're canceling a recovery animation of some sort).

    You can still reload cancel on those weapons, but the delay before you are able to is noticeably longer.

    That said, I'd also really like this change reverted.

    Indeed, this was the essence of the nerf. It just seems like a dirty way to do it, as well - just inserting a delay and presumably hoping that nobody would notice.

  21. In The Silver Grove, changes were made that inhibit forcing reloads on weapons with singular magazine size such as the Vectis, (Depleted Reload) Vectis Prime, and the Tigris series. This actively combats a form of skillful play that provides a boost in effectiveness, and is a poor change.

    Even if reload-cancelling was some kind of bug, it added an extra (even if small) layer of depth to the gameplay of weapons that could use it. The wherewithal to consistently reload-cancel shot after shot while maneuvering, casting powers, and doing various other things was a developed skill, had no negative impact on the game, and rewarded assiduous players with a small performance boost in the form of faster reloads.

    This change made cancel-eligible weapons much clunkier and took away a significant part of the identities of the Vectis and Tigris series. It should be reverted.

×
×
  • Create New...