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Slythrower

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Posts posted by Slythrower

  1. I don't think staying 50m away from the leeches will do much good if they happen to also be following you where ever you are on the map. (For Berehynia or any other loot caves and small tilesets). Then again, you can just not kill anything and run around until they quit or die. Quite cruel, but warranted especially when they don't put any survivability mods on a lvl 0 frame and/or didn't bring at least one good wpn to kill in case sht hits the fan.

     

  2. I'm not too sure about the idea of increasing the cost of replicating the BP. In a way you're right that it is not fair for a clan that went and contributed to reach top 10% and then have a new clanny that didn't participate in the event to replicate the bp for 15k creds.

    I think the main problem is not knowing who contributed to the clan's reasearch. If DE implemented a system that allows Warlords/Vice Warlords to know who contributed to their clans then maybe just maybe you can implement some sort of tax (whether it be resources, more credits) for someone to replicate a BP. (I can already sense some people complaining that the resource requirements and credit cost is already too much to replicate and make the equipment.)

    We'll just have to see whether DE decides to let Warlords/Vice Warlords monitor who contributes in our clan. 

  3. On 4/12/2017 at 2:04 PM, [DE]Megan said:

    Fixed Ash being able to insta-kill the Juggernaut by doing a finisher. Finishers are unable to be performed on the Juggernaut/Juggernaut Behemoth. 

    welp rip.. one of the few reasons why I would use dat ash.. On a serious note though.. I didn't use Ash to one shot Juggernaut/Juggernaut Behemoth to trivialize content. I used it because he could one shot me through the wall with his spine strike and waiting for his tummy to be exposed to do any sort of significant damage is just frustrating. Not giving us tenno any mechanics to kill him but instead make us wait for boss mechanics is not fun..

    So my question is will there be a rework on Juggernaut's mechanics? And since I'm on the topic of annoying enemies, will Vay Hek the boss on node Oro, Earth also has some very frustrating mechanics. He can emp/drain all energy and can heal himself from killing his fellow grineer. Will he be receiving some sort of a rework as well as us tenno have to wait for his face to be exposed before we can blow our loads?

  4. If you're looking for good primaries, I can recommend Quanta Vandal and yea ever since the Tonkor nerf I've had to find ways to beef up the dmg using a buffer frame like Resonance Banshee. Combo the Ignis Wraith with Resonance Banshee and watch your enemies melt before you. I modded my Ignis for blast dmg to perma knockdown the mobs as banshee is very squishy. Plus the added bonus of built-in punch-through allows you to shoot ads behind cover and Banshee's 2nd ability Sonar not only acts as a buffer, but also a Enemy Sense/Enemy Radar mod. 

    Not sure if this is what you're looking for as this build is very specific, but I think if you're looking for good AoE dmg primary without the self-dmg, then you most likely have to use a buffer frame as well.

  5. Sortie Rewards

    Get rid of nitain. If sortie is end-game content then why have a resource as an end-game reward. I have plenty of nitain from doing the alerts.

    Reasons why most recently active players have less than 9 nitain:

    1) Newer players tend to have less nitain. (I'm assuming more newer players are active now, but I don't know, have to get DE to give the stats)

    2) Once a player attains all the content that requires nitain, why bother doing anymore nitain alerts? (Unless you are like me and save up nitain so when new content requires it, already have it) :devil:

    3) Some players don't have all the nodes unlocked to access nitain alerts freely

     

    Forma is welcome, but would much rather have Forma Bundle. at least it's fully-made.. (I'm looking at you Exilus Adaptor Blueprint) :angry:

     

    The 2k endo is just meh.. especially when a full gemmed Ayatan Orta Sculpture gives 2.7k endo. Sure it costs credits to extract, but can get more than enough credits from the trials.

     

    Raids

    Mm.. Maybe JV raid is playable again.. maybe

    There is also a bug since TWW update that forces a player to load into the mission with their most previously used loadout. This is a huge issue as say a player is playing an important role like EV Trinity and then load into the Second Stage of LoR as Volt. Like rip.. no more EV Trin for rest of raid unless you brought energy plates (rip energy pizzas) or a second EV Trinity. (Of all raids I've done never had 2 EV Trinities) 

     

    Smeeta Cat Changes

    Sigh.. was cool while it lasted. Felt amazing when RNG Cat proced Double Affinity/Loot right before picking up a Rare Syndicate Medallion. RIP.. welp back to the freezer with you cat.. permanently this time.. until maybe DE implements Vacuum on Cat/Dogs.

     

    Bladestorm Changes

    RIP Ash.. was fun while it lasted. Good thing I invested into replacement frames. 

  6. JV Raid is more broken than ever. Was in a JV raid earlier and couldn't even finish first stage because the game decided to teleport all players except host back to spawn. (This was the part where we completed the Archwing part of the mission and transitioning to Warframe part) 

  7. 1 hour ago, [DE]Megan said:

     

    • Fixed being able to desecrate Nekros’ Shadows and Atlas’ Rumblers in the Jordas Verdict. 

    Seriously!!!.. Like seriously why keep fixing things that you consider "exploits" and actually fix the things in JV raid that are causing the "exploits" to be used?!!

    "sigh"

    Guess I won't be doing JV for awhile. 

    On the bright side.. I can play Second Dream again.. :awkward:

  8. From reading some of the previous posts on this thread I see a lot of people having a lot of problems with a FoV. I also agree that the FoV is too close to my Archwing/Warframe which reduces visibility and in turn making it much more difficult to complete the mission's objective and to play Archwing altogether. Now, the question is why doesn't DE have any plans to tweak this? Most likely because The War Within update is coming soon. 

    On top of this, sometimes your FoV can bug at the very beginning of an Archwing mission causing you to see a face full of your warframe's booty. I'm not against looking at booty, but this FoV bug has been in the game long before SotR and I'd really like to pay attention to the mission objective and not have to stare at my WF's butt. 

    Now as for the constant spinning causing motion sickness and disorientation in Archwing is a huge problem for me personally. Not having a button that reorients myself according to where I am in the tileset and in space makes it very confusing and frustrating to have to deal with. This problem is especially prevalent in corpus tilesets where there are a lot of tight spaces and broken ships and JV Raid part 3 flying inside golem.  And sure the camera can reorient itself automatically, but it far too slow and sometimes it reorients me upside down which is very painful. I want to focus on my mission objectives not on where I am in space. Now with this, I'm wondering will there be a rework on the corpus tilesets in Archwing? Will there be a rework on JV Raid? Because this new movement system made these mission almost unplayable and I'd like to here your thoughts on it. 

    As for certain Archwing abilities that changed how they are used like Penumbra, I used to be able to stop pressing any of the movement keys and cast the skill and would instantly stop my Archwings movement. Now I have to slow down before I cast it otherwise the skill will break and turn off. Was this new Archwing movement intended to change how Archwing movement prioritizes over ablities? I had a lot more control over my Archwing prior to SotR and I'd really like that control back on my Archwing. 

    Honestly I think Archwing movement was fine and didn't need much of a change, the added diving and rising was good and the boosting made it hella fast. The added mission types for Archwing is definitely a plus, but the FoV, lack of control of AW movement just makes it hella frustrating. 

    I await your response DE. What sayeth you?!

     

  9. There is an issue with closing the void fissures at the moment as well. While closing the fissure, it can bug causing the fissure to stay open. The corrupted enemies stop spawning, you cannot put reactant into the fissure, and the timer for closing the fissure also stops. Thus causing failure of closing the fissure. Although my squad and I can still complete the mission, we just don't get the relic reward selection screen and don't lose the relics we brought with us. But this is a complete waste of time for me and my squad to have to do the mission again just cause the fissure decided to bug. 

    Another issue I would like to point out and I've seen previous posts mention this, is that not everyone in the squad sees the same rewards on the relic reward selection screen. Not sure if this is a bug or is intended to work like this, but if someone in my squad can see a rare drop on his reward screen and I can't see that same rare reward as them, then imagine how it feels to be on the receiving end of not being able to get that drop? Very salty that's for sure. 

    Now as for Sortie Rewards (I know this topic doesn't really belong here, but since I'm already on topic of rewards I might as well mention it), As I understand from previous posts on this problem is not everyone is receiving the same Sortie reward when they don't have that "box checked off." For example, if I received a Nezha Chassis Blueprint and one of my other squad mates never got that reward for that entire season of sorties so far, but ends up getting a Vazarin Lens for example. That squad mate should be able to get the same reward as me. Again, not sure if this is a bug or is intended to work like this, but if someone in my squad finished Sortie and got a Legendary Core and I only got a measly 25 Rare Fusion Cores.. oh the salt and rage I'll be channeling. 

    I await your response DE our almighty gods, our lords and saviors! 

  10. Yep was trying to make trades in dojo today. Kept getting kicked to login screen. RIP trades. And did a Nitain Alert earlier and was not awarded the Nitain. RIP Nitain. 

    "sigh"

    Support Ticket sent and pending!

    "patiently waits for DE's response"

  11. 7 hours ago, [DE]Rebecca said:

    Hotfix 18.13.2

    Trinity Changes & Fixes

    • Blessing: Damage Resistance is no longer calculated based on an Average, but instead a flat value simply capped at 75% (which can be achieved via use of Strength mods). The squad UI now shows who is in range with the Tenno Affinity marker.
    • Fixed Trinity’s Blessing dealing a possible infinite damage multiplier.

     

    Well.. this is.. interesting. This wasn't what I wanted Bless to become, but it's a start. I'll have to do some further testing in Raids and Sorties to see if the ability holds up against the level 100+ enemies, but here are my thoughts so far. The range is still too small for me to reliably heal and give the 75%DR to my squad mates. I would rather have the infinite range on Bless with a 100% heal, but definitely cap the DR and with a range cap (a previous post mentioned this), as I understand the 99%DR + infinite range at that time was definitely "trivializing content." I'll explain further why the infinite range needs to stay on Bless Trinity. Warframe is a very fast-paced game and my other squad mates are not always going to co-operate with me to stay in range of my heal when I'm playing Trinity. And big tilesets like Survival, Excavation, and some Interception missions, all the players in my squad are forced to group together on me to get the benefit of my Bless. It feels as though my other squad mates are forced to play around me, their DR Bless Trin just so they don't get one-shot by a level 100+ mob with a hit-scan weapon and aimbot accuracy. I don't want to take away another players' playstyle and have their freedom to move out and about taken away. This range restriction is causing me to struggle between me wanting to keep them alive so I don't have to constantly revive them and me wanting their freedom of play. (And no, telling me to play solo as Trin is not a solution to this problem because it is just not fitting of a "support themed" frame)

    This also brings up the issue of having the 50m Bless range in Raids, especially JV Raid. As it currently stands there is no support Archwing in the game to heal the players feeding golem on the 3rd part of JV. So, the party playing outside golem is in for a lot suffering from all the homing projectiles and mobs that can 1-2 shot them all while their trying to feed golem delicious meatballs. Now the party playing inside golem faces utter chaos from being swarmed by endless amounts of infested enemies, armor degradation, knock-downs, and massive health degeneration all while their trying to figure out how to tickle one of Jordas Golem's nerves. And playing as Bless Trin now, my Bless cannot heal the players outside in Archwing Gear.

    And this raises the issue of enemy scaling. I know DE, you're looking into it. But the fact is, there is no frame in the game that can out heal the damage dealt to them from endgame mobs. The reason why Bless Trin was used prior to Hotfix 18.13 was because the endgame level 100+ mobs again, can 360noscopeheadshot us Tenno with one-shot hit-scan weapons. It's frustrating and punishing to constantly to go down to enemies that can't be dodged, tanked, or healed. And if I'm playing as the designated healer Bless Trinity and my teammates go down, it's my fault. But nerfing my reliable heal and DR doesn't make it my fault. And is there a better alternative to play as a support frame?.. (What? Oberon? He's just kinda.. meh and I'll explain more down below. And Equinox? Still cannot out heal the damage dealt to them)

    And the thing that hurt me the most between the times of Hotfix 18.13 and 18.13.2 was when I was squading up for JV Raid and the host asked for Oberon as the designated healer. OBERON?! The most underpowered frame, the frame that needs the most buffing, and the most reworking, was at that point better and more reliable healer than Trinity. I felt so.. insulted.. as a Trin Main to be outclassed by Obruh in healing, as his 3rd ability Renewal has infinite range had just became a more reliable heal than Bless(A 4th ability/Ultimate). I'm in no way saying nerf Obe Won, definitely buff, but I can't say which direction to lean Oberon towards since he incorporates damage, cc and healing all into one frame (A-Jack-of-All-Trades), but he isn't especially good at doing all those things, he's just.. borderline ok. As for Trinity, I just want Bless to be great again.

    #MakeBlessGreatAgain

  12. Here are my thoughts of volt after the rework. 

    Passive: I absolutely love it, Damage + depending on distance traveled is totally genius. 

    Shock: Honestly feels very weak of an ability like previous posts have mentioned in terms of damage because if my build has a lot of Power Strength I expect more Damage to be outputted, but that is not the case. Partially also because Electric Damage alone isn't very effective against most enemies in the game. Very good CC ability though.

    Speed: Very nice, that this ability still grants me speed since, I built my Volt to be speed demon because it's just so much fun going zoom-zoom. But, like previous posts in this thread, there's issue on the Speed Coil spawning behind Volt, so if allies are in front of Volt they would have to go back and pick it up if they want the speed. Volt also cannot to see the Speed Coil dropped so a Volt player cannot mark the location of the coil to help squad mates that want the speed (Previous posts mention this). And that 1/2 sec-1 second delay before casting which I find very annoying because before the rework the speed would be instantly activated once I pressed the button. Feels like it breaks the flow of movement. Would really like Volt Speed to be activated instantly again. 

    Electric Shield: Loving the visual update on the shield, looks very crisp and edgy. Keep it. As cool as it looks though, casting Shock through Electric Shield again does very negligible damage. I don't have much incentive to pick up my shield when my is energy draining and movement speed is reduced and the Shield only covers the front of Volt and limited to weapons that can be used and only max of 4 shields can be cast. Too many limitations here. I would rather cast another electric shield than to pick it up because picking up the shield just doesn't feel fun. The prompt for picking up shield should disappear when aiming. I would recommend reverting the shield to what is was before and cap the number of shields being cast because I know infinite shields was fun, but definitely very broken. 

    Discharge: This ability looks very nice. Great CC ability, Range is lacking compared to pre-rework Volt. Damage is also something this ability lacks compared to what it was before. And not being able to cast this ability while being in midair like it was before just doesn't fit because like a previous post has mentioned, lightning travels in any direction. (Volt goes where he pleases)

    I think at the moment, Volt is in an identity crisis of should Volt deal tons of Damage frame or a CC frame? Right now at the moment he is looking a lot like it is better to build him for CC rather than to build for damage. Hard to decide which direction to lean towards. But at least I still have my Volt Speed! 

  13. On 5/30/2016 at 10:52 PM, shootaman777 said:

    While what you're saying makes overall sense, objectively, I would have to say:  

    Blessing Trinity was technically too powerful for the effort required to obtain a 99% DR, yes.  But that is not the problem, since Blessing Trinities were in no way abused.  They did not earn a nerf, as the only use of Blessing Trinities was in endgame squads, where anything less than a 99% DR is irrelevant for negating damage, and healing is useless, as being one-shotted still is a large problem of endgame missions.  

    Also, adding bulk is useless when a player just gets slaughtered anyways.  Your quick fix to this, Quick Thinking, is a terrible idea.  Quick Thinking is designed for tanks, who can sustain the heavy 240% energy drain from health loss, since their armor gives them enough of a DR to not take too much damage in the first place.  

    Let's say, for argument's sake, that an endgame enemy can dish out 5,000 dps (a very gross underestimate), and you take all of that damage.  Your armor kicks in.  With about 200, let's say that this damage gets halved.  So now you have an incoming 2500 damage.  An Inaros can survive that, if modded for added health.  However, Inaros will face a problem in the second second of being under enemy fire, with about 4500 max health to work with.  So, it will be 500 hp short at the end.  Let's say that rage is on this build.  Inaros will have maximum energy at this point, which with a flow is 300.  That 300 energy alone will allow Inaros to survive another 720 post-armor calculation damage, so it will survive with 220 QT health energy left, or 220/2.4, or 91.6 energy, with the added 0.4*500 or 200 added energy, draining a total of about 10 energy from Inaros.  Now, the next second of 2500 damage will have 2500*0.4 converted into energy, or 1000 energy, so with 1291.6 energy, QT enables Inaros to take 2.4*1291.6 damage, or 3099.84 damage, leaving Inaros with 3099.84-2500 or 599.84 potential health, which is 599.84/2.4 or 249.93 energy, draining 291.6-249.93 or 41.6 energy.  So, given this, Inaros will hold out for another 249.93/41.6 or 6.007 seconds, and then die.  Surviving for about 10 seconds of this damage, Inaros is considered to be a tank.  

    Now, imagine this where 5,000 dps is really AT LEAST 10,000-15,000 dps, and that is only considering one enemy.  Then, imagine having 65 or 15 armor, with an almost negligible damage reduction.  Then, imagine having only 300 shields and 300 health maximum.  Then, imagine that dps to not be dps, but the damage of a single bullet.  Then, imagine that the enemy has an automatic weapon.  Then, imagine that they get a critical hit and/or a headshot on you, multiplying the damage at least 2x for the critical hit and another 2x for the headshot.  Then, imagine this with a hitscan weapon that is nearly impossible to effectively dodge or even detect a bullet from.  Then, imagine this hypothetical scenario having the hypothetical bullet spray shot at you from 65 meters away with perfect accuracy from a position that you cannot see, potentially behind you.  Then, imagine multiple enemies to be shooting at you at the same time.  

    WELCOME TO RAIDS AND SORTIE 3'S, MY FRIEND.  

    Tell me that slapping on a Quick Thinking will help.  Tell me that Rage will make it easier to use Quick Thinking.  Then crunch some numbers for me, the same way I did for you (and wasted an hour on you, to boot).  Tell me how long each Warframe used in sorties and raids for their CC capabilities has a chance of surviving a single bullet, even with a full tank build, which would make the Warframe's CC capabilities useless, and have even more enemies shooting at them.  Then, I MAY listen to your thoughts on the subject.  

    And, guess what?  I just realised that I've been wasting my time proving you wrong in the first place.  You made an assertion (that Quick Thinking/Rage would actually help in endgame missions) that you could not prove to be correct.  I should not have had to waste my time proving you to be incorrect.  Do some simple math before coming to the forums and spreading misinformation.  

    You say that using a Blessing Trinity requires more 'situational awareness'?  What a joke.  Here's one for you: the use of it is now highly impractical.  Consider, for a second, the logistics of using a Blessing Trinity in a squad of 4.  It requires communication, and every player has to be able to damage themselves, and to use Quick Thinking to give themselves that nice, sensual 99% DR.  That requires 'situational awareness', as you put it.  Now consider the logistics of it in a LoR raid, with 8 squad members.  Every team member would have to be in perfect sync, always watching their health and the DR timer on top of everything else (especially for a bomb carrier in LoR part 1, what with having to damage themself and depend on Quick Thinking to survive while also making sure to have enough energy to carry the bomb), otherwise there would be no way to get that PITA (pain in the &#!) 99% DR and have it be practical.  (Since I know you're inexperienced with JV raids, I'll tell you more about them, later in this reply).  Now, consider the logistics of an 8-man Jordas raid (at least 6 players with experience are almost purely essential and necessary for a JV raid), with massive uncontrollable health drains (hundreds per second, as you'll see later in the reply) and a part of the mission where half the team is in Archwing fighting a Jordas capable of one-shotting them with no self-damaging capabilities and no Quick Thinking, and the other half faces that uncontrollable health drain.  It is now NIGH ON IMPOSSIBLE TO OBTAIN AN ALMOST PERPETUALLY NECESSARY NICE, SENSUAL 99% DR, no matter what a Blessing Trinity does.  Tell me that getting that nice, sensual 99% DR now requires 'situational awareness'.  Go ahead.  I dare you.  The only 'situational awareness' that a Blessing Trinity now has in a JV raid is being aware to how useless they are in that situation.  

    You say that this will open the meta to other healing frames?  WRONG.  The meta is composed of midgame-level crap that never needed nor used a Blessing Trinity's DR to begin with.  Blessing Trinity was never a part of said meta, nor a healer.  Equinox's Mend would be useful in endgame scenarios, with enemy health being so stupidly high, where an Equinox could probably heal their entire team after absorbing the health of a single enemy.  Then again, the problem remains: the enemies in endgame level missions are so tough to kill, or the mission is so objective based, that killing enemies is not an option without an Ash or an EV Trinity that uses % of enemy max health/finishers/finisher damage to combat the endlessly scaling enemies.  

    Also, the rest of your thread, about Trinity needing to be skill-based and yada yada yada and that using Quick Thinking is something that newer players are not capable of using, I am too angered to even read.  

    Also, I could tell you about JV, and how it is IMPOSSIBLE to complete without Blessing spam or DR, the first of which is impossible to keep up due to enemy spawns being overextended enough where it is hard enough to find an enemy to kill for an antiserum injector as is, and the DR from the former Blessing Trinity was the only viable option to make this work.  That just leaves DR remaining.  Now, not standing in a blue bubble for a few seconds will result in taking hundreds of damage per second with no way to counteract it.  These blue bubbles are stationary, and sourced from bringing antiserum injector drops from enemies (of which you can only carry two at a time) to specific locations that then create blue bubbles of survivability.  Oh, and did I mention the level 100+ Infestation waiting to kill you at all times?  Did I mention having to face level 100+ Infested enemies using ARCHWING gear, and that these infested enemies have RANGED attacks?  Did I mention that you also had to handle almost undodgeable massively ranged and powerful homing AoE attacks from a level 100 Jordas in Archwing?  Oh, and also, you can't apply your precious Quick Thinking in Archwing, too.  You said you didn't know enough about the JV raid to comment on it, THERE YOU GO.  Now you know just how #*($%%@ you are the next time you try to do a JV raid, and that you were in support of being #*($%%@.  Enjoy yourself on that front when you begin to do JV raids.  

    AND THEN YOU GO AND CALL FOR AN ENERGY VAMPIRE NERF.  Just when I thought it couldn't get any worse, there you go and prove me wrong.  Nerfing Energy Vampire will destroy any ability to beat endgame level content without stealthing through the whole thing with a Loki squad, which defeats the purpose of having multiple Warframes exist in the first place.  The energy economy would also be completely destroyed by an Energy Vampire nerf, and then the next way to get energy gets nerfed, and then people like you will be standing there saying "WHAT HAPPENED TO BEING ABLE TO USE ABILITIES" even though this is what you wanted the whole time, and I'll be long gone on some other game by then, having called my 2000 hours of Warframe playing, a complete waste of time.  

    And you mentioned an EV nerf........ with a smile....... 

    smh, how can you post your opinions and untested assumptions as facts so confidently on the forums as misinformation?  I wish I had that much confidence even if it is false, so please tell me your secret.  I also wish I was less insulting in my response to you, but you're about the 30th post of the same crap I've seen all day, and I've been on the forums literally all day just trying to show DE that when they eventually may or may not review these posts, that we can make sense and get along and come up with logical solutions if we work together, but it's posts like the one I am responding to right now that make me lose faith in the Tenno community. 

    This. As harsh as this post sounds, it is very true. There is currently no frame in the game that can out heal the damage dealt to them by endgame enemies. These enemies being very prevalent in Raids and Sorties. Enemy Scaling is so ridiculous, of course people are going to use Bless Trinity and this build is definitely not "cheese." I rarely see Bless Trin used outside of Long Endless Runs like Survival and Defense and/or Raids and Sorties. And the reason why this isn't "cheese" is because this type of Trinity play and build has been around for so long that it is no longer "cheese." It has become a standard/meta to have a Bless Trinity in the squad to play Raids especially. 

    I've recently played LoR and JV Raids and anything less than 75% DR is just.. not good enough. Players were constantly going down and as the designated Healer it is my job to heal them, but my only reliable healing ability has been nerfed to the ground. And this equation on how bless calculates the DR just doesn't make any sense to me. It calculates based on the average health of entire squad. Imagine running a 5-man Raid and trying to get all squad mates health low enough so that the Trin can get a high DR from Bless. Not all squad mates will want to run QT, Rage, Flow/Primed Flow combo just to do that because it changes other players builds/playstyle and not everyone in the squad will want that.  So in turn, it is almost impossible to hit Bless with at least 75% DR in a 5+ man Raid. And JV Raid.. rip the people outside feeding golem and the people playing inside golem is just so chaotic. There is currently no medic Archwing in the game so playing outside golem is just a pain now. And Nightmare LoR Raid.. oh god I don't even want to try doing that. I understand DE is trying to give what veteran players want and trying to make endgame more difficult and challenging, but having to constantly spam bless to heal and being within range to heal is just frustrating and punishing for the Trin player. As a trin player, I cannot control the location of my other squad mates to make sure they don't wander outside my range to heal them. I do not want to be constantly reviving my allies because they chose to wander outside my heal radius and I'm being punished for playing with more players in a squad. .

    The thing that bugs me the most about this change is if Trinity is supposed to be a "support frame" then how come DE made it almost impossible to hit 99% DR bless in a squad? The only way I can reliably hit 99% DR Bless now is playing solo, as I can self damage myself to 2/health with my Glaive. This doesn't fit Trinity's character/theme to be played solo when she's is clearly a "support frame." Bless has now become an ability that doesn't deserve to be called an Ultimate/4th ability. 

    And DE, I would highly recommend reverting this change and take a look at the extremely high enemy scaling and if you're going to nerf Bless Trinity, the enemies must also be scaled down to compensate. 

    And the thing with EV Trinity. DE if you nerf EV Trinity also, need I remind you of the time you got rid of Speed Nova and had to revert the change back because of the backlash. But say you were to nerf EV Trin also, what builds to trinity players have left? Link Trinity? I've never seen anyone ask for a Link Trinity in recruitment chat. And Trinity's first ability Well of Life is just utter garbage and I'll only use it as a last resort single target CC ability which I'm sure that is not what the skill is intended to be used for. Trin's first ability is supposed to be for healing, but it is just not reliable and veteran players in my squad just complain about how the mob has so much health and how much longer it is to kill the mob that I just cast Well of Life on. Furthermore, how many veteran Trin players even use Well of Life? Practically none, no vet of Trin will use Well of Life and now you nerf the only reliable heal that Trin has, Bless. 

    As a Trin main and the reason why I play Trin is because I like the feeling of being wanted and needed. And who doesn't like being wanted and needed? I remember seeing in Recruitment chat back when I first started playing this game H > Draco LF EV constantly. and sure it's kinda annoying now, but back then I saw this as an opportunity to progress in the game. Since so many people were looking for EV Trin, I knew I had to be a Trinity main because there was so much demand for it. It took hard work, effort and time (2 weeks for me) to get my EV Trin up and running. It felt like such an accomplishment for me at the time to be able to play EV Trin. And now to nerf Bless, one of the builds I've invested all that time and effort putting a potatoe, formas, and getting all the mods to make it just to have it completely shut down and useless in a team setting is just not fair. 

  14. I was in a T3 Def and I was reviving a downed ally and after I revived my ally, I was stuck in a walking/running animation, but couldn't move. And also i couldn't use any of my abilities and could not fire my weapons nor could I switch weapons. This happened TWICE in the same mission!! At that point I decided not the revive my allies anymore. 

    And /unstuck did not work either. Only way to fix it is to die and use a revive. 

    I was using Vazarin focus school at the time with the New Moon ability equiped. DE please fix this.. I can't show my dedication and love for Vazarin without my insta revive. =(

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