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Captain_Of_Red

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Posts posted by Captain_Of_Red

  1. 21 minutes ago, taiiat said:

    the higher Status offsets the cons vs the other item a lot more than you think it does, since we're talking about comparing only Slash Status.

    Dread only became even remotely relevant for applying Slash Status when Hunter Munitions was introduced into the game. before that, it was totally useless for applying Slash Status because of the same consistency problems you're complaining about.

    The high status really doesn't offset much. It takes about 5-6 shots on average to kill a level 100 bombard, whereas the Dread only takes 1-2. The Dread slash procs often (61% chance) with Hunter Munitions, but the Miter only crits every 2-4 shots (38% chance). 

    The dread might've only become consistent after Hunter Munitions, but the Miter is inconsistent right now. Even if the Dread was more inconsistent in the past, it still wouldn't matter how they used to compare because the game's not going to be un-updated any time soon.

  2.     The Miter is a weapon that really doesn't do anything well. It's designed for single-target and line damage, but outperformed by the Dread in both of these. 

        The Dread has more damage (336 vs 250), much higher crit chance (50% vs 10%), a faster charge (.5s vs .75s), and better base polarities (2 y vs 1 dash) The only thing that keeps the Miter slightly useable, even by itself, is its 50% status chance. If you hit a crit+headshot+slash proc (~35% chance of occurring. You have to shoot 5 charged shots to have an 89% chance of this), the damage is manageable. It deals ~75% of a level 100 Bombard's health over the full slash proc. Not all that good, considering the base Ignis can kill that same bombard in 4 seconds, and sweeps low level missions like nothing else. 

        The biggest issue here is inconsistency. When it crits, it's pretty decent. When it doesn't crit, it's awful. The chance is just too low. Having to shoot 4-5 charged headshots at every single enemy in hopes of a single crit isn't exactly something that can make it past level 60 enemies.

        The thing needs some changes for the better, and more base crit chance is the biggest thing it could receive.
    So, what can we do to make the Miter worth using? 
    There are a few potential solutions to this. One would be to replace its syndicate mod with one that gives it +15% base crit chance.
    Another potential solution would be to introduce a Wraith Miter, or maybe even a Prisma one. It could have 20-25% crit chance with the rest of its stats boosted a bit.
    They could buff the base weapon up to 25% base crit chance, but DE doesn't like to do individual weapon changes and that solution would probably cause more problems beyond itself.

        The Miter is a cool concept that goes to waste with its awful stats. It should have some time in the useable bin after being trash tier as long as I can remember.

  3. Why does self damage still virtually one shot every frame from full health? So many weapons still do more damage to you than they do to enemies. Pentas, Ogris, Talons, almost any explosive weapon has crippling self damage that prevents them from being useful in close range while not providing damage to compensate. The Risk/Reward is terrible.


    Now I'm not saying every explosive weapon is bad by any means. There are plenty of good ones. I'm saying that it's not a fun mechanic and it doesn't make sense for it to stay as incredibly damaging as it is. 

    There's no option to see the explosion hitboxes more accurately and the graphics are misleading on many(especially with + blast range), making it hard to avoid your own explosions or judge whether or not they'll hit enemies. 

    It would be amazing if self damage was reduced to levels at which it isn't super risky to use them in general. Something like capping the damage at a % of maximum health/shield. Maybe a mod in the Exilus or Aura slot that increases that threshold to give you options to enhance their usability, much like Rifle Amp and Steel Charge for their respective weapon types. 

    Cautious Shot isn't a viable candidate for self damage reduction. Sacrificing weapon damage AND valuable weapon mod space isn't what it should take to not die in one shot from your own gun in a PvE game with hordes of enemies.

    • Like 1
  4. Ivara's prowl seems to dispell by itself if it activates any time during the double jump mid-air roll looking animation. This means that the invisibility actually has to activate during the double jump, casting it right then doesnt dispell it. It doesnt seem to dispell if you aren't making any movement inputs while performing the second jump. 

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