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About ShogunGunshow

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    Silver Disciple

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  1. Personally, I think if anything should be removed, it should be Defy. Put Celestial Twin in its slot. Give him health-link with his twin so that you split damage with your twin to make up for the loss in mitigation. Make it so that if Wukong 'dies' with his Twin active, the Twin pops instead, providing Wukong with the buff ability of his passive and a few seconds of invulnerability and health regen. Way more thematically appropriate. Then you bake the spin effect into Iron Jab. Rename Iron Jab to Iron Tempest. Tapping the ability casts it as normal. Holding the ability button triggers the new Defy absorb effect. This gives his #1 more utility and choices to make when using it, his #3 now has an element of resource management (trying to top off in the invulnerability window), gets rid of a generic, unflavorful ability, and preserves current active builds while still allowing them to get rid of the non-interactive DefyRage one while replacing it with Spectral Twin. I'd MUCH prefer that.
  2. Mechanics that encourage you to court death are terrible and go against the flow of the game. This goes double if you can only do so a few times per mission. And goes triple if you can't even determine what buff you're going to get. It's an awful passive, and doesn't even thematically fit with Wukong. (If you wanted a 'limited number of times you can be saved from almost certain death' passive, Valkyr cats-have-nine-lives-frame is RIGHT THERE.) I'm going to miss the hell out of Iron Vault. Nothing like whipping out the Arca Triton, building up a full charge, then using Iron Vault and dropping a megaton nuke on the enemy. I enjoyed that build, and wish DE would stop removing ways to play from the game with every rework.
  3. You should either need to hit X to pick the revive item up or it shouldn't reduce your health.
  4. 60 minute survivals are goddamned Satan-spawn. They're not challenging, they're boring, and their main challenge comes from hoping that the host's connection doesn't take a S#&$ or that someone is so zombified from the dullness that they auto-pilot trigger a canister. I literally start falling asleep during these nightwave survivals. Make it a 20 minute survival where enemies start at 80-100, for the love of god.
  5. Some combos may have changed, but there are plenty that still require you to hit block in order to pull off the chain. Except it's not block, now. It's Aim. So during the middle of your melee combo, you're now required to have to pull out your gun just to 'aim' to do that chain. This is especially frustrating if you want to make use of the option to melee with LMB. Tapping RMB will swap your equipped weapon back to your gun, which means LMB no longer swings your melee anymore. This means to do a basic LMB, LMB+RMB, LMB beginning of a combo chain, you have to LMB, RMB+E (to flip your melee back to being primary), LMB. Which is supremely awkward, and it really should not be the case that an option designed to cater to players who prefer melee as their primary makes it more clunky to do combo. And that's not even getting into the zooming effect mid combo that can, depending on the default zoom magnification of the weapon, seriously disorient or even make you sick. Like, I get it. I get why - because blocking no longer exists. But in an update that touts the word 'Flow,' this is the exact opposite. It's janky and unintuitive. Please have someone go through the combos and replace RMB requirements with either a straight up directional input or a Pause, please.
  6. Koppra Faulds no longer seamlessly blend with the female operator. Model is now floating in a ring around her hips and looks very poor.
  7. No. What game do you think you're playing.
  8. I've been wishing they would stop with the 'we'll try to have it out today' announcements for years at this point, because everyone always treats it like a promise and the mountains of salt are ridiculous.
  9. This is expected by this point. If DE says they're going to 'try' to release on a day, always assume it'll be the next 1-3 days. It's just kinda how they operate.
  10. Less time to fix bugs before going away for the weekend.
  11. Still waiting on that dev workshop. Still have a hard time believing that a 'build it and spend it' combo system would be all that compelling. This isn't a character action game where you're spending multiple hits on a single enemy, juggling them and cashing out a string with a huge hit. It's a game where spaceninjas are flipping around at ultra high speed blowing up entire rooms at once with their weapons, and where enemies start to scale so powerfully that having to take time attacking some of them means you're going to get smeared across the floor like a bug on a windshield. I see two outcomes: either normal attacks are strong enough and valuable enough so that you don't ever need to drop your combo (and all the benefits that come from it) with a heavy attack, or heavy attacks become necessary, in which case your normal attacks won't do S#&$ against high level enemies, leading you to either being pasted, or taking so long to kill enemies that your team will just pop their head into your room and one-shot the thing you're trying to whittle down. I mean, that's speculation on my part, but that's all I have to go on because, again, THE WORKSHOP DETAILING HOW THAT S#&$ IS SUPPOSED TO WORK IS *STILL NOT UP* WHEN IT WAS MENTIONED WEEKS AND WEEKS AGO. Did you end up having to redo the whole system or something?
  12. It's almost comical how the cycle repeats itself every time. You'd think you guys would learn to recognize when an ability is going to get nerfed, but somehow you always work up the salt to complain when the latest 'hit 4 and win' button gets the nerf bat.
  13. Sure would be nice to get that dev workshop that was mentioned weeks ago.
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