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ShogunGunshow

Hunter
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Everything posted by ShogunGunshow

  1. Yup. It's multiplicative, based off of the final number. There's not really any modding out of it. This tragically does not allow Trinity to have 0% duration Energy Vampire.
  2. Uhm. Eclipse is the damage buff. It doesn't have doppelgangers. Do you mean Hall of Mirrors?
  3. Reject duration, embrace Dante. And then pray that someone of your team got a CC frame for mission 2.
  4. Since I do not give one solitary fig about vosfor, I just picked Dante as my flex since he doesn't care if he gets duration nerfed. Overguard still gonna last forever and nullifies the other modifiers. You probably still want someone to do CC or protect the mirror defense objectives in the second round, though.
  5. Feels like they're definitely grouped deliberately, lol. Modifiers this week: - Activating an ability does 50 damage in an area around you (probably also includes you) - Shield Regen delay increased by 500% - Pickups cannot heal you, you cannot pick up Health Orbs - Ability durations reduced by 75% I guess it's Dante time and/or Revenant time. Again. Or maybe a negative duration Trinity just to see what happens with Energy Vampire with 75% less duration, whether that's a 0% duration or it just ticks 4x faster lol.
  6. I think Pablo has stated explicitly on some podcast somewhere that, if he could wave a magic wand to undo the team's previous decisions to put stuff like triple digit increases to critical chance on mods, he would do it. I wish he could, too. We're at the point where common enemies in Deep Arch have EHP in the millions, with Rogue Necramechs having EHP in the hundreds of millions. At a certain point, DE might have to do something drastic about our damage, because they're starting to run up against the limits of the game engine. Like, consider Nezha's new damage cap on his augment, and think about how ludicrously, extravagantly high that would have seemed just a few years ago. And I don't want the solution to be "well every enemy past this level has 99.9% damage reduction that you can't strip so, so there."
  7. The last time they tried to rein in power with the ammo economy changes they undermined it just a few months later by releasing garbage like the incarnon torid. I think the new team at this point has pretty much given up on providing challenge outside of randomized content, and has settled on giving players their desired dopamine factories, as long as it doesn't break things too hard. Just riding it out until the game completely falls apart from creep in 5 years.
  8. Honestly I almost never see Smeetas out in the wild. It's always something like a Diriga ("Give me free casts now"), a Nautilus ("Group therapy time"), or a Hound ("everything in this tileset needs more Viral than a cruise ship in 2020"). I'm somewhat skeptical that Smeeta even needs a nerf considering the feared Smeeta Apocalypse has yet to materialize.
  9. I feel like it would dramatically improve the QOL for Nidus in group play if he were able to benefit off of the increased performance of his allies. It can be a flat chance - like 20% or something - and now, while it would be better if Nidus were able to get those stacks himself, if there's a player that's just totally dominating and preventing him from building stacks, he can tether to them. It would be keeping in theme with the ability being symbiotic, appropriately, and now Nidus has a greater incentive to partner up with other players and feed them his incredible Strength increase without feeling like he's undermining his own playstyle. Win/win.
  10. Noticed this while fooling around. The instant I melee'd all of the overguard given to my Diriga would disappear, giving a brief invulnerability window as if it had been depleted via damage. Ran several tests. Repeatable, on all the companions I tested, with all the melees I tested. Demonstration below.
  11. Alternately they also could just let the Drifter use f***ing weapons because they keep being able to do so in Duviri (melees) and quests (nataruk).
  12. Operator needs some form of scaling, like a fully moddable amp or something. They became very powerful with the Angels of the Zariman update, but in only two years they've fallen behind - again. Either that, or they need another couple of nodes on their tree and a third ability. Or both.
  13. Sure. It should be consistent. Saryn will still be powerful. Thermal Sunder getting capped in the head, especially as a helminth, is a positive, and Equinox's garbage hasn't been good in years anyway.
  14. I mean. Yes. I would like that. DE should be consistent.
  15. The reload bug is easy to see by just using it for a while. This further limits effective choices for clones to things that either have a naturally fast reload, or have an atypical reload (like bows). Slow reloads are already painful enough on a clone that's just standing out in the open slowly sidewalking without them reloading twice.
  16. Would be nice. That's also the patch that made it so you couldn't just jump and melee slam down as an operator.
  17. Arcane Helmets were axed specifically because they were a terrible idea. Why in God's name would you think DE would bring that back ever.
  18. CC is a rudderless system because any enemy that's subject to it, you don't need it for, and the enemies you'd want it for are immune. Same with other warframe abilities, really. A lot of debuffs only work on enemies already destined to be vaporized on contact.
  19. Perhaps you should introduce a new feature where, if I've previously mastered a weapon and don't currently have it in my inventory, I should be able to pay a pittance of currency in credits or materials to 'repull' a fresh version of it from a collections tab/"cold storage" or something. I'm weird and basically never throw away anything I've crafted, but the incentive structure you've created for 11 years - where players have limited slots without paying RMC and also keep the mastery of guns they've thrown away - has encouraged churn and the building, mastering, and subsequent tossing of "fodder" weapons. Duviri might've had more of an issue in this regard, but at least you always provided a basic version for players to equip. If you're going to suddenly reverse the incentives this dramatically and push players to keep a copy of everything, you could at least meet players halfway and make it so they don't have to refarm half the game.
  20. No amount of explanation is going to convince anyone of anything at this point, peoples' minds are made up.
  21. 30% reduction leading to half the square meters covered would've been slightly more reasonable. I don't think anyone at DE understands the square-cube law and thus didn't realize that halving the radius reduced the actual area hit by 75%.
  22. I'm aware of what it is. I'm saying that that's silly.
  23. I what why. Surging Blades should be default and you should be able to throw it into her ult to do the same thing. Why would you make an interaction like that dependent on a weapon, lol
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