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Tau.

PC Member
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Everything posted by Tau.

  1. Improvements are all good. In fact I count three improvements to the Onos in this hotfix alone - technical and visual - and yet its most glaring issue remains: its glowy blue gas/liquid/plasma canister on the back not taking to color customization, clashing with any look that doesn't use that same blue. There's a reason I use orange-x-indigo dualtone energy colors - the results don't assault my retinas. Why is it such a common issue for color channel rigging to be incomplete on items for years? Hell, the Zephyr Harrier skin and Operator suit still have sections on them with uncolorable pale-purplish metal. Drifter attachment energy/emissive channels are reversed, and half their suit items simply don't emit dualtones at all. Does nobody in the development process do a little test coloring before release?
  2. Fairly short post, and even shorter 'TL;DR:' request: Increase the keyglyph drop rates. Among the qol this update brought to Disruption as a game mode, this particular node is S tier with only one small con: the keyglyph drop rates are noticeably slower from enemies compared to all other Disruptions. I assume it was assumed in design that the Gruzzlings would offset that, but in practice it ends up timegated far heavier than other Disruptions and considerably slower. A simple tweak of rates/timers could fix that. Other feedback: Gruzzlings - Alright, WF has loot goblins. The obnoxious thing about them is the excessive damage mitigation and cc immunity they sport. In regular mode they're still plenty doable, but in Netracell+ levels, setups that vaporize all other enemies can still find it a chore - and not a sure one - to manage to down the little gremlin in time before it disappears. Them scaling up to be such a pain in higher levels, and the keyglyph drop rates being so bad on regular enemies, make them a prohibitive bottleneck to the prospect of longer runs. Tone down their scaling, tone down their mitigation layers, or give them a mechanic where they can't escape while a player is nearby (5-8m?). Necramech Demolysts - S tier call. They moderately engage the player, instead of just beelining it and ignoring the player like the other Disruptions, and their weakpoints are great for incentivizing the use of a brain cell or two. No nullifier bubbles bs: thank you, nobody likes those, and I'm all for a design direction that uses less and less of that crutch. Though on the topic of the mechs in general, I can't help but notice: Voidrigs' hitboxes break while they're airborne/hovering in combat (which is most of the time for them), making them far more of a problem to dispose of than probably intended, compared to Bonewidows whose weakpoints are properly functional. You can shoot Voidrigs' back weakspots all you like, but if they're airborne, they still register as bodyshots and thus subject to far harsher damage mitigation (if they even register as hits at all). This is, again, an issue that compounds at higher levels. Also a flavor thought: could have Bonewidow grab Murmur enemies with its Meathook ability and heal a little from them - to have a longevity extension in line with Voidrigs' Storm Cloak - that'd be a very neat interaction to see in general, in this tileset. And simply because the game mode is in recent-enough memory for it to be remotely possible this could get looked at: The Demolysts in other Disruption missions are uhh... some of them are rough. The Juggernaut Demolysts of Ur appear to be outright bugged, still - since launch - deciding on a whim if they're going to be mechanically immune to status effects or not for the whole of the mission, others lack headshot hitboxes or they don't work, the list of what all appear to be broken interaction-negations is long enough to where the whole roster of them could use a revisit and a facelift more resembling the gameplay that Armatus brought.
  3. To piggypack off of this: As best as I can tell, LOS-based abilities raytrace from the center of the player's character model, which is incongruous from what we see of the game space from the over-the-shoulder camera view, so what shots look to be within the player's own line of sight may get clipped by terrain that's in the way of that lower actual origin point. I don't know how big of an undertaking it'd be on the back-end to move that origin up in line with the camera for the whole roster, but it'd definitely be a worthwhile one.
  4. What in God's name did you guys do to his 3? As of Dante Unbound, it steadily decays charges away on its own, without even anything around to be doing any hits. Qorvex visibly flinches and has a hit-taken flinch animation and shield pulse playing every few seconds when it's up.
  5. But not the handful of new tracks that came with this update. Ree.
  6. Can ya'll fix the glowy blue gas/liquid/plasma canister on the Onos not taking to color customization? I really don't want another Sevagoth Glaukus situation where a simple coloration fix takes over 4 months before I can use it.
  7. Sure, you guys like to say the community likes to comment on an update before even trying it, and I'll test to see if it's as bad as it sounds, but if that wording is accurate, then the words I have for it are: "You try to hype up blast with the Nightwave aesthetic, you try to hype up blast with Gauss prime, you try to hype up blast with talking specifically about it with the Alchemy game mode, you make a trend of sprucing up the less-visited elements lately (Corrosive, Cold, Puncture, Impact, and even Magnetic), you release a high-investment item that gives blast the tiniest of fringe applications at the cost of far more effective options - as a tradeoff of damage for an aspect of "active cover fire" - only to axe it first thing this year by tying it down to shield recharge delay. Nice." Edit: Yeah it's exactly as bad as it sounds. Topaz shards are now dead content.
  8. When can we get the tunes for the Somachord?
  9. I like the addition of Void Angels in these assassinations - please keep them around after. More side objectives like them are nice.
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