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LightlessIvara

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  1. Well like I have said I do think that this is a bug as my tests were as a client and not the host. I highly suspect some of these inconsistencies are based off of that as this is not the first time things have behaved differently as a client vs as a host. Regardless I take issue with that as it should be a 1:1 copy of noctua like the game would imply but it simply isnt. Either they need to normalize it so it fully scales with your allies modded firerate so it can work well with fast firing weapons or better yet they need to normalize it as a half strength copy of Dante's noctua.
  2. It doesn't actually as it only does half of a 100% strength noctua regardless of your ability strength. This is also only true if you are Dante. If you are not Dante it will instead only do half the damage of your currently equipped weapon which means it will only do that weapons damage and status effects. Pure toxin weapons for example will only do toxin damage and status effects. This is also not true as it has a capped fire rate regardless of your weapons or noctuas fire rate at I believe 3 per second? Because of it's lack of scaling with fire rate and multishot this makes it particularly devastating when used on low damage high fire rate weapons. It also only fires once every time you hit an enemy which means it's also not good when used on high damage but low fire rate weapons. The real issue I have with this ability is the absolute travesty of how it works which I assume is a bug. It SHOULD just be a straight 50% copy of Dante's modded noctua (including power strength which it doesn't currently do aka a 300% strength Dante gives everyone a 150% strength noctua) for all allies in range but it's not and that's a big problem.
  3. In a bit of testing ive done it seems wordwarden does not seem to benefit from a host of things including multishot, firerate, and even power strength. It appears to do half the damage of a 100% strength noctua for yourself and does not even do noctua's damage for allies. This makes it a very inconsistent buff and a rather weak one for allies. Especially because it does not appear to be able to trigger canticles either. Having it apply noctua's damage for yourself but not for allies alone is a very poor choice and I hope that it is a bug and not an intended effect as this makes a very cool idea for a teamwide buff very underwhelming which does not even get into the fact it does not scale with power strength even beyond just the bug, Only doing half damage is very meh.
  4. In a bit of testing ive done it seems wordwarden does not seem to benefit from a host of things including multishot, firerate, and even power strength. It appears to do half the damage of a 100% strength noctua for yourself and does not even do noctua's damage for allies. This makes it a very inconsistent buff and a rather weak one for allies. Especially because it does not appear to be able to trigger canticles either. Having it apply noctua's damage for yourself but not for allies alone is a very poor choice and I hope that it is a bug and not an intended effect as this makes a very cool idea for a teamwide buff very underwhelming which does not even get into the fact it does not scale with power strength even beyond just the bug, Only doing half damage is very meh.
  5. As the title says, if you are wearing your clan emblem on your shoulders and use the semi cloak option for invisibility they will still be fully opaque even when invisible which is quite jarring and very ugly as it stands out a ton from your frame.
  6. While I do agree with your points about the hud, the reason I said it should have a debuff is largely because the nuke itself finds itself in a spot where you have to use it before an enemy would die from a dot so the window for use can be very small at times and winds up being overkill or ends up completely missing.
  7. While I think Dante is a very strong frame in general, I feel that he suffers quite a bit from a lack of scaling in his abilities. Notably, in his 4. The amount of paragrimms and the damage of word warden don't increase with strength which is very underwhelming and while the debuff the paragrimms apply is very powerful it feels very unreliable as with only 3 they takes ages to prime enemies before you hit them, especially in crowds. Speaking of crowds, his 3 and by extension tragedy is a very meh nuke as it suffers from extremely long cast times and weak damage. Tragedy in particular is a cool concept that has already been explored with expedite suffering but it suffers from the fact that enemies will almost always be dead before you can cast it to take advantage of it. Coupled with the fact you have to cast the already very slow dark verse 2 times and it makes for a poor nuke. I would love to see a few tweaks, chiefly making wordwarden scale with strength, and have pageflight paragrimm count also be increased with strength. To improve dark verse I suggest giving it a debuff of sorts such as a status duration increase against hit enemies. As for tragedy it would be much improved if it was also turned into a debuff that makes enemies auto consume DoTs with the damage multiplier it already has applied. That way it can be preemptively cast while achieving a more reliable version of what it already does now.
  8. As the title would imply, exalted weapons in general (though this is particularly relevant in the case of Dante) really need to be brought up to speed for the modern era. Why do they not have an exilus slot or an arcane slot? This is especially problematic for Dante as you are already fighting for mod space just trying to make his weapon work well which leaves very little room for any tome mods at all if you want to have an even slightly functional exalted. This problem exists with the regular grimoire as well but it's only exacerbated by Noctua's lack of an exilus slot.
  9. At the title says the new changes to color blending look absolutely dreadful. Nobody was asking for this kind of change and it completely ruins a ton of mine, and likely many other people's fashion. How does it make sense that using the darkest black for my energy now just makes it a muddled gross grey? Please please please reconsider this change.
  10. Please reconsider this change as it is absolutely devastating for a lot of people's fashion frame, especially if they like to use black as their primary energy color as it instead appears as an awful desaturated greyish white. This change singelhandedly ruined the entire update for me.
  11. Don't forget while in spectral form every kill drops a health orb that heals for 50 hp not including the occasional spike you'll get from her passive. It's very unlikely you'll be left at low hp by the time it runs out. As for duration, thats referring to a maximum you can have stored at one time like cathode grace. If anything I'd consider upping the health drain a bit because it shouldn't be too difficult to maintain at high levels but I do want there to be danger that comes from being inefficient at killing.
  12. I've been eagerly awaiting the potential augments Dagath will receive in the future as she is already a very powerful frame as is but I would like to hear some potential ideas from the community. I got some of my own though I do believe augments should be reserved for things that fundamentally change how an ability works or extra effects that would be too powerful to bake into the ability normally. (Grave Spirit Augment) Soul Bind- Grave Spirit now automatically puts you in spirit form with halved duration, killing enemies afflicted by doom extends the duration by 1 second. And to discourage using it just to afk or be invincible for free, give it a 10 hp/s health drain that ramps up to 75 hp/s over 10 seconds with kills resetting the health drain and a cap on the max duration at just 20 seconds. Values are subject to change but the core idea of this is to change grave spirit from a get out of jail free card into an active defense ability where you must fight to survive. (Doom Augment) Final Judgement- Damage that the scythes do that exceed a targets max hp is split between doomed targets within 5m. The idea behind this one is to make it so any potential "overkill" damage does not go to waste and encourage weapons that do high single target damage. For example, if you have grave spirit on and enough strength for doom to mimic 100% of your damage (for those that dont know this ability doubles dooms stored damage) and you hit them for 250 damage. they'd only have 250 hp left but doom would do a 500 damage strike to them. Instead of letting that excess 250 go to waste it will be divided equally among nearby targets. So say there are 5 people nearby, their instance of doom would all absorb 50 damage each. (Wyrd Scythes Augment) Wyrd Storm- Doubles the duration her scythes spin but removes the throw at the end. Scythes will instead be thrown as you shoot. While her scythes are really nice, I feel that they do not mesh well with a more gun centric gameplay because of the long delay they have before thrown which poses a problem when trying to fight at a distance. With this you could more reliably spread doom without having to be right in the fray by making them fire in tandem with your weapons while making the actual "spin" portion more of a defensive buffer between you and melee units.
  13. Because this has nothing to do with changing counter pulse so much as it does adding in the old shield transference mod as it was in its original release. If iron skin and icy avalanche get to add overguard then I don't see why they can't add back the og shield transference as the only reason it was originally changed to giving overshields instead was because at the time it was released overshields weren't even a thing thus it got changed to fit in with that logic which really hurt it's usefulness. Thus when she was reworked it got changed to counter pulse and the shield restore was added to crush and with the introduction of overguard I think we have a justifiable reason to bring back it's original implementation.
  14. I ain't asking for it to be changed, I'm asking for shield transference to be brought back which would imply a new mod while changing the art of counter pulse . You also seem to be ignoring the fact that crush is a much better shield generating ability.
  15. With the advent of overguard and Mag's polarize being kinda comically bad in its current state, I think it would be nice if we got the old shield transference augment back, and I don't mean the one that restores shield, I'm talking about its ORIGINAL implementation where it gave a forcefield. Don't get me wrong I like counter pulse but I think its a damn shame that the lovely forcefield bubble it used to have does not get to be shown anymore outside of the majorly outdated art on counterpulse.
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