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alexander3449

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  1. so, the Onos, seemingly after activating incarnon form with low charge, seems to swap the arm/hand the onos is on/in. the Onos also looses certain visuals, maninly the whole transformed form, and the big energy cone that form has while charging.
  2. So with the current patch, bringing overguard back on the discusion table, i feel like this is a good time. Enemy overguard and eximus units, as it is now, feels poorly designed. With the eximus rework, those units where made more threatning to players, yet it also removed the most efficint tool to deal with a bullet-spong threat, Crow control, aka CC. Now listen closely, enemy, ENEMY, overguard needs a rework, tenno overguard got one back around with Kullervo, but enemy overguard didnt. Here is my suggestion: 1. Make enemy overguard more resistent to damage, 2. Remove CC immunity, 3. Remove status immunity, Add status resistance as long as overguarded, similare to Acolytes 4. Make enemy overguard take increased damage while under a CC effect. Example: Lets say overguard has a regulare dr of 50% then it should, while CC be reverted so overguard take 50% more damage while under CC What do you think of these suggestions? The ideer is to make enemy overguard a bigger threat to damage dealing, and having CC to help deal with the threat.
  3. so, not sure this is quit the right place to say it, but there is some inconsistency between buffs. for my examples i will use Revenant, Mirage, Rhino, Styanax and Chroma. so currently Revenant's mesmer skin, Mirage's eclips and Rhinos augmented Roar, all work the same, they are recastable, not refreashable. when you cast mesmer skin, the buff drops of quickly and then gets reaplied, with what ever added strenght you have, which makes Molt augmented a nice arcane on Rev, the same is true for Mirage and Eclips and Rhino's Roar with its augment. This is where Chroma and Styanax come in, specefikly Vex-armor and Rally-point. lets look at what they have in commen. - both are refreshable, not recastable, this means when "recasting" to keep the buff duration up, you dont drop the buff. - both scale of strenght, just like the other mentioned buffs, meaning Molt augmented should be a nice to neat arcane - both give defends and offens, vex in terms of armor and damage, Rally in terms of shield regain and energy gain. now, the inconsistency come here. Styanax's Rally point benefits from Molt augmented, without needing the buff to drop of or be remowed completly, to gain the added strenght, Chroma's vex armor, needs to be remowed completly and then recasted, to gain the added strenght from Molt augmented, seemingly, atleast according to the UI. so for example, Styanax can have rallypoint at 5 energy regen, then gain 20 molt augmented stacks, then recast the buff, not letting it run out, and then gain 5,5 energy regen. Chroma on the other hand, can have 500% increased armor and get 20 to 100 molt augmented stacks, "recasting" his Vex armor, but still only get 500% armor increase, he has to let the duration run out, to gain a new cap, even if its only an increase of 10% so there is some inconsistency, and considering the low play rate of Chroma and the weakness of his "rework" i would suggest making his Vex armor interact with molt augmented in the same way as Styanax's Rallypoint, to remove the inconsistency between frame buffs. hope i made the point clear.
  4. The moving of archon shards from Chipper to some where else, feels out of character, atleast for this "version" of DE. and it also feels like an additional push, to have all the thing players want, isolated in one place. the reason i say this is out of character, is that this "version" of DE, has had a streak of going back to things and fixing them or brining them up to date, the incarnon genesis adapters, the Kahl QOL updates, the Hydroid rework, even now with the changes to fortuna. consider the already mentioned QOL changes to Kahl missions, this action of moving archon shards, the only weekly thing, from chippers shop, to somwhere else, seemingly in the most recently added hub, feels wrong. If DE doesnt add something as a replacement, then once you have 1-2 styanaxes and the archon mods, and the weapons, there won't be a reason to play Kahl missions. which just seems weird considering the recent QOL changes made to those missions. This, untop of the Netracells being able to drop archon shards, and Bird 3 selling the highest rank of focus lenzes, feels like all the interresting and good engame stuff, is being isolated in one place, all we need now is to have the galvenized and archon mods, aswell as incarnon evolutions being avaliable there aswell. which brings me to the isloating feeling. as said very little of the current endgame stuff, isn't avaliable in the newest hub, this is in my mind, a problem. why does Bird 3 sell eidolon lv focus lenzes, yet the Quils/Onkko doesnt? why can the netracells drop archon shards? why can loid make every arcane, when 90-99% isn't something he would ever be intouch with? to make it clear, i dont want these things to go away, but i also want to point out how little sense it makes. it would make sense for the Quils on plains of Eidolon, to be able to sell/make Eidolon focus lenzes, yet they cant even make/sell you a basic one, while the Cavia is just here making them, with out ever having been near an eidolon. Why can netracells drop archon shards, when lore wise these are albrech's like storage lockers, (i know timetravele is an argument, but that is a weak one.) yet Chipper can only sell you one? In the end, my suggestion, to fix these problems, would not be to remove stuff from older areas of the game, like DE is currently saying they will do, but add to them and polis them instead, that is what they are doing with fortuna, why not other places, instead of removing the one insentive players have. so, suggestion. keep the shard at chipper and ad the new reward one aswell, give chipper the power to sell all the base 3 shards, but resrict purchase to one pr. week. thus if players want more shards, they will still have to go to the other sources. keep the focus lense at Bird 3, but add them + all the other tiers, to Onkko/the Quils as they are the ones with most direct knowlegde of the Tenno only second to Ordis and the Lotus. Give the Kahl missions some love, as of now there is like what? 3 diffrent ones, 4 maybe 5? so add more missions, you can do take the current ones as a starting point, and the expande them in a diffrent dirrection. remove the "Khal go fast" sub-mission as it clashes with nearly every other sub-mission, keep the current changes with weapons found around the map and the loot and enemy radar. this is at least my thoughts, what are yours?
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