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(XBOX)TheWayOfWisdom

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Everything posted by (XBOX)TheWayOfWisdom

  1. I'm staring at my slots right now and it says 53, not 52. DE has said that they're going to add an extra slot each time a new base frame is released too.
  2. Most of it more or less lines up with the weekly riven data
  3. So you're complaining that a player utilized a resource sink? And oppose this resource sink being expanded? The problem DE wants to solve: Not "please play Circuit". So the items you want are even more generic with less incentive than rivens? But those rewards would suddenly motivate you if you couldn't get them via Acrithis's shop? It does. "we want to offer you additional rewards" ---> Pathos Clamp is merely an existing middle man that can expand a players ability to farm Duviri from another direction. Acrithis's shop now includes an additional weekly riven for 75 Pathos Clamps. Limit 2 per customer Easy. Now you could have additional options like Acrithis's shop now includes an additional weekly built Forma for 50 Pathos Clamps. Limit 1 per customer Acrithis's shop now includes an additional weekly 2x built Forma for 75 Pathos Clamps. Limit 1 per customer Acrithis's shop now includes an additional weekly 35,000x Kuva for 75 Pathos Clamps. Limit 1 per customer And so on. Amounts and prices Prices aren't hard to adjust. Bonus: All those clamps from Orowyrm have a better outlet for you, since you don't want to buy the "crap" Acrithis has right now. Win win The more universal the token is, the better it can be as a reward. Why make a new token when we have an existing one that does the job just fine and opens up farming routes. The problem you're trying to solve isn't what DE is explicitly addressing here.
  4. A simple solution would be to have bounties reward debt-bonds per stage instead of standing. Tier 1 bounty would drop 5 Training Debt-Bonds on stages 1, 2, and 3 (15 total bonds, equal to 1,500 standing). Tier 2 bounty would drop 3 Shelter Debt-Bonds on stage 1 & 2, then 4 on stage 3 (10 bonds total, equal to 2,000 standing). Tier 3 bounty would drop 2 Medical Debt-Bonds on stage 1 & 2, then 3 on stage 3 & 4 (10 bonds total, equal to 3,000 standing). Tier 4 bounty would drop 1 Advances Debt-Bonds on stage 1, then 2 on stage 2, 3, 4, and 5 (9 bonds total, equal to 3,600 standing). Tier 5 bounty would drop 1 Familial Debt-Bonds on stage 1, then 2 on stage 2, 3, 4, and 5 (9 bonds total, equal to 4,500 standing). Adjust bond cost per syndicate tier as needed, but now you have guaranteed progression, along with a better rep system (just like the Entrati. Seriously, apply improvements made to new open worlds to old ones DE).
  5. Acrithis's shop is minimum -140 clamps per week to clean out. You don't need to be finished with arcanes to buy stuff from her shop (shop even includes arcanes, so less Duviri Experience grinding yay). Your hundreds of clamps are just several weeks of Acrithis's shop. And again, it really doesn't matter. The point is that even as someone "done" with Duviri, I can still find a use for Clamps, especially if Acrithis's shop was expanded a bit more. Hoarding resources instead of spending them, then complaining that any more is worthless is silly. Then add whatever this is to the shop. Now if you don't want to play Circuit cool, that's fine, you can play Duviri Experience and still get that reward that motivates you. But if you do decide to play Circuit, you still have that same reward that is motivating you. You're engaging with Duviri either way. The point of SE was that it is a token that still holds value and enables choice. SE isn't dead. It's bottle necked sure, but it still represents a reward that allows you to have more choice. That I have a surplus doesn't mean others can't find a use (just like you having a surplus of hoarded clamps). Clamps would be that token. Have you missed the "if Acrithis's shop was expanded"? You're doing this again It's not like it's that hard to just balance amounts either. SP Duviri Experience takes what, 20-25 min? SP Circuit takes what, 200 min? Make T5 give 50 clamps and T10 give 100 then. Numbers aren't that hard to adjust to make the rates close. Have whatever your new rewards that motivate you be priced sufficiently high in Acrithis's shop.
  6. Because there nothing to answer? I’ve farmed Duviri to completion (no trading) and I can still use clamps. That’s all that matters. That I still can use them goes to show that clamps have a sink. That you choose to hoard clamps is really a you thing. You’re not really addressing clamps vs other rewards here. If all you cared about was the unique drops, any non-unique drop won’t bring you back. So adding rivens or any other generic reward wouldn’t bring you back. But consider this: Is Steel Essence from Acolytes a dead drop for everyone because I have 2000+? The intention for using clamps is for there not to be a completely dead drop and enable choice for people playing. Everything isn’t a binary only play at max efficiency or not at all. I know for myself that I’d rather play Circuit than Duviri Experience. Clamps enable choice and tie into existing systems. Don’t want a riven? Well then you can buy something else from the shop. It takes minor effort to expand it.
  7. Why does it have to be 20? Also it doesn't need to be at the same rate as farming the experience. Numbers are easy to adjust. Clamps are the currency so people can have more options to find desirable items. Not like it's hard to expand Acrithis's shop a bit more. That you have a surplus of clamps is really whatever. You can still get items you want, just alternate farming routes are now available.
  8. What I'm reading is that Clamps have a sink and are multi purpose, while simply getting a riven isn't.
  9. Except I've farmed all the Duviri arcanes (some twice over), yet still would welcome clamps (I have like 15 left).
  10. You're running Unairu, which gives +200 armor. I'll channel @PublikDomain and say Pathos Clamps. Can buy Rivens among other things from Acrithis with them.
  11. I know. I even acknowledge it as an improvement. But a veiled riven just isn't a very appealing alternative. It's a step up from nothing, but not much.
  12. "Barely any Increase" Did we read the same post? How are any of these barely an increase or lower than before? Most have their health stat at least doubled. Then you have 1 minor EHP mod nerf, 1 minor EHP mod buff, then 1 major EHP mod buff. Sure some (not all) pets are a bit beefier, but it's not an outrageous discrepancy. Pets do have the downside of wandering off and drawing enemy fire more, so higher EHP isn't unreasonable.
  13. Just to toss my 2 cents in. Rework is definitely better, but it always feels disappointing when stuff boils down to "give them an armor strip", with some added viral for good measure. Disheartening to see that the solution to armor is seemingly to just give everyone an armor strip, instead of addressing the issue on the enemy side. The Corrosive gimmick is undoubtedly strong but it just feels so bland. Plunder's armor strip feels like an answer looking for a question. I won't say it's pointless, but depending on you already stripping armor for it to strip armor feels like it has little value when the solution is just kill the stripped enemy. Armor Buff and Weapon damage buff are fine, but it just feels so bland. The anti-armor theme feels overdone.
  14. Pretty sure you're misreading it. The Link mods restore pet Health/Shield when only you should be getting Health/Shield for some stuff, like Healing Return, and dip on some that heal you and allies, like Molt Reconstruct. Stuff that specifically heals allies should still work fine. The post also says that they're removing the restrictions the abilities have, not them affecting pets.
  15. Flawed mods are bait 9/10 times. The majority aren't worth running over the normal version at lower ranks, and when they are, it's at the point where the stat difference are small enough that it's basically pointless. The only notable exceptions that come to mind are the elementals mods, where's there's a more substantial difference.
  16. If you're that low level, that extra 22 points of energy aren't gonna make a difference. You're arguably wasting an entire mod slot on slotting any version of Flow if you're so desperate for space that you can't spare the singular capacity point to slot rank 2 Flow over Flawed Flow.
  17. Will the Mutagen component on Deimos companions (Vulpaphylas and Predasites) not working finally be addressed? They're supposed to adapt the Infestation to grant various damage type resistances, but they have never done so since their introduction. it makes breeding Vulpaphylas and Predasites to get a multi mutagen one pretty much pointless.
  18. Once you use mods, it's the same/better New Itzalvs Old Itzal with the Health, Shield, Armor, and Energy mod is Health: Old - 900 Health / New - 900 Health Shields: Old - 840 Shield / New - 840 Shield Armor: Old - 95 Armor / New - 100 Armor Energy: Old - 540 Energy / New - 540 Energy
  19. Most of the changes seem great, but being able to get a riven instead of an Incarnon adapter isn't very spectacular. Like it's technically an improvement, but I'd appreciate a better pool to pull from.
  20. A combination of +25% base range and +1.5 flat range on the primed blast radius would hit a decent sweet spot. Add in a standardized minimum AoE range on weapons of 2m and you're basically good. Then the smallest AoEs would be able to reach 4m, while the biggest AoEs would see little to no loss over their current version. Small AoE's for the most part aren't very strong. Like sure you have your decent mid-size AoE like Acceltra, but for every Acceltra you have a Basmu. Or Astilla. Or Javlok. Or Zhuge Prime. And so on. Panthera Prime's 20 damage AoE isn't going to suddenly be so OP if it has a 2m AoE you can bump up to 4m. Trumna might actually worth using with a 4m AoE that cost it a mod slot. The exceptions are Incarnons. To which I say: nerf Incarnon AoE for having too good falloff/outrageous DPS. We all know the offenders.
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