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Cryssoberyl

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Posts posted by Cryssoberyl

  1. 37 minutes ago, Hexerin said:

    It's not just her Scythes and cold damage, it's any slowing effect whatsoever (for example, Temporal Drag from the Zenurik focus school also causes this issue). It's also not a new issue, it's been a thing forever and likely won't ever be fixed.

    There you go, was it so hard to provide video/screenshot of your issue? It would also help if ya'll weren't being total a--holes to people.

    Apparently much easier than for you to admit you were wrong multiple times (and doubled down on it in self-righteous willful ignorance multiple times, and also lied to try to avoid being exposed as wrong). How about instead of throwing a tantrum, you actually contribute to the discussion and own up to your mistakes?

    • Like 5
  2. 13 hours ago, Hexerin said:

    Those numbers are the purple/blue of ability damage, which can be more easily seen if you middle click the image to pull up the full size version (I reduced the size on the post, because it's quite large). Also, no, I would not be doing any more damage, because those are level 140 Steel Path Kuva Heavy Gunners, and I dump strength. If they weren't applying status, the demonstration in my video would not be possible. Why? That would be because the build in my video relies on status procs.

    Literally everything you claim in your post is disproven between the two clips I've shared here. I'm not "misrepresenting" anything, I'm showing you that nothing's wrong, based on what you're telling me is wrong. How about instead of throwing a tantrum, you actually contribute to the discussion and post a clip showing what's wrong with the skill so that everyone involved is actually on the same page?

    My esteemed colleague and no-doubt Zephyr main Zaghyr has already pointed out the obvious, but since you demanded a video:

    Similar to the test Zaghyr described, here is me with 194% Power Strength using Tornado on level 5 Infested Chargers; at that level, the normal amount of damage Tornado SHOULD be doing (shown in the video for clarity) would be enough to shred them nearly instantly. Instead, 1 damage. The sad thing is that this is a test you could've easily performed yourself within a few minutes, but I guess that was beneath you.

    I'd also like to add,
     

    Quote

    Those numbers are the purple/blue of ability damage, which can be more easily seen if you middle click the image to pull up the full size version

    This is just a flat-out lie, easily disproved by observing actual ability damage in comparison, as shown when I used Airburst at the end of the video:
    QWH2y8j.jpg

    In short, you are wrong (again) and have been corrected (again), and caught lying into the bargain. I trust we're all on the same page now; it is exhausting enough trying to get attention to a bug like this without sanctimonious forum vigilantes running misinformation campaigns.

    • Like 4
  3. 2 hours ago, Hexerin said:

    91ee73a3c87f40823403b634eb8e5b89.gif

    Still inflicting damage though. Obviously dealing nothing, because level 140 SP Kuva Heavy Gunners and I dump strength.

    That's not why. You're continuing to misunderstand and misrepresent the problem. You should be seeing purple ability damage numbers and status procs. As of the moment they only deal 1 damage no matter the conditions, not the correct amount of damage, often not even displaying the 1, not applying status as they should, and their damage type does not change based on incoming player damage as they should.

    They are not functioning correctly and have not since the Dagath update.

    • Like 6
  4. Ironically in light of the walk speed change years and years late, Zephyr's Tornado is still broken as of Update 34 and not applying its built-in damage ticks to enemies at all. Please fix as soon as possible, numerous bug reports by me and others have been submitted.

    • Like 2
  5. The Zephyr changes will do nothing, they are low-effort, no-value tweaks that do nothing to address her multiyear outdated kit. Her 2 and 4 need to be completely scrapped and entirely new abilities instituted, ones on par with the strength and utility that modern frames receive; in particular Airburst, which is nothing but "you throw a fireball", the laziest and least useful skill you could've given her, was stillborn the moment it entered the game and none of the meagre tweaks it has received has or will change that because "you throw a fireball" skills are NEVER good.

    Her 1 also needs a heavy rework, including the completely useless hover mechanic. (I can solve it very fast: hover is now a channel, you can stay up as long as you have energy, you can move from place to place while still hovering by tapping 1, the longer you're up the more damage and range divebombing out of it does. See how easy that was? I know you won't do it though.)

    Edit: Yep, I just tested the changes. Worthless. Even at >200% strength, Airburst doesn't even tickle *grouped up* level 100 enemies. And tornadoes are STILL randomly dropping enemies. What a waste of everyone's time this has been.

    Six years later, she is still waiting for a deluxe, still waiting for an *actual* rework that will bring her up to par with the synergy and tools that modern frames have. Oh, and thanks for the nerf to one of literally her only roles, dojo obstacle courses...

    • Like 5
  6. 3 hours ago, [DE]Marcus said:

    Split Flights is not compatible with Crossbows, the Lenz, Ivara’s Artemis Bow or the Kuva Bramma. This is intentional and completely our bad for not exposing that truth beforehand.

    Like you ever "expose truths" about the game's mechanics, at any time whatsoever.

    This mod is dead on arrival, like 95% of the mods you've released since the Acolytes first appeared in Shadow Debt, especially weapon augments. You spent all that time on a mod that would be stillborn the moment it released.

    • Like 2
  7. This applies to Eject Magazine/Tactical Reload/etc., the Synth mod set bonus, and the innate holster-reload that spearguns have. Usually (see below) everything works normally until my first death and revive in a mission, after which all of these effects stop working completely.

    While this is the only completely reproducible situation I've noticed, it also seems like they will just randomly stop working at other times, or just never work at all from the beginning of the mission.

     

    • Like 1
  8. Just watched the Devstream, and was stunned at how good Equinox Prime looked.

    ....in her fused form. It is, by far, the best looking of her three forms. It has the perfect balance between the armor of Day form and the beautiful cloth of Night form. I even love the asymmetry of the horn directions. It's probably the most beautiful frame design you've ever made - but it's useless for me to like it that much, because as things currently stand, I'll never be able to see that form in action in real missions, only when I'm standing around in the ship doing nothing.

    Please create an option to play with the fused form in missions. Nothing about her powerset needs to change, you would still switch between Day and Night powers like normal, just that her form cosmetically would not change from the fused look.

  9. The Ferita does not correctly take a chosen energy color onto its elemental effects - most of the time. Corrosive is used in this example, with magenta as the selected color. It previews the blade effect correctly when you are selecting a color, although the green plumes should also be affected.

    https://imgur.com/OsX3J2Y

    However, once you leave the color selection the even the blade effect reverts back to a mixture of their default color and Ferita's default energy color, dark blue.

    https://imgur.com/Gkx53Rv

    This is also what happens when you are actually in a mission map. Interestingly, in both cases you can see that the metallic reflections ARE the correct color, only the elemental effect is not.

    https://imgur.com/t3Zm93k

    The channeling effect uses the correct color.

    https://imgur.com/D9MCBMz

  10. I know people will get mad when I say this. Honestly I can hardly believe I'm saying it myself. When Plains first came out, I absolutely hated the distances involved and getting an Archwing launcher was a huge priority. But now, things are different.

    I really like K-drives. I think it's a system with a ton of fun and potential. But as an actual terrain traversal tool, which is after all the point of a vehicle, they are useless compared to Archwings. This creates friction in multiplayer groups when some players may want to use them even though its suboptimal, and even for the solo player, there is always the depressing reminder that you're messing around with something that just will never compete.

    Please remove Archwings from use in the Vallis. Honestly, I'm amazed you guys allowed it in the first place. Maybe you were intimidated by the size of your own work, I could see that happening. But it would be much more immersive, and make K-drives much more useful and important, if Archwings were simply not a thing there. Please think hard about making this change - although I fear that the optimal time to do so, which would've been before launch, has sadly passed.

  11. K-drives are fun but they sort of lack a "killer app" as a mode of transportation compared to the speed and convenience of Archwing. However, this could easily be changed. Please let us use our K-drives as our "fishing boat", taking them out over the waters (and coolants) to fish while standing on them! This is thematically awesome and also lets us better avoid being interrupted by enemies while fishing. Please consider it!

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