Slobe0
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Posts posted by Slobe0
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Same issue for me as well, started when I DCed from a lich mission after I finished him.
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same issue, not too annoyed since i was there for seeding anyway but still.
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Ah okay for me channeling is ADS, that would be an issue, I had thought I was a default control scheme.
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Since the release of 2.9 and the upcoming move to 3.0 there has been a lot of design ideas for what the community wants to see from melee in the future. I would like to point out that currently when you are in melee combat alt-fire doesn't do anything, and I would like to make some suggestions and hear what the community would prefer to see happen to this under-utilized button in the future.
There are two obvious uses for the button:
1.)As a new block. Since the update some stances have lost combos due to a lack of a block button, as a temporary measure alt fire could be used to patch the gap, it could also be used as the old block button was but come with some small buff to damage blocked to encourage Nu-block use even with the new auto blocking capabilities.
2.) As the alt fire. Instead of doing nothing it would act the same as the standard fire returning you to using your holstered weapon if it had an alt fire. This would be especially nice for things like the euphonia prime or add some extra synergy between the mutalist quanta and gun-blades.
and this is a long-shot but:
With all the discussion of keeping the old stances' variety with 3.0 around the corner alt fire could lead to a new mechanic of stance switching. A player's stance would default to the new combo system but they could swap their move set back to the old one with alt fire, this would let the old stance style mesh exist along side the 3.0 stance style while not requiring new stances to be farmed or radically altering how 3.0 was supposed to work. This switching mechanic could even be gated behind a low to mid level quest, so new player would not be overwhelmed by the abundance of options, but still giving everyone variety they could explore if they wanted. A quest about adding more depth to melee combat would also be a way to introduce Teshin to players who might not explore conclave before meeting him in that one quest where the player is supposed to know who he is for anything to have depth. Even if this suggestion isn't worth it I would still suggest forcing new players to interact with teshin before that quest.
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Title is self explanatory, if you use a forma in the simulacrum it will not register for the nightwave challenge. I realize the simulacrum is designed so people can't complete challenges in there to prevent riven challenge cheesing, and tweaking things could break it but figured it wouldn't hurt to point it out.
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Seems to have been fixed as of Wednesday, and I just wanted to say thanks DE. If anyone else is having issues though I can share settings.
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It's been annoying me for weeks, OP said they found a toggle crouch that fixed this?
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I can confirm that as of update 19.4.1 the ivara method still works just never let enemies see you stealth and be wary of letting pickpocketing enemies as that can sometimes trigger it. Maybe. It was hard to tell. Also use the tricks the video above used to make things even easier.
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6 minutes ago, Chocomouse said:
Recently the Derelict star map progress was reset, could that have anything to do with it?
I will give that a shot and let you guys know
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Quote
same here although I can join any other conclavery
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So after getting lucky on the sortie I ended up with a Riven mod for the tonkor, which I figured I would use, but after cycling it until it no longer had punch through I ended up with one of the stats being an increase to impact damage. As people may know the tonkor has absolutely no impact damage and thus the 75% buff to impact isn't all that useful, is this a bug, or a feature to encourage more re-rolls? Have other people had this sort of thing happen with their mods? Or am I missing some benefit from this as I have never really tried using mods that add specific phys damage to a weapon that has no damage of that type.
That said I will most likely keep the mod as is since it has both flight speed and crit chance buffs, which makes it a good mod for the tonkor.
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Related to this I can still find two Day of the Dead skins in the market, Lato and Vasto. Not sure if you can buy them though.
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I got a few spare blood rushes and need fast cash, 20p a piece for unranked. PM me if you are interested.
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I would like I latron wraith barrel, if you have one lemme know how much it'll cost me.
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I have been having a similar issue as well, except only the menu freezes when I try to restore the controller settings to default as well as whenever I try to change the jump and duck commands. I can't even circumvent the issue by binding my controller to keyboard buttons and using them for some reason even though the bindings work in chat. I also cannot change Lunaro controller setting for the same reason.
By ny chance did you change your control scheme as Titania because that's when my issues started.
EDIT: new info
Okay so good news bad news, bad nesws is a new problem. The customize keybinding menu won't let me change the archwing up and down controls without overriding other controls (jump and duck get overrdidden) also add item popup to the list of thins that freeze me when I try to change them.
Good news is that you can just delete your current keybindings by finding their file and that will effectively reset you to your default controll scheme. There's a steam thread of that over here.
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In the controller re binding menu I always freeze when attempting to rebind jump and duck, including when I try to reset to defaults.No other rebinding does this (fire reload interact etc.) I can still use the chat window but cannot close the rebinding menu or do anything to it.
Also when I rebound the buttons for archwing rise and fall they unbound jump and duck.
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10 minutes ago, Myscho said:
I may have it soon-ish
just got one sorry, hope I didn't cause you to waste a lot of standing
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Okay cool, lemme knowwoops sorry
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Kinda want one, can't find one for the life of me, 40p.Nope Sold
Eclipse Feedback Megathread
in Announcements
Posted
Okay I think the voice of the people has declared tap/hold/toggle, you could also have it be energy-color dependent which would make it less flexible, but more consistent, and make it less broken on helminth.
If you wanted to add complexity and synergy you could both buffs active at once, but have them be charged and then deplete over time. For instance you could stand in light for a X seconds, then after you leave maintain the damage up buff for a X*duration_modifier seconds. The player could produce their own light with prism, and their own dark with slight of hand to add some level of player control to this. This would be less consistent, make eclipse a worse helminth ability, possibly be more overpowered but in an annoying to play way, but I wanted to put it out there.