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(XBOX)ShonOfDawn

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Posts posted by (XBOX)ShonOfDawn

  1. 15 hours ago, Loza03 said:

    hyped about the Parazon

    The changes to how health thresholds work seem pretty great, and the new Parazon mods quite useful. Finally a way to revive dead pets... 

    On the other hand, the entirety of the Helminth workshop is one big facepalm. 

  2. 6 hours ago, PublikDomain said:

    I still stand by my words. Directional melee would be wonderful, even 5 years later.

    It must feel strange seeing a 5 year old you were a part of resurrected out of the blue like this.

    Anyway, I agree with the concept of directional melee, and in general, I think melee combat needs a bit more depth in the form of contextual moves. Some fun stuff would be bullet jump attacks, vertical launches that properly use lifting by elevating enemies onto a horizontal plane of different height, instead of having them float on the ground, which effectively makes lifting redundant when compared to the natural stunlock melee provides. That should come with working aerial combos, since right now they just miss half the time by not keeping you in place while performing them. Basically, anything that gives the fun alternative of stringing combos together besides the usual E spam plus the occasional gap closer. 

     

    • Like 3
  3. 48 minutes ago, Sovyul said:

    Couldn't agree more, and yet it's insane that DE is nerfing melee in favor of guns, i mean, what are they thinking????

    You weren't joking when you said you'd start necroing for fun, you absolute madlad. 

    It'd be amazing if one of the original posters commented again.

  4. 17 minutes ago, Aldain said:

    Oh no! DE nerfed our Shovels and Pickaxes in the melee changes!

    Looks like we're just gonna have to use something less subtle...

    french fries lol GIF by Robbie Cobb

    Some tasty, salty, fries. My favorite. 

    For real though, the changes seem sensible enough, a reduction in enemy staggers will make the full melee play style a bit harder to pull off, but of course nothing will change for a good build with appropriate survivability.  

  5. 1 hour ago, Yrkul said:

    At the moment, I'm watching the Gamestop WAAAAARGH!/Occupy Wall Street 2.0 unfold.

    I've never been interested in finance, but man this whole ordeal looks fun. 

    Also I'm feeding the addiction that is chess, it constantly craves for more and I don't know if I can stop it. 

  6. 1 hour ago, Loza03 said:

    I'll gladly admit it - World didn't fully hold my interest like Generations and Four Ultimate did. I'm not really sure why.

     

    However, this looks deeply interesting. Seems like they're learning from all the lessons and advancements made across the MH world and Generations, combining the best elements of World with classic MH and then throwing in more interesting traversal systems on top. I'm certainly intrigued if nothing else.

    Aaaand now I'm sad that it's Switch exclusive :/

    I've always felt that MHW lacked some advanced mobility and better traversal, this game seems to address it quite well, I'm very much with Aldain on the fact that grappling hooks make anything better. I've also spotted some new (or returning?) weapon types and move sets that look pretty neat. The overall graphic style with what looks like very oriental aesthetics is definitely cool, but MHW's visual fidelity imo gave it a better presentation. 

  7. 38 minutes ago, Loza03 said:

    Oh, by the way, heads up, Steelseries is apparently giving away the T-mobile stuff from a while back:

     

    That's pretty nice, thanks for the heads up. 

    Btw, that Lich has to be one of the coolest I've seen (that's not saying much since I hunted only about 8, got a decent Chakkhur or however you write it and a Bramma and never touched the system again), I'd be leaning in favor of keeping him. Thinking about it, it's pretty sad that Liches have only two personalities, and are just glorified slot machines. 

  8. 4 hours ago, Aldain said:

    Thank the stars I have Mesa Prime...also please tell me I don't need like 300% Ability strength for that strat to work.

    No, surprisingly enough, as long as you have energy and shatter shield up (Nightmare Granum hurts pretty bad) it's fairly easy, drag your cursor around like a maniac. 

  9. 7 minutes ago, Aldain said:

    I don't know what's going to be worse...the Granum Void or farming the bloody coins to even access it...

    A good strat is to open the void in a mission with the same tier as the coin you need. There’s a sabotage on venus for t1, iirc another sabotage on jupiter for t2, and a capture on pluto for t3. That way you can open the void and get a coin in the same mission... With Mesa, it’s at least bearable.

  10. 12 hours ago, Aldain said:

    Damn it DE why did you not give us Ripline?

    My sadness was unmeasurable when I heard warcry was the ability chosen... For some reason I'm a massive sucker for anything even remotely grapple-related.

    BTW, first time here, do I win? Can I choose the prize?

  11. Deimos is the second moon of Mars, the first being Phobos. So I'm wondering if this is supposed to be a new tileset/tileset revamp that will add a destination, Deimos, or a single open world node, maybe accessible from Mars or Phobos. The architecture seems nice, it gives a Destiny 2 Leviathan feel, and that gun, supposedly a hand cannon, is very intriguing to me.

  12. 9 minutes ago, (PS4)Apoleon_amarr said:

    Rolling gives a 75% damage reduction tho

    Which lasts for what, half a second? Damage in this game comes mostly through a constant stream of small hits, which will keep hitting you as soon as you exit the roll, and those rare big hits (Hyekka Molotov, Toxic Ancient radial attack, Bombard rocket are the only ones that come to mind) are generally way too fast or unrecognizable for you to react in time and roll beforehand. And in that same half a second, with the right frame or weapon you could kill everything around you. Dead enemies can't DPS.

  13. Just now, TheGreatKazein said:

    I use dodge all the time in game even at low levels. I do also use block a lot since I tend to equip my melee very often.

    Well, both are not optimal, nor encouraged in normal gameplay. Dodge, when not used for invincibility through RG, is generally just another movement tool to flop around like a salmon, because there are close to no telegraphed attacks that can be dodged on reaction (except maybe profit taker, or some mortar dudes in fortuna/plains), and not by just adding passive inaccuracy to the enemies or sheer luck. Blocking is just "there" whenever you have a melee in your hand, while being completely inaccessible from "neutral", i.e. holding a gun. It is totally passive most of the time for most players, and actually going into full melee mode hinders you because now you have to consciously activate it. Even if it were accessible from neutral (with something like double tapping the aim button), once again there are practically no attacks that could be purposefully identified and guarded by the player, because everything is either hitscan or unreactable, thus adding to a "passive" income of damage that you either out-heal, or die to. Plus, in regular content stuff dies so fast that the best defense is having all enemies dead. I'd love for Warframe's combat, survivability in particular, to become more skill based, but that requires an almost complete overhaul of enemy units, and DE definitely isn't bold enough to attempt it.

    • Like 1
  14. 50 minutes ago, Loza03 said:

    I personally feel like modifiers wouldn't really help since they don't really address the main problem of 'only one thing needed'.

    If I can give my two cents, an objective redesign is almost mandatory for any sort of hard mode. As you stated, a fair portion of the available Warframes are overwhelmingly good at what they do. Whether or not their capabilities are excessive and cross over multiple niches is up for debate, I personally stand by the opinion that absurd DPS as a characteristic is the answer for almost any mechanic in this game, as in the current nuke meta DPS can provide survivability, objective defense and cc (Dead enemies can't damage you or the objective), however the main issue still stands: the current gamemodes ask for one skill at a time. As such, they can be easily trivialized with the right build. Disruption is maybe the only mode that tries to break the scheme, requiring at the same time single target damage for the demolyst, speed and area coverage/cc/tankiness to survive the enemies and modifiers. I really think DE should explore these "composite gamemodes" in greater depth, by providing more structured missions that call for multiple gameplay aspects. A random example on the top of my mind could be a defense/spy hybrid, in which a central terminal needs to be defended in order to find/open spy vaults that must be hacked to complete the rotation. Sprinkle in some VIP, demolyst-like enemies that can highly threaten the terminal from time to time and you have something that can engage multiple playstyles.

    • Like 1
  15. 1 minute ago, Aeon94 said:

    literally all of Cephalon weapons ( syndicate and regular ), syandanas and Simaris's trap have non-tintable blue and purple sheen.

    And that's exactly because they all use the same material to fit the art style. Whether it's intended or not (and I'm still leaning towards the latter), it would be great if they fixed it, it's unnoticeable on the base color scheme and it mostly ruins other tints.

  16. 1 hour ago, Aeon94 said:

    It's intentional. All Cephalon related weapons / items have blue and purple / pink hue.

    Saying that it is intentional is a bit of a stretch, more probably it is an unintended issue related to the materials used for that section of the model. Having unmodifiable colors is something DE should avoid and tends to avoid, the more people will speak about it, the faster DE will fix it. Especially considering that cosmetics are the biggest selling point of nightwave, and a good portion of the current selection of cosmetics has this problem.

  17. 9 minutes ago, TARINunit9 said:

    Are you absolutely sure? I'm checking the wiki now and they simply state that the Eidolon has 70% damage reduction from armor, and no further reduction

    I'm perfectly willing to accept the wiki is missing facts (that's why they're editable), I just want to make sure

    I'd be extremely embarrassed if I accidentally gave out wrong information twice on the same thread. On one side, the stat I took from the wiki is probably wrong; I thought the DR value listed was Pure damage reduction, while by comparing it to another unit (Heavy gunner) it appears to be the damage reduction gained from armor; on the other, at least the shields probably have innate damage reduction, as amps do significantly less damage against it than what is listed in their tooltip, but void damage has no penalty against shields. I was under the impression that his health was also affected by some kind of innate dr, but at this point I'm not sure anymore, I'll do some testing tomorrow.

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