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SuperSmog

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About SuperSmog

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  1. The shared murmur progress (on attempted lich kill) gave us incentive to help others with their liches, now we have no reason too. Please revert this and make it a feature. ATLEAST make so we get half.
  2. Rework Criticism: Vauban- Make his 1 have a 100% proc chance otherwise its really mediocre and literally worse than wisps 1 that can do even more than just her shock mote. Also speed up his animations by like 10-30% because they are not as fast as they used to be and natural talent feels almost mandatory. Ember- Make her gain in heat on her 2 not as aggressive after you press her 3 as it feels like I have to spam her 3 draining loads of energy just so it doesn't increase insanely fast. Titania- Add the option to turn the automatic vacuum on her 4 on and off just because in many situations I find I want to conserve energy orbs on the ground so I don't waste them.
  3. Kuva Lich criticism: 1.I've seen some cases where peoples' requiem relics/mods being stolen by their lich. How are we meant to beat the kuva liches if we can't farm out stuff that are necessary to kill them. (might be a bug but if its a feature, its a bad one in my opinion). 2.The grind for knowing which requiem to use is a tad bit much I would say lower it from 50 kills per requiem to like 40, its a bit over the top of a grind if it remains at 50 in my opinion. I get you guys want to put grind into this but I feel its a tiny bit over top and just needs to be knocked down a tiny bit.
  4. RANGE: I hope that max range for higher range weapons will be only knocked down abit say from 8 to 7 (6.5 minimum) as it is melee and I would say that is a fair distance for a large weapon, but for like say a dagger/fist weapon bump it up to at say 4.5-5.25 meters max, because their damage and combos are already great ingame currently however its the range as you said for weapons like the tekko suffer from and what makes them irrelavant to things like polearms and heavy blades. MOD CHANGES (apart from range): I think that the condition overload change is fine as by the time we have applied 3 status effects on an enemy anyway they are basically dead with a decnt combo counter already up for like lvl 80-110 enemies, so bonus dmg ontop of that with a buff from 60% dmg will actually feel basically the same if not slightly better. Now Blood rush I'm unclear on as based of the new description and the current one they sound to similar without any specific numbers being given in the new description, so we will have to wait for that and obv the devs will revert it if the numbers are terrible for the new one. EVERYTHING ELSE: Pretty solid, it being easier and cooler to perform is great, it being more combo based than one shotting I agree with as the one shotting could completely nullify any future challenging content that intend on adding (which the liches might be with their whole eventually getting stronger thing), but I hope these base dmg stat changes will make them still feel as effective as my guns. MELEE CHANGES: 8/10 MOD CHANGES: 7/10 (could be great like 8 or 9/10 if we are given numbers which are suitable to balance the melee system to the same power level as the gun system)
  5. Ditch the revives system, if this is endgame, make it challenging and stop catering to less experienced players who can't take the challenge in a mode that you guys have stated to be a challenging mode, and punishing higher skilled "endgame" players by forcing them to pick up the revive tokens which debuff them. I talked about this on the first Arbitration Revisit:
  6. Thanks for the changes! But please for the love of god put the new rewards in the arbitrations shop for vitus essence, the drop tables are so diluted it's just not fun.
  7. They aren't touching Excavation at all and buffing the other modes up to the standard of Arbi Exavations. To make all the modes viable.
  8. Great Changes! My only critique is to put the new auras and arcanes in the arbitrations shop for vitus essence so you don't dilute the drop tables too much. And people can grind for anything they want rather than hoping RNG blesses them but for an equal grind for each one, like a merit based system and not a horrible feeling reward system where you have to hope you get what you want, like you were suggesting with the ephemeras making them more merit based than RNG based.
  9. I would like to address the issue of kuva disruption being inferior to the arguably easier and more rewarding mode of kuva survival. In kuva disruption you get less kuva per minute on average than you do in survivals (I do believe it is roughly 200 kuva per minute in disruption and survival is a bit more or is roughly the same however survival can be affected by boosters whereas the rational kuva rewards in disruption cannot, ultimately making the output of kuva in survival higher with many players using boosters themselves for the highest quantity of rewards like it should equally be in all modes), disruption arguably being a harder gamemode than survival aswell, making this an issue. My suggestion to fix this would to be to up the kuva reward from demolyst drops by 50-100 and do the same for the rotation rewards aswell. Since imo it is a harder mode I would allow the rotation reward of kuva to also be affected by boosters just like survival. This would be my more opinionated suggestion atleast on the topic of boosters and how i believe disruption being harder imo, should give it a higher reward I hope you take this reply as something you may take into consideration as the improvements to disruption were ok but I feel could still use improvements in the rewards department.
  10. I would like to address the issue of kuva disruption being inferior to the arguably easier and more rewarding mode of kuva survival. In kuva disruption you get less kuva per minute on average than you do in survivals (I do believe it is roughly 200 kuva per minute in disruption and survival is a bit more or is roughly the same however survival can be affected by boosters whereas the rational kuva rewards in disruption cannot, ultimately making the output of kuva in survival higher with many players using boosters themselves for the highest quantity of rewards like it should equally be in all modes), disruption arguably being a harder gamemode than survival aswell, making this an issue. My suggestion to fix this would to be to up the kuva reward from demolyst drops by 50-100 and do the same for the rotation rewards aswell. Since imo it is a harder mode I would allow the rotation reward of kuva to also be affected by boosters just like survival. This would be my more opinionated suggestion atleast on the topic of boosters and how i believe disruption being harder imo, should give it a higher reward I hope you take this reply as something you may take into consideration as the improvements to disruption were ok but I feel could still use improvements in the rewards department.
  11. Thanks for the Hotfix DE! Especially the wukong fix, been bugging me alot.
  12. Just to report this has been going on for a bit. Their seems to be a few issues with the physics of wukongs cloud walker after the Saint of Altra update.
  13. Thanks for the hotfix. To notify you this wasn't fixed and I thought I would just bring it up again to raise awareness.
  14. Brilliant thanks! EDIT: 1)There is a bug with Wukong's Cloud walker physics where it tries to drag you to the ground while using it. 2)There is also bug with selecting alternative helmets/skins on my Prime Warframes where the look is merged with the prime parts weirdly not like just toggling prime parts, but like the helmets and bodies merge kind of.
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