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Breyos

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  1. Just wanted to point out that the way the platinum coupons work is when it's been, say 100 days since you last logged in then the game will calculate if you would have gotten a coupon in those 100 days if you had logged on every day, and then it gives you the biggest coupon you would have received. That's why it seems like you always get coupons when you come back from a long break.
  2. To be fair, to get to Maroo you have to walk past 3 other NPCs that are dressed almost identically that you can't interact with. Her model is very outdated.
  3. You have to sort lowest to highest to see the low orders, dude... And this is the button you press to see what something is actually worth
  4. And like I said, buy orders mean nothing. There's a buy order for Arcane Energize up right now for 1 plat. That doesn't mean that Arcane Energize is "even more worthless than Acolyte arcanes, only worth being ground into vosfor", it means that we have a very wishful thinker or someone looking to make an easy buck off of someone who doesn't know any better. If you actually look at what those arcanes are *selling* for, you see that at max rank Deadhead and Dexterity are selling for around 22 plat, while Empowered is going for 45.
  5. Most of the sellers with buy orders for Empowered right now also have sell orders for them. They get sold every day. You can see the trade history under the Statistics tab. Just because you personally don't like the arcane doesn't make it bad.
  6. I'm not sure you understand what you're looking at there. That first entry is a person offering to buy up to 100 arcanes at 20 plat a *piece*. As in 2000 plat for the whole stack of 100. That's why that's listed as a "unit price". I'm not sure that's a legitimate offer, but nobody in your screenshot is valuing the arcane at less than 4 plat. Edit: I missed that those are for maxed rank arcanes. Still, buy offers aren't a good example of costs for anything. Most of them are people trying to buy in bulk to resell.
  7. I don't think primary weapons necessarily can't be status builds. I just think there are enough secondaries that do it so much more efficiently that most people stick with those.
  8. I do think that there are increasingly more and more enemies that require excessive amounts of damage to deal with. Demolishers aren't among them, though. I have a pretty easy time with them.
  9. Well in Cascade the points are all close by each other until it starts spawning the points for the next round. You're intended to have one or two people move ahead while the rest stay and close the remaining exolizers. Seems solid to me. It just kind of stands out in a game where that kind of strategy isn't really rewarded anywhere else.
  10. Briefly, the main issue I feel is that Void Cascade requires the party to split up to ensure a successful mission, but a fissure requires the party to stay together to ensure that the reactant drops aren't spread too far across the map. I don't feel like a simple buff to the rate at which the reactant drops would be enough either, since if you're alone making sure that two or 3 exolizers stay under control then you may not get many (or in my experience any) enemy spawns at all. I also feel like Void Cascade is in a bad spot right now where you have a lot of people who don't seem to know how the mission type works, either because they are new, or because it's been a while since they last did it. I feel like it's such a toss-up as to whether you can get to round 3 just due to what teammates you are paired with. Edit: accidentally posted this in the wrong section. I thought I was posting in feedback.
  11. My main issue with the LoS change is how inconsistent Line of Sight can be in the game. If I'm using 3 abilities to take out a group of enemies and it misses some of them I probably would have been better off using my primary instead. I think a good compromise is allowing the status detonation to ignore LoS. That way I know I'm guaranteed to do a good chunk of damage to the enemies I tagged with Dark Verse whether they get hit by it's main damage component or not. I also think it would be good to move some of Tragedies' damage over to Dark Verse so that it's a little more reliable in higher level missions, but that also affects how he plays in lower level missions too, and Idk how that would work out. EDIT: Either that or just reduce the range of Tragedy. I felt like being able to hit enemies on different floors in the Lab tileset was a pretty big part of his toolkit before.
  12. Found this thread because I recently pulled my Sobek out for a level 30 mission and I could notice a huge difference. In the past I was reliably able to clear packs of enemies with a few shots of the Sobek with the acid shells mod pulling a lot of weight. Now acid shells hardly does anything. I was actually wondering if I even had the mod equipped at the start of the mission. I'm thinking this must be a bug rather than an intentional nerf because it doesn't really affect the Sayrn build that much, it just makes it unusable in lower level missions.
  13. The Acceltra is supposed to have a special mechanic where it fires two different rocket types one after another, a red rocket and a blue rocket. Aside from the different colors, the rockets are supposed to have different stats represented in the modding window. There was no issue with AoE. I remember it working this way when I first tried it out a few months ago, and I have a friend who was excited to use it and was wondering why it wasn't working. Here's a video of how it should work, and how it should look in the modding stat screen: EDIT: Around 7:23 in the video you can clearly see a 1st attack, 2nd attack, and radial attack in the modding window. Around 5:10 you can see him firing the different rockets with different effects.
  14. The second attack of the Acceltra seems to have been removed from the game entirely. The weapon only fires blue rockets, and there is no mention of a second attack in the modding window.
  15. The kuva lich in question was downed several times before I went for the first stab. I usually stab with an Oull once for free whispers, and then down them again until they decide to leave, but it didn't happen this time. I think the cause of this was that it was going to leave if I didn't stab it on the current down, and stabbing it in this state caused the counter to reset properly somehow.
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