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Mu_Gera

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Posts posted by Mu_Gera

  1. 2 hours ago, [DE]Megan said:

    Pulverize

    • Removed the Enemy Level multiplier from the total Impact Damage scaling. 
      • New formula:  Total Impact Damage = [Impact Base Damage + (Number of Enemies Stored≤10 × 350)] × (1 + Ability Strength)

    went from strong with bad movement to good movement but too weak to actually use for anything other than memes.

     

    2 hours ago, [DE]Megan said:

    Regurgitate 

    • Changed the total Toxin Damage multiplier from enemy level to total enemy Health %. 

    and now this went from useless to so OP it won't surprise me if it gets nerfed. both of these had perfect balance with level scaling and only needed base damage tweaking for damage balancing.

  2. On 2022-04-25 at 11:31 PM, bnuy said:

    Ability 4: Fusion Strike (tweaked)
    Changed this ability to function like a beam weapon, meaning it no longer deals the full damage in one instance, but instead broken up over many ticks of damage

    this single change would be worth having everything else in his kit unchanged, cause it feels like a let down blasting 1 enemy with the entire beam duration and only doing a single tick of damage plus the explosion.

    cutting the damage in half and giving it damage adaptation would be the cherry on top too honestly since it's weird that revenants ult does it but not calibans. although the damage adaptation would have to be as robust as baruuks reactive storm augment to be worth the half damage.

    • Like 1
  3. 3 hours ago, Tiltskillet said:

    Yes, and as merely one component of a first ability.   He does have another ability, very similar except that it has no other functions, that is desperately in need of better damage application.

    I honestly believe that if the vomit portion of Feast had never done -any- scaling damage to standing enemies, and just applied the toxin proc to them, complaints about his kit would still largely be,  "Feast is a great 1, but storing enemies costs  too much energy.  And what the hell purpose does his 3 serve?" 😛

    it actually used to do no scaling damage at all on release, everyone unanimously agreed it was trash and so it got buffed with the level scaling mechanic. as for regurgitate, all it just needs is a guaranteed toxin proc and/or the base damage changed from 1200 to 2500, which is the base damage of vaubans photon strike (which also has level scaling).

  4. 3 hours ago, Tiltskillet said:

    Most definitely.

    I think a fixed 8m cone of damage that scales with enemy level--on top of everything else Feast does--is already pretty darn powerful.

    if you mean pretty darn powerful because it's one of the few damage abilities that can compete with weapons mainly only due to the level scaling mechanic, sure I agree. but its 8 meter long cone range is palpably short, 10 meters would hit the sweet spot of useable static range that doesn't feel like you have to be right at their face.

  5. 9 hours ago, selig_fay said:

    I am very sure that this is already so.

    it isn't, it's a static 8 meters and it doesn't change in game with more or less range. which isn't bad per se but could be bumped up to like 10 or 12 meters or something if it isn't gonna be affected by range mods.

  6. the passive change is kinda meh, 1000 armor is not that great though might work with his health amount. would be better and simpler to turn it from 50 armor per enemy eaten to 50 health per second per enemy eaten. then you give nourish a radial heal to keep relevance.

    the energy cost changes would be fine, though the current costs are acceptable if: feasts gets a base range increase; nourish again gets a radial heal; regurgitate has its damage set equal to vaubans photon strike and is given a tap/hold function to switch from semi to full auto; pulverize loses the 10 enemy cap and gets better mobility.

    oh and regurgitate might be bugged currently, the level scaling damage affects the regurgitated enemy but not enemies hit by it. tested it by using high level techs.

  7. 2 hours ago, [DE]Megan said:

    Protea’s Blaze Artillery will now shoot through Volt’s Shield, but won't benefit from its buffs.

    what's the problem with gaining its buffs? the damaged type change and crit buffs are fine, nearly every friendly projectile is affected by volts shield like that and it's not like blaze artillery should have any exception to that. its also not like there's always gonna be a volt in a proteas squad, and if there is then it's just team coordination.

    • Like 1
  8. his 4 could use a rebalance instead of a rework, mostly just better momentum against enemies/heavy landings and the damage not being capped at 10 enemies, since it's competing against his 1 for damage just like his 3.

  9. I also just tried it and yeah it's basically a weaker, nonstackable iron skin with duration that handicaps you for a couple quirks that aren't worth using over any of your weapons or landslide.

    but it feels like it can be easily solved by giving it the same damage and health stats of the rumblers, on top of mods affecting the stats aswell.

    • Like 1
  10. 3 hours ago, [DE]Megan said:

    This change was made to prevent Grendel from prog stopping missions where all Sentients must be exterminated for the mission to succeed. 

    Still, why not just make it so it works like revenants thralls where the affected targets don't count towards the kill requirement? 

  11. How about speed increases with battery level or distance ran. Or maybe each enemy hit increases speed in a way.

    Speaking of which, mach rush still not damaging enemies on direct collisions seems like the next glaring issue, I know thermal sunder adds contact damage but that's a bandaid. I still expect to damage enemies as you run over them as an innate feature instead of knocking them away softly.

  12. Most base values on damage abilities are not good enough to keep up with even high level infested, 1000 damage is like the bare minimum amount for some abilities to do actual damage to high level infested with current mods and practically only the very newly reworked frame and newer frames have abilities that can do that much damage. The only other way to make them decent would be to add the enemy level scaling that grendel and vauban have.

    And you can test this by simulacrum, high level non grineer missions with no strength mods on, and the most obvious being the grendel part missions where the enemies aren't even high level.

  13. Has anyone tested if the nourish strike buff really gives abilities extra toxin damage? I've tried to test it many times in game but I've never seen a frost proc viral or an ember gas or whatever when I buff them, despite the ability description saying otherwise. That could be another thing they look at, would be great for nourish now that elemental augments don't buff abilities.

    Also his passive could heal 50 hp per enemy per second instead of 50 armor, I feel like it wouldn't be redundant if nourish gets better scaling for health and affects allies in radius, and it would offer better survivalbility at low and high number of enemies in grendels gut.

  14. Actually I  have come across a very underlying problem and that's refining resources in the forge, not that I know exactly how it works but I imagine that once the forge hits the resource limit it doesn't collect anymore. So maybe something like uncapping the limit or making any extra resource above the limit get auto refined would help managing that aspect.

    • Like 1
  15. So far the only problems I've had are nearly every archwing except amesha being extremely squishy and archguns being nigh unviable even when you have a god riven against even the fighters after the first few levels. I'm not even sure if the intrinsics that increase archwing defenses and offenses will be enough. Kinda cuts back on gameplay choice and makes you claustrophobic being in the railjack all the time since you'll get blasted once you fly outside in the archwing, and if you aren't then you're not gonna be able to do much except boarding crewships.

     

    Actually that's pretty much it, I guess the avionics are kinda wonky to navigate and their rng are aswell but I guess I can wait wait till the drop rates and locations are posted somewhere.

    • Like 1
  16.  

    2 hours ago, [DE]Megan said:

    Arch-Guns in Archwing mode:

    • All hitscan Archwing weapons converted to projectile when in space
    • Increased fall off range from 200-400 to 300-600
    • Increased min fall off damage from 10% to 50%
    • Increased projectile speed of the Kuva Ayanga while in space. 

    RIP law of inertia

  17. Fireblast could definitely need it's damage also getting buffed by immolations level. And immolations could definitely get some kind of normalization for the gauge filling and energy drain.

    Fireball is still also boring and redundant, doesn't feel powerful at all despite being able to reach 8x damage.

    Inferno is still fun and decently strong but the fire rings could still use a chance to proc fire.

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