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cococciolo

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Posts posted by cococciolo

  1. 4 hours ago, Flannoit said:

    Some will obviously need tweaking afterwards to ensure balance

    after 3 frames that already have level scaling, 2 of which got it after their release and 1 on release, and the fact that non of them had have their level scaling portion nerfed since then, it's probably safe to say the devs would know how to tweak it even before giving it to other abilities.

    although it's also safe to say that not all damage abilities would need it at all, either cause they already scale in other ways or cause they can use weapon mods.

    • Like 1
  2. yeah after using grendel, vauban, and xaku I would say the best way to get non scaling, non exalted damage abilities on par with guns and melees is exactly level scaling. it's self balancing across all levels, consistent, versatile, and probably the simplest method to buff damage abilities without making them op.

    17 hours ago, (PSN)Madurai-Prime said:

    They probably don't want people sitting in corners spamming abilities for 4 hours straight. Maybe try some teammate abilities, weapons and swords in addition to your abilities lol.

    saying that as if it's not guns and melees that already allow people to go hours long in endurance missions.

  3. On 2021-09-20 at 7:26 PM, (PSN)Reaper330011 said:

    So desecrated enemies are added to the shadow queue?

    yeah, so then shadows of the dead can snowball better in both lower and higher levels as it has the same problem that nidus passive has except with a less efficient upkeep.

  4. 5 hours ago, (XBOX)Nekros9528 said:

    The beams will modify their Damage Type to target select defenses

    you forgot the part where the beams only change into 3 damage types depending on the enemys health and 1 doesn't even fully work, also compare the damage adaptation on revenants ult to baruuks reactive storm augment.

  5. On 2021-09-08 at 5:12 PM, rachjumper said:

    also increase the base damage or crit because this thing struggles REALLY bad
    you got this bigass archwing sized melee and it has some of the lowest overall melee damage in the game
    shame because it sounds and feels really good to use but it hits like a wet towel

    it's probably because the stance still has some of the lowest damage multipliers of any stance in the game, if not actually the lowest, even after the buff. most stances have average damage multipliers of 300% and above but the ghoulsaw stance has less than 300%. and the forward combo doesn't even have a multiplier at all.

  6. simular would be fine if it had a non zero status chance on the bubble damage ticks and not just the explosion. it would also be a huge improvement if you could continue making full sized bubbles after hitting the max limit of them and making the oldest one explode when a new one is made.

  7. best thing they could do for decoy is definitely making it tankier, also making it copy your weapon. it would basically end up as stationary wukongs clone but decoy is such an outdated ability that it wouldn't matter.

  8. seems like that should be more like a buff for revenants ult.

    now I'm not sure how useful this actually would be but I always thought a real good necromancer theme buff for nekros would be a synergy between desecration and his ult, where enemies that are successfully desecrated are added to the ults queue.

    • Like 1
  9. I feel like every move where the saw blade directly connects should have a guaranteed slash proc, also with the mods available to melee non of them have a problem with getting stronger with every hit, it was manly just the stance having some of the weakest damage multipliers in the game so this probably leaves the move forward combo as the weakest combo in the stance now.

  10. well the bugged saxum set was fun until it lasted but atleast now there's more reasons to use the carnis and jugulus sets over it, although I'm sure there are still some niche uses for saxum.

    and merulina still can't use kdrive mods so it might aswell stay a worse kdrive, which means still can't see a reason to play yareli other than just for fun, especially in open worlds.

  11. On 2021-09-05 at 10:44 AM, Xionor said:

    At the moment the ability feels different as it spreads like a zombie infection which I prefer over Nekros. It's a cycle of life and death, dying and reinfecting.

    except this only happens if you play solo with revenant with a pacifist style, cause they're actually pretty bad at spreading since they have alot of mechanics in place that limit their ability to spread despite having a 7 enemy limit already.

  12. On 2021-09-01 at 11:25 PM, Aesthier said:

     

    I am whelmed...

    I also stand by my original statement that it is an ability not a K-drive.

    If it was a K-Drive it wouldn't be usable in normal missions.

    but that's like venari not being moddable cause she's an ability and not a companion

     

    On 2021-09-02 at 11:35 AM, Klaeljanu said:

    I suspect that the main reason they won't let us mod it is the Juice mod, that grants energy on trick points.

    i can see that being true, exclude 100 things cause 1 thing is actually worth it in a build

    • Like 1
  13. merulina is basically just a kdrive turned into an ability so not being able to use kdrive mods on it just plain makes no sense and is probably the worst part of the whole ability. other problems are harsh turning radius, not being able to use one handed or upper body subsumed abilities, and not ragdolling enemies on collision like gauss.

    as for yareli herself, another case of a frame with elemental abilities that can't proc status effects, but in any case probably won't be using her much anyways.

    • Like 1
  14. melees sorta unerfed, tenet tetra nerfed as intended, kuva grattler nerfed as intended, tenet agendus just plain nerfed.

    anyways when will merulina be able to equip kdrive mods? the kdrive frame might aswell be able to use kdrive mods right?

    • Like 3
  15. On 2021-07-09 at 11:05 AM, [DE]Momaw said:

    the Kuva Hek without the augment is stronger than the basic Hek is with the augment. We might be willing to reconsider in the future if suitably scientific appeals are made

    the tenet versions of the tetra, detron, and flux can use the unique augments of the basic versions. all skana versions can also use the unique augments of the basic skana and they all have better stats too. those are just the ones off the top of my head.

    • Like 1
  16. 1 hour ago, [DE]Rebecca said:

    PASSIVE

    On death, become Sevagoth's Shadow and fight to resurrect him by collecting the souls needed to rebuild his tombstone. 

    hopefully his passive isn't just this because on death passives are effectively non passives because of the on death requirement

    • Like 1
  17. I feel like the onslaught matrix aura mod should always be able to reflect damage as long as the railjack has any amount of shields, instead of only being able to reflect damage at 80% or more shields. 

    or maybe it could be the other way around, where it only reflects damage if the railjack has no shields.

  18. it's odd how the cooldowns are tied to his 3 but the cooldown on his 3 is too long for that to be practical, his 1-3 could be way more streamlined if they all had a 5 second cooldown instead of having different cooldowns for seemingly no reason 

  19. On 2021-03-07 at 1:52 PM, quxier said:

    Speed has many more mods or abilities.

    yeah but it should be obvious why range doesn't have the same level of buffing as speed, because it can provide way higher potential for clearing rooms. not only that but range can reign the effectiveness of attack speed way more than attack speed can for range. 

    • Like 1
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