Mu_Gera
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Posts
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Joined
Posts posted by Mu_Gera
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36 minutes ago, TrickshotMcGee said:
It doesn't even have to proc on every tic, it can just be the initial one, but either way it would still do what it's description even says of corroding enemies.
And you're right about Inaros, but I couldn't find anything that said his other abilities besides his 4 doing corrosive damage. But anyways, this is about miasma.
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1 hour ago, Misgenesis said:
It would still fall off since it's damage is decent at best, but at least it would add utility, if only against armor.
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1 hour ago, Misgenesis said:
It would still fall off since it's damage is decent at best, but at least it would add utility, if only against armor.
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30 minutes ago, TrickshotMcGee said:
I only meant it's innate element, which I'm not sure how that would be broken if it procced corrosion, it would only affect armor. Speaking of which, for what seems like the only innately corrosive ability in the game, along with saryn's theme, it's weird how it wouldn't corrode armor (besides, armor can be arguably more broken).
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Why doesn't miasma proc corrosive? Every other Saryn ability can proc their respective element 100%, except miasma. Why though? It kinda gives a sense of inconsistency.
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26 minutes ago, (PS4)A_SimpleName said:
Water is NOT a vacuum. Testing in water =/= space.
What am I missing here?
No you pretty much got it.
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I'm no physicist but I would imagine that a projectile in a vacuum (like outer space) would carry the same energy indefinitely until it hits another object, basically.
That said, why do some arch-guns have damage fall off?
Edit: space magik apparently, which would also explain why there's sound in archwing.
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The problem with the new smite is that the streamers only purely scales, it only has a percentage value with no flat damage value. Which means that while it scales up (though terribly, even if no armor is present), it scales down with no supporting damage at lower levels.
In short, it needs to be like acid shells and have both a flat damage value and a percentage damage value so it scales consistently at lower and higher levels.
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For tornadoes, instead of a locked hierarchy, maybe it's just whatever the last element that hit it and in case of multiple instances, whatever element dealt the most damage.
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I'd rather it go something like-
Arrows do full damage on any charge, but charging makes the arrows spread less. So at no charge they spread like usual, but at full charge they can all hit the same point.
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A flat percentage on individual enemy health instead of total enemy health would allow cataclysm to still scale and not do absurd damage.
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Miter also still doesn't have proper crit chance or multiplier, last I checked.
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2 minutes ago, desdendelle said:
2. You can't banish mobs while you're in the rift, which is silly.
Can't you rift surge enemies outside the rift while still being in the rift? The patch says surged enemies outside the rift are automatically banished, but I can't test this right now.
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4 hours ago, ColdCremator said:
I specified in my post that I used a Kavat to strip the Roller of its armor.
Whoops must've skimmed over that
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Rollers have ferrite armor which takes less slash damage, along with machinery health.
Maybe this caused the decrease in damage?
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I love that Ogris change, since it seemed like it should've been the powerhouse, rocket launcher in the explosive launcher category. Good thing I invested in it. Though well this mean that nightwatch napalm well be indirectly buffed by Orgris' new range? Hopefully yes, it would've also been a good investment in farming it.
Speaking about Orgris' new range, and full self damage on tonkor while at it, why not give a universal self damage percentage on launchers instead of full damage? Like how Elytrons warhead ability only inflicts 30% of total damage to the user.
Edit: did some quick math, new Tonkor will still be strong enough to either be on par with new Ogris or slightly edge out in pure damage, but a status Ogris would probably be more reliable than a crit Tonkor or damage Ogris in long runs.
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Besides damage type and base range, the energy add-on is probably the worst deal breaker, so I only use it to revive others and protect myself but now that's sabotaged by other teammates along with enemy scaling (no surprise there though).
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2 hours ago, AcceptYourDeath said:
It's a solid weapon stat wise, but the special mechanic is what could use more flexibility. Now I would agree that this change would allow it to spam the blind, in a way, but the distance being affected by the stacks would mean that the more you want to spam it, the less it would benefit the range.
This would allow a more fluid mechanic and a balance.
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As long as maggots still also give stacks when they explode by being killed by enemies or when Ravenous is moved/expires, I can live with this change. But why don't they give stacks by killing enemies with their bites as well? Every time I see an enemy getting killed by just maggots biting them, they don't give a stack and it seems like a waste of a kill.
And one stack per second drain when inside nullifier bubbles is pretty fair, it could've been MUCH worse, like chunks of stacks drained or being completely drained all together.
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1 hour ago, Roughcut said:
Speaking of maybe too strong, making the limit the same range as a syndicate proc, it might be a stretch but it would compensate for the lack of a syn proc and the stack building would balance it.
Extra thought though,
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The current block requirement of the Vaykor Sydon seems less flexible as it could be, so why not make the blind effect distance scale linearly with the blocking stacks?
1 stack = 1 meter, up to the current limit of 15 stacks (which is the needed requirement to release the blinding effect which is, coincidentally, 15 meters).
Very minor tweak but I think it would give it fluidity against melee and ranged enemies.
Edit: No pun intended.
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10 seems like a sweetspot, maybe, because any lower and it will be too powerful but a higher requirement might drain him of his stacks and his scaling too quickly.
15 or 20 might be a good balance otherwise, high enough to punish players from being too careless but low enough to not punish unsuspecting, sparse deaths, like a Napalm or tech you didn't see at first.
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I'm not sure why they just out right removed the percentage damage instead of toning down the percentage or giving it a limit, maybe have it do flat and percentage damage (like Acid Shells) so that it's viable at all levels.
But I am more concern in making Magnetize a one handed ability, and maybe Polarize as well while we're at it.
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I thought he relied on his stacks too much, that's the only way he scales effectively and it's related to how many enemies he encounters, which mostly shines in high enemy density levels or modes where you need to not move as much.
He only scales in damage if the current level allows it, and the support he provides with moderate CC, linking with allies, and Ravenous health regen are very welcomed IMO.
Plus he's finally a solid, actual caster frame who doesn't rely mostly on his weapons or only just one or two abilities ( or at least, all his abilities are generally viable when dealing with enemies), and I think that's very unique.
Damage fall off in Archwing?
in Weapons
Posted
I don't think it would make much of a difference even if it was a heavy dust cloud, maybe as much damage as a sand blast. The speed and material of a projectile would give it an advantage, especially something like Velocitus or Fluctus.