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Mu_Gera

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Posts posted by Mu_Gera

  1. 19 hours ago, taiiat said:

    which would be an interesting test to make, to see how great of a catastrophic effect small particles in space have on solid objects traveling at high velocities.

    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.

  2. 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.

  3. 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).

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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. 

  9. 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.

  10. 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.

  11. 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.

  12. 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.

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