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Calvyr

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Posts posted by Calvyr

  1. I kinda liked having the permanent focus buff icons on the UI as a reminder of what school I'm currently using. Is there a way that turning them on/off can be a configurable option, or adding some other indicator of what focus school is currently active?

  2. I really like the recent update to the Nexus app, but I have one request. Can the app be fixed so that it stops sending me notifications of every Nitain alert, even though I've turned those notifications off? It's been doing that for months now, and no matter how many times I toggle the notifications, it continues to send them.

  3. 6 minutes ago, Tsukinoki said:

    And maybe you can say what's wrong with getting a reload speed, melee speed, and movement speed buff?  It helps in pretty much every situation, and even serves to make some weapons actually bearable and usable...

    Fact is that you can already stay out of the area around the volt (speed doesn't have the largest range) or you can cancel the buff.

    I like the reload speed and melee attack speed alright, but I can live without them. The movement speed is the thing that drives me crazy. In many cases, it has an overall result of slowing me down because I end up running into everything in sight. I have a good handle on parkour and I know how to time my jumps etc. to keep a good flow and traverse levels quickly; the movement speed buff completely throws that timing off and as I said, I end up running into walls, doors, obstacles, etc. rather than navigating over or around them. Net result is slower traversal. I have seen many instances where I've cancelled the buff and ended up at the end of the level before any of my buffed allies.

  4. Just now, Thaylien said:

    I know what you guys are saying, but the testing was done, the majority statistics won out. The simple fact is that the easiest way to handle Volt's Speed is the opt-out strategy, because unlike you the vast majority of the players want Speed and do not have any issue with the opt-out strategy.

    Funny that a lot of people that I talk to feel exactly the same way I do. I guess if DE doesn't want to change it, I'll have to go back to the hard opt-out solution, drop any group that has a Volt in it. I hate doing that, but I can't stand that "buff" being forced on me.

  5. Volt Speed ability can be useful, I suppose, but I find it more of an annoyance and obstacle than an assistance. I appreciate that there is a way to remove the buff, but it becomes annoying to have to back flip every 10 seconds or so because the duration of a high power strength build tends to be very short. What I would suggest would be to either greatly increase the duration so that squad members who don't want to be forced into warp speed don't have to cancel the buff repeatedly, or to change the buff back to an opt-in state where squad members can choose whether they want to be accelerated or not.

  6. I would LOVE to see a huge buff to the duration of Speed. I get really annoyed having to cancel it every 10 seconds. Either that, or it would be great if there was a better way to cancel, or opt out of it.

  7. I've been noticing lately that the waypoints for bounties when playing as a client are not displaying properly, making it difficult to tell where to go. There seems to be a constant waypoint at the Cetus gate (which would actually be a nice addition), but nothing for the next objective most of the time. It does sometimes pop up, but only until the host arrives at the objective area, then the waypoint will disappear. I don't have this problem when I'm playing as the host.

  8. I like the fact that we need to use different spears on particular fish to get the best results. The one problem that I have with it is switch spears when I'm using the Lanzo and a Tralok shows up. My suggestion is to add the other spears to the fishing gear wheel to allow us to quickly switch between spears. I'd also like the ability to customize the fishing gear wheel, but for now, adding the other spears to it would be a great quality of life change.

  9. I've been wanting this feature for about as long as I've been playing, but today I ran into a scenario that screams for queued crafting. To craft the Gara Systems, you need 25 Esher Devars, which are crafted one at a time in the Foundry and take one minute per cycle. I now have to stand in front of my Foundry for half an hour to make all the gems that I need to start building the systems. DE please, give us a way to queue several consecutive crafting operations, even if there's a limit on which items and/or how many operations can be queued.

  10. I agree that Zephyr isn't a bad frame, her kit just needs some tweaking. For me, Zephyr in her current state is more fun to play than the "reworked" Hydroid. The only reason that I added a new ability (Wind Shear) is that I see no reason that Tail Wind and Dive Bomb, in their current state, shouldn't be combined. The name change for Tornado/Eye of the Storm is a minor thing, really; I just think that my proposed name fits the changes better. When it comes down to it, I don't care what the abilities are called, just how they work.

  11. We all know that Zephyr needs to have her kit looked at, and given that the speculation is that she may be among the next primes, and the fact that I've been spending a little time playing her lately, here are my ideas for how her kit could be improved. I think these ideas keep to her theme of mobility and wind power, while adding some damage to her kit and making her CC ability much more useful and less annoying to squadmates.

    Passive - no change

    Ability #1 - Tail Wind
    Combines current Tail Wind and Dive Bomb abilities with slight increases to damage numbers and adding an interaction with new ultimate ability, Eye of the Storm. If Tail Wind is cast while on the ground, with the cursor aiming into the air, Tail Wind behaves like when Zephyr is in the air, while incorporating launch damage, otherwise Tail Wind behaves as it currently does, launching Zephyr straight up. If Tail Wind is cast in the air, while not aiming at the ground (within 10° of directly below Zephyr) it behaves as current, propelling Zephyr in the direction of the cursor and
    inflicting Slash damage to enemies caught in the path. If the cursor is pointed within 10° of directly below Zephyr, Tail Wind behaves as Dive Bomb currently does, propelling Zephyr into the
    ground and dealing damage to surrounding enemies. Tail Wind's ground impact damage is calculated as Dive Bomb's currently is, increasing with distance travelled.

    Damage is affected by Power Strength
    Speed and flight duration are affected by Power Duration
    Damage radius is affected by Power Range

    Augment: Dive Bomb Vortex could be adapted to be used with the new version of Tail Wind

    Ability #2 - Wind Shear (new ability)
    Zephyr summons a gust of wind in a 45° forward arc reaching 10m which ragdolls enemies, deals 150 Impact damage, and inflicts them with an automatic Impact proc. Enemies who impact walls or objects are also dealt up to a maximum of 50% of their health as finisher damage.

    Damage is affected by Power Strength
    Ability arc is affected by Power Range, to a maximum of 180°

    Ability #3 - Turbulence - no changes

    Augment: also no changes

    Ability #4 - Eye of the Storm
    Zephyr casts a wind storm which expands in a wave from her location, in all directions to a range of 20m. Enemies caught within the wave are engulfed in a small funnel cloud that holds them twirling in place for 10 seconds. When enemies that are affected by Eye of the Storm are hit by a Tail Wind charge, they will be dealt an additional 250 Blast damage and inflicted with an automatic Blast proc.

    Damage is affected by Power Strength
    Stun duration is affected by Power Duration
    Radius is affected by Power Range

    Augment: Perhaps recasting Eye of the Storm performs a lightning strike to all affected enemies and detonates the funnel clouds, inflicting Electric damage and an increased chance for a proc.

  12. Personally, I think that not allowing people to self revive while allies are within affinity range would be a nice touch. It really takes a big part of the team aspect of the game away when people don't allow their allies to help them out. I understand when there's nobody nearby and you have to wait out a bleedout timer, but when there are people around, you should give them the chance to help you.

  13. 6 hours ago, EliteStrike1 said:

    I actually like this on sorties, they are supposed to be difficult & I think this adds an extra element to the game play.

    The sortie defence is already more difficult because the Operative moves around, sometimes very erratically. I don't mind if we don't get punched in the face with the fact that he's down, but it can be almost impossible to find him in the mess of ground effects laid down by Hyekka Masters, Napalms, other players, etc. We get two indicators showing us where he is when he's active (three if someone marks him), why wouldn't we get one when he goes down and is in the most danger?

  14. My biggest beef with the sortie defense missions is the fact that there is no indication when the Operative goes down, short of looking at his health bar. We get no audio cue that he's been downed, and there isn't even a HUD indicator to tell you where the heck he is in order to revive him. Could there at least be a HUD icon that pops up to tell us that the Operative is down and where we can find him to revive him, like we get with teammates?

  15. I play Rhino a fair amount, easily one of my favourite frames and I have to say that I honestly don't think there's anything wrong with him. Any of the "problems" you mentioned are fixed with augments to his abilities or are simply good for balance. His survivablity scales ridiculously high when you use Ironclad Charge and build for armour and power strength, not to mention that Iron Skin grants immunity from status effects. There is already an augment to allow him to shed his Iron Skin (which I use in conjunction with Ironclad Charge). His stomp is one of the better CC abilities in the game. and the augment for that ability (Reinforcing Stomp) can also be surprisingly useful for keeping Iron Skin topped up, especially when you build for range and efficiency.Roar is a straight up buff to squadmates, which is also very useful.

    In short, there's nothing wrong with Rhino or his abilities, they don't need to be changed.

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