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Posts posted by LSG501

  1. 7 hours ago, OwlOfJune said:

    Funnily enough the other PoE resources, plants, already do this.

    And it makes it a far less time consuming task to get said resources.   OV seems to have improved on the idea a little by having multiple plant resources clumped together in little patches (except ores...) which makes it even better imo.

  2. 58 minutes ago, Pizzarugi said:

    There's still a matter of how stances work, and polearms still have strong combos on top of natural melee reach.

    well melee 2.99999 made the stance on polearms (kripath etc) less fluid imo, especially if you used to quick melee.   It also tweaked some of the range of weapons etc.

    Melee 3.0 is getting stance reworks as well iirc so like I say until melee 3.0 comes out we can't really answer anything.  We can say which is best now (personally I prefer the keewar) but that doesn't mean it won't see a balance pass (cough nerf cough) with melee 3.0

  3. 10 hours ago, Xzorn said:

    With even an avg connection speed you'll find yourself waiting for doors to open so it's kinda self defeating and Solo there's nothing to complain about.

    DIdn't DE do some changes to speed that up recently and yet I'm still getting stuck on doors even without a speed buff from volt, in all honesty I think I 'hit' a closed door more often than them opening fast enough.

  4. I have a very simple solution to the 'hyper speed' volt spammers in missions because they're seriously annoying.... I just stop moving completely, they're spamming their 2 to go as fast as possible but in doing so are actually making me go slower so I make them wait. 

    I've already 'tuned' my frames to the speed I want to go at, in conjunction with bullet jumping etc, adding in a 200%+ speed buff on a frame that is already 1.5x+ faster than base just means I run into walls and objects... which ultimately takes me longer to get to the end.  So I just stop until their usually short duration buff is finished so I can just carry on at a pace that is 'more suited' to the enclosed spaces. 

    200%+ buff on volt has less impact than on say limbo which has a higher base speed, so while the volt might like the increased speed it doesn't mean limbo does... I sure don't like it on titania that's for sure.

    I actually think the suggestion by the OP of buffing volts base speed and nerfing the buff is a fair way of balancing out the love hate of volts speed. 

    I know we can do back rolls/flips to stop the speed but if you're being spammed every 5 seconds or so it's pretty pointless, not to mention they're the hardest move for me to pull off, and I suspect I'm not alone in that... we need a better way of 'opting out' or restricting the amount of speed buff we get from volt.

    • Upvote 1

  5. 9 minutes ago, SordidDreams said:

    Eh, you'd still be relying on RNG, though. Instead of getting a random drop from a universal mining node, you'd be getting a random mining node. 


    Only if they made them randomly spawn instead of having them in 'zones' where a particular ore is easier to farm, ie like in real life.... but I doubt any of this is going to happen...


  6. 58 minutes ago, (PS4)haphazardlynamed said:

    DE pandering to too many whiny burnt out players who don't want to play the mining mini-game anymore 

    My 'personal' issue with mining, isn't so much the mining (if I ignore the time it takes from 'normal' gaming, which in itself is an issue for some) it's the fact that you can't just mine for the resource you want, you need to rely on rng, which then often means getting what you want takes even longer.  Take away the rng, give each resource it's own colour and it will be much much better imo. 

    • Upvote 1

  7. Yeah I bought a load from plague star, this was when the drop was really bad for me, then DE buffs their drop rate and now they're literally useless...

    I really wish DE would 'think long term' when they add stuff to the game, they've had the game going for well over 6 years now so you'd think by now they'd have a 'rough' idea of how to make things work long term over 'right now'.

  8. 51 minutes ago, (PS4)ex-Kurosaki-xe said:

    The problem is not that. I m actually searching for an answer. I know perfectly how the skills works but not how they sinergy in these case ^^ I just wanna know, if for example, 7 enemies are in the Tentacle Swarm, and 1 die after get in contact with a tentacle and get killed, and after that trigger the Molecular Prime chain of explosion, before any tentacle touch the restant 6 enemies, at that point, that 6 enemies dosen t drop any extra loot ? Or they drop because inside the area of Tentacle Swarm ? 

    No one seems to know actually how it works, and I m asking appositely here ^-^/

    Thanks anyway for the answer, much appreciated.

    It's not a 100% chance of getting a drop, so it could just be rng doing being annoying.

  9. 35 minutes ago, (PS4)ex-Kurosaki-xe said:

    Hi guys ^^

    I was looking around, but hardly I 've found a real answer about the Molecular Prime effects on "Farming skills". So many player confirm that 1 Nekros can't desecrate in time all the corpses, when molecular make huge ammount of enemy explode, and at the same time, molecular prime dosen t help at all with Pilferin Swarm augment. Because tentacles need to kills enemies for get the additional loot, but when a molecular chain of explosion it s triggered, it s impossible to use the Pilfering correctly. I guess the real problem it s with the low level enemies for the 1st 20 min but that s a huge ammount of resources wasted if that's true. 

    Thanks for the time reading and answering.

    Hydroid's pilfering storm got changed ages ago so tentacles only need to be holding/touching enemies for a chance of loot.  So assuming no bug you should still get a chance even with nova using MP.

    • Upvote 1

  10. I'm sorry but there is no reason that arbitrations should not have revives like everywhere else in the game so this half baked (I want to use a different word)  'fix' to the lack of revives isn't going to suddenly make players like me want to play it, if anything the fact that you're going to get some sort of hit, health most likely, isn't going to make me want to revive a player as I might die in the process... just give us 1 revive (press x type) per 5 rounds, which increase to a max of 5 if we don't use them, or something instead, still has risk of perma death but we don't have to risk dying ourselves to revive them. 

    This fix still doesn't fix underlying issues with the game mode

    • It isn't going to make it less monotonous.... it's the same thing over and over again
    • Rewards are still just as poor as before, with the majority of rng being biased to endo/ayatan which also makes up the bulk of the rewards.  I personally have no need for this at the moment...
    • rewards still take twice as long to get as normal, there is zero reason why it needs to take twice as long
    • the drones will still annoy players, especially those that like titania where her guns don't work (unless they've fixed that) against it (I do wish DE would make their minds up if her guns use bullets or an 'exalted weapon' and then be consistent with that decision)
    • rivens are already broken so you add them to another section of the game where the weapons are reasonably well balanced.... yep makes perfect sense when you've already been complaining about how quickly we kill stuff using them.... as others have said I'd rather see a buff to their damage than rivens for them.

    Honestly the suggested change isn't going to make me want to play, I've hardly played the current arbitrations because of the above issues and this change is not likely to change that. 

    edit: Actually thinking about it, this 'fix' kind of shows how detached the devs are from the game that us players play, it's all very well coming up with an idea that works well in the closed world of internal testing where you all communicate and do exactly as intended but that internal testing doesn't reflect what happens in the real game.. there usually isn't any communication and we're not going to risk dying ourselves to 'save' another player.  

    Not to mention the dev's think that lack of revives is the most 'pressing issue' with arbitrations....

    • Like 1

  11. 8 minutes ago, Trace_Outli said:

    So i've killed the wolf roughly three times over the past two days, and none of those times has he dropped the Saturn six mask. Can anyone help me on this?

    i just want fashion for my operator :sadcry:

    LOL... complaining after 3 attempts when it has a 2% drop chance....

    farm, farm and farm away is the only option here.

    I got it a couple of days back but I'd rather have my missing hammer parts...

    • Satisfied 1
    • Upvote 1

  12. Honestly, my issues with k-drive are....

    • they should not have given k-drives their own syndicate, especially considering how poor the xp gain is with it.  If it was linked into the main solaris standing it wouldn't be an issue getting the xp.
    • they should not have made them require levelling... honestly this is the BIGGEST issue for me, they're an mr linked item which takes far longer than anything else in the game to level AND getting standing requires you to do things which specifically takes you away from the reason that we actually play the game in most cases... it's not skateboarding, I can play a tony hawk game if I wanted to do that.
    • their syndicate has the same issue as getting xp for them in as much as it takes you away from the main reason most of us plat the game...
    • except for the mr there is literally no reason to have more than one k-drive, there's no performance differences, it's just visual. 
    • I can't even use my pistols while on the k-drive, hell I see no reason why I can't go zooming along with my melee out slicing and dicing as I go.
    • Archwing is faster (not just itzal blink) because I can fly OVER the mountains instead of being forced around them,
    • I can use weapons while using archwing and the archwing has abilities..

    The absolute biggest thing though... I don't actually WANT to use them, even less so on fortuna. 

    I've said it before and I'll say it again, k-drives should have been released with PoE, archwings with OV, PoE is far more suited to a k-drive for moving around than fortuna is.

  13. 57 minutes ago, [DE]Megan said:
    • Vega Toroids have a 1% chance to drop from Mite Raknoids.

    What is it with you guys and 1% drop chances (well anything below 5% in all honesty)... the mite raknoids might be more common but they're not THAT common that they need a 1% drop chance. 

    Actually NOTHING in games deserves a drop chance below 5% imo.

    • Like 1

  14. 20 hours ago, [DE]Marcus said:

    The Wolf's spawn rate will be increased across all four platforms to 4%, and for missions that are level 20+ it will be increased to 6%. One of the major exceptions is that he doesn't spawn in Open Worlds, so keep that in mind. Note that the end of Nightwave Series I does not mean the end of the Wolf of Saturn Six appearances - he'll still be around! 


    Still not high enough imo, especially considering he seems to have lower spawn priority than the syndicates and likely even the stalker.   Those spawn rates would be fine if he always dropped a part but the parts have rng.

    Also doesn't help that there is a bias towards him turning up when we are levelling gear etc meaning at best it takes us an age to kill him assuming we don't die from the napalm (which ironically does more damage than wolf does in my experience).

    For reference I've completed rank 30 on the nightwave missions and I can literally count on both hands how many times I've seen the wolf of saturn...I have however been fairly lucky in my drops, 2 parts and the wolf mask (which I'll NEVER use)

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