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LSG501

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Everything posted by LSG501

  1. Lets see...I haven't even unlocked my first one so...lower levels of rng, if I'm being totally honest...
  2. I never had an issue with BR and CO... they maybe needed a cap on how many times they could stack but not the change they've been given. Maiming strike, I never really used so not really bothered about in the grand scheme of things but spin to win was fairly annoying so if it 'reduces' that I'm all for it, however I don't like the way that DE have basically removed a way for non crit weapons to be crit viable with the change, even if it was just one attack type of thing.
  3. Didn't the one scale stupidly high which was part of the problem with it so couldn't they just make it a one time add so it doesn't scale?
  4. Still makes you wonder how the decision making process went at DE for them to have thought that random rng values on the same weapon was a good idea in the first place.... Also bet there will be some extra 'cost' in this coversion process too... probably going to sling some more rng into it saying we need 'x' which is only available from something else which is also rng.
  5. Which is 'better' but I personally have more of an issue even being able to mercy a thrall... by the time I've seen a red symbol above their head , which to be fair is not easy in most situations, they're already dead... I think it would be better for you to maybe rework how this all works because I haven't even done a mercy attack yet....
  6. To be fair this 'should' have been how it was from day one... which is funny seeing as DE were complaining about storage space on rivens due to the rng nature of them.... I still say these weapons should have been like an 'arcane' for the existing weapons (ideally add the new ones into dojo/market) and not actually give xp...
  7. Devils advocate here... maybe if DE managed to keep their 'release schedules' they wouldn't need to put in such an excessive and artificial grind to drive plat sales through things like forma and the requiem relics/mods.... Most players (at least that I know in game) are more willing to pay into the game because they enjoy it and want to support the dev's, not because they've been forced into 'buying' plat to progress at a 'fair' rate....
  8. LSG501

    Vasca Kavat

    Still going through the levelling process, going to put my usual amount of forma on it and 'hope' that at some point it might get a bit of precept revamp lol... might as well make use of that affinity booster and levelling pets is pretty quick anyway. I think I did a single (well invite only) and it didn't actually revive me, which completely defeats the point in using it, the cooldown is supposedly 120 seconds which is too long imo, even phoenix renewal isn't that long...
  9. LSG501

    Vasca Kavat

    Honestly I didn't know about Transfusion consuming one of our revives when it revives, it sure doesn't read that way in the description... mind you it doesn't say anything about the cooldown it has or the fact you need more than (I assume) 20% for it to work either... having said that I haven't been revived by it several times when it was the first time going down and it had more than enough health. It also doesn't seem to work in single player mode either... Draining bit is pretty useless in all honesty and feels like a wasted slot when we have pack hunter and medi pet kit. It really does feel like it could be given something 'better' for it's precepts... yes I know it's basically a vampire in kavat form so the abilities are 'correct' but with how poor they are why would I pick it over the smeeta or adarza...
  10. How about a 'simple' solution that can realistically keep both sides of the argument happy.... MR is only given up to rank 30, rank 40 is a 'bonus' for adding in all the forma and you essentially get extra capacity as a reward for doing so. Those that like the weapon are likely to sink 5 forma into it to fit all the mods they want to run, those that only want it for the MR don't have to use up their forma. In all honesty though I'd rather not 'waste' 5 forma just to get the full mr out of a weapon, which in some cases might be little more than mr fodder... mind you I think there are bigger issues with the whole kuva lich system that could be improved first...
  11. Honestly this really screams as 'buy forma' addition to the game again... first the rework needing more than the 6 forma and kuva weapons needing a possibly unnecessary (unless you really want that weapon) 5 forma to get the full mr out of it. I'm close to 100 'spare' forma but they wont last forever especially seeing as my relic rewards seem to 'miss' forma a lot more often than before imo. Really is starting to feel that the entire kuva lich system is more about selling stuff and just massive amounts of grind over anything really worthwhile long term.
  12. You didn't realise it was going to get repetitive really quickly before it was released... some of us worked that out before it even came out....
  13. While I wouldn't say useless, I can't say I'm going to use them because they just take too long to trigger.... that and in some cases they're removed for the 'unique mechanic' such as throwing the zenistar disc... Honestly I think the rework has some obvious issues that I have no idea why DE didn't see them... We have 2 slam attacks that fundamentally do the same move but one has the floating enemies... why couldn't they have just been the same attack. We have a heavy attack that most people won't use because it's too slow, often does less overall damage in the same time and it fully removes our combo's which makes the changes to bloodrush etc even more annoying. Some of the weapon combo's actually slow us down so much we're swinging into thin air as the enemies run away from us....
  14. weird are you sure they're the same build? I've got to admit I haven't checked the stats but they are the same stats aren't they?
  15. Yeah armor and health links, only thing I can think of for you is that you don't have any health mods on volt so it's really low health to be linked to... might be worth trying the other health one (can't remember it's name) which works like the warframe one does.
  16. Haven't finished adding my usual 6/7 forma to it yet but if I'm being honest the precepts are pretty poor, the revive one has a cooldown and the other one which steals health doesn't seem to happen that often... or it's just better to run pack leader and medi pet kit. As to survivability... well it kept going down during the 3rd grendel bp mission (defence) but it wasn't alone in that respect... outside of there the usual linking of health and armor seems to be fine... I don't run shields because outside of hildryn (with it's passive) shields are still pretty useless.
  17. And this is partly why I haven't even activated my first lich yet 🙂 I'm not exactly thrilled by the multiple layers or rng needed just to kill the damn thing, then there's the 3 use restriction on mods that can ONLY be gained by at least 2 layers of rng meaning 'constant' farming of relics filled with stuff I have no need for (I don't really see a use for the weapon exilus without more capacity) and throw in a forced farming mechanic to figure out the correct mods needed to kill the lich.... Then to top it off you can actually lose a relic you need for farming the mods if it happens to fall in a lich controlled zone..... I'll get all my relics etc done first (not that I'm in any rush for this content) then I'll go look at a lich... and the rng on the weapons that go with it... Hopefully by then DE might have done something to make it less of a grind fest...yes I know the game is grindy but there comes a point when there is too much for such a small reward. Bit annoyed I can't even buy the relics via syndicates too... I've said it elsewhere but the rng/design of the lich system is basically for 2 reasons... 1 - to get players to buy the relics or mods with plat.... if that wasn't the intention they wouldn't have them in the store. 2 - It's 'repeatable' content for 'veterans' because essentially DE can't come up with a better solution than time limited gear we need to keep farming, through multiple layers of RNG just to make it 'last longer' or frustrate to the point where we just say screw it and resort to reason 1... (lets be honest DE's business model of late is anything but complicated)
  18. Opinions on Ember Rework Honestly I kind of wish DE had done this in two stages rather than all in one go. The main improvement to ember isn't even anything to do with ember, it's the change to the fire proc and imo this change could have dealt with a majority of the issues that the old ember had when it came to scaing for higher tier content. As to the latest ember rework... Passive.. honestly it feels about as useful as the old one. FIREBALL - Basically can we have the previous one back... that left a big 'blob' of fire after it hit something so we could maybe catch a few enemies as they go through it. The combo duration is stupidly short too, especially with the 'relatively' long cast time. IMMOLATION (replacing Accelerant) - Absolutely hate micromanagement abilities which is made even worse by us needing to use energy to keep it under control.... it is an incredibly energy hungry ability that is essentially no better than most 90% damage reduction abilities that have a one time cost. It just seems completely unnecessary to have a design like it does at this moment considering other frames. FIRE BLAST - This is literally a nerf....can we get the old one back again where we had a duration based ring of fire which also added fire damage to our weapons. Essentially this has kept the push back of the old one but took away most of it's damage ability AND the ring which allowed us to add fire damage to our weapons when we fired through it... considering how little it actually does it shouldn't really be 75 energy at stock. INFERNO (replacing World On Fire) - Honestly I had no issue with the old world on fire apart from the lack of scaling and the way the range nerfed it's augment firequake, the former could have likely have been fixed with the fire proc change.... Inferno is rather energy hungry (actually the entire kit is far too hungry on energy), has issues with line of sight (as usual with most abilities and weapons) and imo doesn't actually scale that well because ot it being a fixed damage output instead of a scaling output (why can't DE make their minds up...) The 'passive' of the ability to pass fire onto other enemies is basically pretty useless because most enemies just stay away from enemies that are on fire. Honestly would have preferred this to be a 360 degree ability too but doubt that will happen seeing as you took it away from ash. I literally could not see anything other than visual affects when trying it on hildryn and the attacks were all clustered in a small area.... never had this issue with the old ability but sadly this seems to be a trait of the design process these days where DE is focusing on 'shiny things' that appeal to the newbies rather than considering how it will actually affect game play. Still seems to take our energy even if we don't hit anything... can we at least get the same treatment as ash's bladestorm on this... I noticed how similar this ability is to hydroids tentacles in it's approach to attacking enemies but it actually lacks the 'scaling area' aspect that was given to hydroid in his mini rework... GENERAL BITS - excessively high energy use primarily due to immolation, no one area we can sacrifice in a build meaning compromised build(s), some of the animation times are just too long and break the flow of movement etc too. Honestly can't see me using her much now, she's worse on low levels due to no world on fire and imo doesn't scale well enough considering the energy cost for high level....
  19. Opinions on Ember Rework Honestly I kind of wish DE had done this in two stages rather than all in one go. The main improvement to ember isn't even anything to do with ember, it's the change to the fire proc and imo this change could have dealt with a majority of the issues that the old ember had when it came to scaing for higher tier content. As to the latest ember rework... Passive.. honestly it feels about as useful as the old one. FIREBALL - Basically can we have the previous one back... that left a big 'blob' of fire after it hit something so we could maybe catch a few enemies as they go through it. The combo duration is stupidly short too, especially with the 'relatively' long cast time. IMMOLATION (replacing Accelerant) - Absolutely hate micromanagement abilities which is made even worse by us needing to use energy to keep it under control.... it is an incredibly energy hungry ability that is essentially no better than most 90% damage reduction abilities that have a one time cost. It just seems completely unnecessary to have a design like it does at this moment considering other frames. FIRE BLAST - This is literally a nerf....can we get the old one back again where we had a duration based ring of fire which also added fire damage to our weapons. Essentially this has kept the push back of the old one but took away most of it's damage ability AND the ring which allowed us to add fire damage to our weapons when we fired through it... considering how little it actually does it shouldn't really be 75 energy at stock. INFERNO (replacing World On Fire) - Honestly I had no issue with the old world on fire apart from the lack of scaling and the way the range nerfed it's augment firequake, the former could have likely have been fixed with the fire proc change.... Inferno is rather energy hungry (actually the entire kit is far too hungry on energy), has issues with line of sight (as usual with most abilities and weapons) and imo doesn't actually scale that well because ot it being a fixed damage output instead of a scaling output (why can't DE make their minds up...) The 'passive' of the ability to pass fire onto other enemies is basically pretty useless because most enemies just stay away from enemies that are on fire. Honestly would have preferred this to be a 360 degree ability too but doubt that will happen seeing as you took it away from ash. I literally could not see anything other than visual affects when trying it on hildryn and the attacks were all clustered in a small area.... never had this issue with the old ability but sadly this seems to be a trait of the design process these days where DE is focusing on 'shiny things' that appeal to the newbies rather than considering how it will actually affect game play. Still seems to take our energy even if we don't hit anything... can we at least get the same treatment as ash's bladestorm on this... I noticed how similar this ability is to hydroids tentacles in it's approach to attacking enemies but it actually lacks the 'scaling area' aspect that was given to hydroid in his mini rework... GENERAL BITS - excessively high energy use primarily due to immolation, no one area we can sacrifice in a build meaning compromised build(s), some of the animation times are just too long and break the flow of movement etc too. Honestly can't see me using her much now, she's worse on low levels due to no world on fire and imo doesn't scale well enough considering the energy cost for high level....
  20. It's not just the animation that has changed, it has a more noticeable speed ramp to the speed buff now. It takes time to get to the 'max speed' which it never had before, or at least not at a noticeable level.
  21. Lets be honest... the RNG is basically there for 2 reasons: 1 - to get players to buy the relics or mods with plat.... if that wasn't the intention they wouldn't have them in the store. 2 - It's 'repeatable' content for 'veterans' because essentially DE can't come up with a better solution than time limited gear we need to keep farming, through multiple layers of RNG just to make it 'last longer' or frustrate to the point where we just say screw it and resort to reason 1... (lets be honest DE's business model of late is anything but complicated) Do I agree with the amount of rng involved, hell no.... it's actually put me off playing liches, along with the fact we can lose the relics needed to kill the lich if they're in it's zone...
  22. I'm kind in a bit of limbo over the new rework They've given us movement while attacking, which is actually good, but some of the weapons actually make you move so slow the enemies can run away from you while you're trying to hit them (telos boltace is a perfect example). And I do like that we can now finally break away from combos. I do like the fact that some weapons have had necessary buffs to things like their attack speed (hammers) or base range (daggers for example) but I'm very much of the view that weapons should be brought up to parity, not nerf things to parity. But then at the same time we've got range nerfs on the long range weapons and, at least in my testing the weapons, I used the most are actually performing worse... some of it is down to the way the mods have been nerfed, I mean 'changed' but some of it is just straight up down to the weapon getting less adjustment to compensate for the multiplier (some say it does work with normal attacks, not so sure personally). This isn't a case of trying to run for hours either, I'm noticing it at sortie levels....which would be fine if enemies capped at those sorts of levels but arbitrations can get to those numbers pretty quickly and will keep going higher. I can live with the changes to blocking, they kind of make sense but then we get the 'juggle slam' as I'll call it which for all intense purposes is basically the same attack as the slam attack just with a new visual and floating mechanics on the enemies.... no idea why they needed to give us two attacks which are basically the same other than 'it looks shiny' for the newbies. Then we get the weirdness of things like the zenistar or wolf hammer etc which uses the heavy attack to launch the disc (not the only one) which essentially means it has no heavy attack....
  23. Yeah I don't like the change either.... While volt spam does annoy it would be nice if DE didn't feel the need to nerf volt just to 'sell' gauss as the new speed frame...
  24. LSG501

    Vasca Virus

    yeah mine are yellow... would have been nice for them to have a default eye colour or even better for DE to unlock energy colours on ALL companions
  25. LSG501

    Vasca Virus

    Honestly I wouldn't have minded it being turned, I'm also curious as to what will happen if I don't cure it lol
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