Jump to content

LSG501

PC Member
  • Posts

    9,247
  • Joined

  • Last visited

Posts posted by LSG501

  1. 16 minutes ago, Tangent-Valley said:

    That's because there's only Two, count em, two Tenno Fist Weapons in the game, and the Ankyros already got primed. XD
    This is less on DE breaking the mold and their Typical Styles, and more "DE failed to ever make anymore more Fist Weapons ever, so they have to Release with what they got".

    (Note: There's only Three Fist Weapons total, the third being the Grineer's Furax.)

    They don't have to 'match' the weapon type to the frame... I wouldn't have associated a crossbow and nunchucks (he's a staff user after all) with wukong or kogake with mirage for example. 

    We've also had a prime weapon before getting a non prime (euphona prime) so it wouldn't be out the question to see a completely new weapon too (unlikely). 

    Having said that DE have kind of got to the point where they're running out of ideas on prime weapons imo so they're likely going to take the 'easy route'.

  2. 16 minutes ago, JackHargreav said:

    Daikyu prime maybe. 

    It's been a while since we had a prime bow.

    technically the zhuge prime falls under bows so while more of a crossbow in terms of design it does kind of mean we've had a prime bow with wukong prime.....

     

    Personally I'd prefer the baza because it's a silent rifle, the only one iirc, which kind of fits the stealthy nature of ivara.

    • Like 3
  3. 14 hours ago, (NSW)ToadBlue said:

    Both abilities do the same thing: crowd-control in a wide radius that disables enemies and makes them easy to attack. Maybe Vortex could do damage but it was minimal and its real application was the crowd-control. Merging them together gives you the utility of both in a single cast, and frees up a slot for a new ability that would expand Vauban's kit and make him more fun, versatile, and/or effective in play; which is the point of a rework.

    LOL, no wonder you think the change is good, you're using Vauban in the simplistic way possible...

    No the change is still bad for vaubans utility imo. 

     

  4. 14 hours ago, Duality52 said:

    Think of Titania's Spellbind and Lantern; two abilities with floating CC but causes redundancy.

    Bastille and Vortex are similar in that sense, with the only difference being usage of range and energy usage.

    Um except titania's abilities do have different usage, one removes status effects and disarms, the other is a cc attraction ability.... not that titania users use anything other than razorwing...

  5. 3 hours ago, tzadquiel said:

    you seem to be dwelling in the past a lot, because you can grip it by something that was done poorly. its boring to read, especially when it spans across more than 2 or 3 posts. 

    Riven mechanic is healthy in my opinion - it is the players who spend a lot of money on rivens  that can feel the bitter taste of dispo change. 
    And what you are describing further is the classic 'wanna sell the cake but want to keep the cake' bullS#&$. 

    How am I dwelling in the past... I'm posting in a topic about rivens which have in all honesty had issues since day 1 but then I'm not going to trying to white knight for DE so obviously my opinion is 'dwelling in the past'.... 

  6. 38 minutes ago, (PS4)CommanderC2121 said:

    They really didnt. Both were used for their crowd control, and there was rarely a reason to use vortex over Bastille. Bastille just did more. Also, the vortex augment was ass, dont fool yourself.

     

    37 minutes ago, (NSW)ToadBlue said:

    They were both "push button to make every guy around you very easy to shoot" abilities. Having one is good. Having two is redundant.

    Clearly I used Vauban differently to you two then if you just used them both in the same way. 

    Now I'm not saying they couldn't be improved but they did not need to be combined and just because one of you 'had the idea' doesn't mean it's a good idea or the right idea for a change.

     

    Not that it's going to make any difference if players don't like the rework (which as shown in here is quite a few so far), it will be done how DE thinks we want it (or more accurate how Scott wants it), if we're lucky we might get a balance pass and then it will likely just be slung in the pile of reworks that are left 'unfinished' with the promise they'll come back later after feedback.....

  7. 24 minutes ago, (PS4)CommanderC2121 said:

    I see everyone complaining about bastille and vortex beingn combined and I dont see why. Having both caused one to be redundant and useless. Now however, with them combined Vauban not only gets space for an entirely new ability, but he keeps the better ability (Bastille) with the added benefit of pulling enemies to an easy spot to kill them. 

    1) They had different roles, especially if you used an augment, so no idea why you see it being redundant having both.

    2) This change is going to require a change to their augments which hardly ever goes well.  No idea how the change is going to work with repelling bastille for example unless this is a toggle/dual mode ability (didn't look like it). 

    3) Honestly combining them seems like a cop out to actually doing something 'good' with them.  People have been suggesting synergy of bastille with tesla shock for example and we know they can do this type of synergy because of things like khora and gara. 

    4) There's nothing to say that a 'replacement' ability is going to be worth having over the existing set of abilities, especially if they had some improvements. 

     

  8. I'd rather keep bastille and vortex separate in all honesty... especially seeing as that's now going to affect the two augments which actually worked pretty well on vauban...

    I've always seen batille and vortex as complimentary cc abilities rather than one you'd merge into one...

    Mind you I'm not expecting much from this rework, I'm sorry to say but imo Scott hasn't had a great record when it comes to reworks. 

  9. 13 minutes ago, Methanoid said:

    without something automated mods wise it just means we will remain where we are now, a handful of mods appear in an update, all get quickly farmed then you have no new mods to get.  what i suggested is ofc no magic fix, but something similar is needed to make endless missions (the best endgame we have and always have had) a useful repeatable thing, at least until they do something major with clans and alliances.

    Not really, you don't need to completely change riven acquisition to change the way rivens work.... you can keep the rng drop approach of what weapon and how often you get them from sorties etc.  Just have fixed stats (either fully or on each stat depending on approach) which are pre-balanced for the weapon they're being applied to.. no need for 'regular' nerfing etc. 

    Your idea is kind of a bit weird.. if all I'm getting is a slightly buffed mod which I have no real need for on anything other than 'end game' as a reward then doesn't this kind of defeat the point of them being rewards for end game... the mods you suggest have are basically stronger versions of existing mods which then in turn makes endgame easier (with that weapon), that seems rather counter productive imo. 

  10. 22 minutes ago, Methanoid said:

    Imho something "similar" the riven system should have applied to all mods, with mods keeping their normal static stat(s) and small bonus ones given (like rivens) on top of the normal one, do looooong endless missions and have a very small chance for a normal mod drop to be a modified/mutated mod or even better ones the longer you play, most long standing players like min/max'ing their setups so I would probably play the heck out of that for potential mods with bonus's i like.

    No, normal mods are 'normal' because they don't have any gimmicks ... the original intent of rivens was to basically bring 'non meta' to a similar level as 'meta' weapons.  Sadly because DE went about the original rivens in a poorly thought out way we didn't get that, we got the system we have now. 

    In all honesty I'd have preferred rivens to basically be clower to what we have in amalgam mods with their set buffs per weapon.  By not having variable numbers in the rivens we wouldn't have the riven capacity issue either (another thing DE didn't think about outside of oooh we can sell slots for plat). 

    Mind you I still wouldn't say no to some 'normal' dual element mods (ie corrosive, radiation etc) on a single card, with a reduced overall percentage of course. 

  11. 56 minutes ago, Methanoid said:

    except they arent nerfs, they are well explained balance mechanics which were stated from the very start, you cant "nerf" something when you are upfront told riven stats will change periodically.

    Actually rivens at the start were poorly thought out and designed by DE, they balanced weapons primarily around popularity rather than the proper way they should have balanced which is performance (performance 'parity' was also how rivens were sold to us by DE).  At the very release of rivens many of us (I know I did) said that basing stats around 'popularity' was bad but DE just ignored us. 

    They then basically ignored rivens and then came back and then went about adjusting things, again based on popularity or because 'they felt it was too strong'.... now they're finally getting round to doing it again, supposedly using a baseline and in most cases there has been a far higher rate of nerfing the stats than bringing things up to the 'higher levels' so either their baseline is too low or they're once again nerfing things.  .  

    Now if DE had designed rivens correctly in the first place, ie based around performance, we wouldn't even be needing these periodic changes so yes a negative change is a nerf, in fact any change that causes the stats or performance of an item to be lower is by definition a nerf....

  12. 7 hours ago, Avienas said:

    Actually those are extremely old parts that were just left un-touched for a long while, get the difference between ancient old decisions & actual modernizing stuff. Those values basically been there for years. Never the less, they need to get some updated tidying and D.E. has no issues cramming forma as bronze/silver fill where-ever the heck it wants so it can easily `address` those issues by simply fixing that multi rarity point by cramming them in one and shoving a forma where the other was or other parts that would fit the rarity.

    Never the less, the relic system has plenty of hassles that i would think many agree that need to be addressed first instead of other things related to relics like ducat value shenanigans. 

    No it's not just old parts.... we had some changed a 'short' while ago.  It is literally DE's way of fixing the relic drop tables being all over the place. 

    • Like 1
  13. 17 minutes ago, Avienas said:

    Honestly change already needs to occur on how ducat parts are handled because some of the older ones, especially amongst things like braton prime, have these weird bits where some silver parts give out 15 ducats, some give around 25, think a few silvers give out 65 instead of 45 and plenty of other occurrences in the older parts.

    Those parts at 25 or 65 ducats actually are DE tidying things up... they're the prices for items that appear in both a bronze and silver (25) or a silver and gold (65) but on different relics.

    • Like 1
  14. Unless things have changed I normally just run a slowva (keeps targets open longer) and a high crit chance rifle such as my tenora (with riven)....  seen plenty of stomp/roar rhino's too.  Doesn't usually take anywhere near 15 mins but it does kind of need spamming some energy pads on the current low energy modifier.

    Last I checked there's a damage cap so high damage one shot weapons don't work too well. 

×
×
  • Create New...