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Everything posted by LSG501

  1. You've misunderstood what I've written. Basically what I am saying is that while I'm not maxed on them I've got them to a point where all the 'good stuff' is available. Now don't get me wrong, there are use case scenarios (as with all things in game) where they all could be used, nidus/inaros don't really need zenurik due to rage for example so could say pick unairu but because of the way DE set up focus schools it's just a pain to swap them around for one or two missions etc so most don't bother, I know I don't, hell I don't even swap it out when using hildryn and she doesn't use energy lol. Essentially there just isn't enough reason to swap out of zenurik in most cases. DE logic.... thinks if we don't have full energy we can't just spam abilities... players respond with a few pizza's or zenurik as you say.
  2. Status effects don't just need to come from the melee, it's status effects affecting the enemy.... I can run with say hildryn and I can get an instant 1 status effect by just running one ability all the time, other frames can do the same, we've got sentinel weapons, some of which proc elemental damage 100% of the time. So that's 2 of the 3 status effects without any effort whatsoever... It's fine for the meta to shift (tbh we shouldn't even have a meta in a PvE) but making all the existing options 'weaker' in the process of a rework, which also then wastes all our time spent on builds isn't really a good idea either... besides it still doesn't seem like they're fixing the mods we've been moaning about needing fixing for ages either (things like just status mod being weaker than status/elemental for example, cold being a different polarity to the rest etc) so the odds are we'll still end up with very similar builds on pretty much every weapon, hell with the changes it might end up that we have the exact same build on every weapon with CO and BR and just run something like a sentinel that can add the 3 status effects to enemies.... Yes the builds weren't needed for low tier enemies but I'm sort of the of the view that when you 'balance' things you bring things up not nerf stuff. Maiming strike could have been fixed really easily by just giving it a one time buff instead of it working multiple times, still allows a weapon to be crit viable but doesn't have the massive scaling it had... but nope DE just turned it into a percentage one. As to the why create a way to make a crit weapon on status weapon... because in some cases a weapon wasn't really suited to either crit OR status options, scoliac for example (as much as I hate whips) was 15% status chance and 5% crit chance, yes you can get an ok level of status but it isn't really suited to either. Range change, tbh that felt like DE just being lazy and not fixing the real issues with spin to win, it also introduced no end of issues with the maps if you're being objective. To be fair the reason we have certain meta's is because of the need to counter enemy scaling and even now DE have only given a lukewarm response to actually doing anything about the real issue. I do actually have some weird builds in my melee because I don't necessarily follow the meta but I'm also not looking forward to having to go through all my weapons to see how they work with the changes, there's no way I'll be able to go through them all in the time frame that DE are likely to give us and I'm already bored of the monotony called levelling things (you get that way after a while) so having to 'fix' builds is going to be anything but fun for me even with the 'booster' (they should have removed the need to level up after a forma for a few weeks imo). There's still no real info on the compensation either.
  3. Obviously like I said in my post we haven't tried it, but we can speculate pretty easily how the changes will work considering how simple the game melee mechanics are. (we've usually been pretty accurate with most changes by DE in the past) It's not just about the actual percentages being buffed to compensate, as some have pointed out in the main thread it's also about how weapons which currently aren't really suited to condition overload will now become viable (or part of the meta) due to the capped stacks, while current weapons that are only good because of synergising with condition overload are going to be hit hardest due to the cap of 3 stacks.. Buffing a number (and lets be honest they're not going to make it that much higher than it is now) isn't going to change the fact that we're losing 'stacks' on weapons which are made strong because of the way they can synergise status effects with the current CO, some CO weapons can proc 6+ stacks so you lose 180+% (simple maths for ease) of the damage, unless they're going to double the percentage it will make them weaker. But then we get situation I said about above where the change could make the already strong weapons stronger meaning a net 'nerf' to the viability of what is a current CO status weapon. It's why many are saying they'd prefer the current CO just gets a reduced buff percentage rather than the 3 stack cap. Not to mention many people have built up entire builds around processing status on enemies which are now going to go to waste. Maiming strike actually made low crit chance weapons 'crit viable' because it was additive, the issue wasn't so much the additive part but the stacking it did with it and while I'm not really going to miss this because I can't say any of my builds used it I have this feeling that maiming strike is the 'sacrificial lamb' in the rework purely because people have been shouting the loudest to nerf maiming strike for a LONG time due to it's use in spin to win (which was the issue, especially with macro's, not so much maiming strike)...
  4. Obviously we'll need to wait and see on release but honestly I'd say there's more issue going to come from things like bloodrush and condition overload (even with buffed values) being changed to just 3 stacks than the melee multiplier considering DE have said they're buffing base damage to compensate. Throw in the maiming strike (luckily I didn't use this) no longer adding crit and just being percentage of base now and there's going to be a fair bit of change. It does feel like this is more of a nerf for 'end gamers' than for newbies any way you look at it though and as a side effect it removes the need for DE to actually do anything that 'end gamers' have been calling for.
  5. Well on PC we'll likely either get a free booster or a booster week(end) with melee rework, console no idea
  6. Maybe it's me but I always saw covert lethality as something that should have been in built with a dagger, especially if it's a stealth kill. The whole idea of a stealth kill and a dagger is to kill the enemy quickly and swiftly in one hit. Admittedly I do have a zaw dagger with a range riven which basically turned it into a sword with iirc stinging thorn stance (which actually synergised really well with CL), the dagger is big enough too lol We still haven't heard much about the new 'finisher weapon' but I would like to think it will still basically one shot an enemy on a finisher.... the issue I have with the parzon is more about the 'mods' needed for it, looks like getting them (and using) might be annoying from what was said in devstream.
  7. I actually got a scoliac riven by luck... don't even use it and couldn't be bothered to sell it just in case this rework made whips enjoyable, which seems doubtful at this moment lol. Actually that made me think... wonder how much the nerfs will hurt on melee rivens when they get their dispo changes to compensate for this rework....
  8. Current maiming strike is a straight up addition of 90% to a weapon when doing the slide attack, so a low 5% crit chance weapon would get 95% on slide attack. With the change, we'll keep it at 90% for ease here, 5% would be 9.5% on that first attack. Yes it stacks but it will never be able to make a low crit weapon crit viable, that is a huge nerf anyway you try and sell it. Luckily I don't actually build around it so I'm more concerned with other changes.
  9. I know it's a nerf, same with several other mods and said as much in my first post around page 10 lol
  10. While yes mine was being extreme, but technically correct rather than objectively, anyone who thinks they're going to give the mod 200% is being even worse... that isn't going to happen. If I'm being honest I'm expecting 80%, enough to make it look like they've increased to compensate but still a net negative to the mod in actual use.
  11. with no actual number stated... DE could literally change the current 60% to 61% and technically they've made it do more damage per status but the overall damage potential of the mod will have been reduced due to the 3 stacks... so essentially a nerf to the mod unless you only aimed for 3 status effects for CO.
  12. Well seeing as I said 'I' I was already speaking for myself..... but as you've stated for standard level content we don't actually need them... problem is very player is going to take out mods just for low level stuff because of the power fantasy game, 'grind' and all that sort of thing....it's a constant 'issue' when people suggest removing mods to give yourself more of a challenge in the 'enemies are too easy' threads. When the slot might become useful, because we want to run all our mods against enemies of higher levels so 'need' the extra slot for 'utility' there are issues with capacity. Personally I have no issue with the recoil (9 capacity so you need 5 spare capacity on existing builds), or ammo capacity, on most weapons so like I said I literally had 2 mods I would have considered and one isn't there now. To be fair though my issue is in most cases going to be capacity to use a mod, not whether I want to use a mod or not.
  13. Just had a thought... What about the riven challenge that requires keeping a 3x multi for 30 seconds or whatever it is... How exactly are melee weapons with actions which are triggered by charged attacks going to work when there is no charged attack....things like the wolf sledge, zenistar and sibear all have charge attacks that benefited from the reduced charge time of amalgam organ shatter. if they're still 'hold e to trigger' then DE are basically forcing us to lose our reduced charge time before the charged attack... will we at the very least see a reduction in their activation time to compensate.
  14. 100% block within a cone in front of you.... from what they were saying you'll still likely be open on around 1/2 to 2/3rds of your body, if not more depending on your weapon.
  15. I'm going by the heavy attack video, it looks like a small slam attack with all the effects and it lifts the enemies in the air ready for the further attacks or at least it does to me. Suppose we'll just have to wait and see.
  16. The video basically shows heavy attack as a slam attack..... I still don't think that will work well, especially for rage builds which had the synergy thing going. Think it would have been better to be always active just at a lower percentage than tying into the heavy attack system.
  17. Honestly some of those mod changes feel like they're being done more to make us change builds than actually because they're needed... which also screams buy more forma etc (yes I know about the 'first' week but that's not exactly long to go through all our mods) if I'm being cynical. Rivens not mentioned so assume they'll be adjusted the same but how do they work with their equivalent mod, do we get an increase in any limits imposed or does it have the same limit. Life strike seems like a major nerf, not even sure how often we'll get to use a heavy hit.... Don't feel CO or blood rush actually needed the changes... Not sure I like the melee combo counter only being on heavy hits either. No mention of focus abilities that affect things either... Spring-Loaded Blade - Will now provide a maximum of 3 additional stacks of Melee Range. - what does this mean, is there a limit on the range of melee or something..I hope there isn't going to be some stealth nerf to melee range. I'm going to hold full judgement until release (it's not like it's going to be changed anyway) but if I'm being honest, I'm not sure we really needed this much of a rework or how well it will actually work in enclosed environment, all the demo's have been shown in huge open spaces....
  18. It's almost like you didn't read anything in the post you quoted before commenting.... maybe try reading it again....
  19. I said pretty much this in another thread about kuva lichs... I think I'd prefer a 'slot' specifically for the variation that we can swap out over more weapons, the system proposed feels like an incredibly lazy way to increase player mr more than an 'interactive' upgrade system. But then the cynic in me can see DE's $ in their eyes thinking about players having to buy more weapon slots, boosters, forma etc.... only issue I see for them is I have a feeling people are going to get pretty bored with the system fairly quickly if I'm entirely honest. As an mr27 I'm already at the point where I'm bored of the grind to level weapons because unless I meta it it just feels like a long winded chore (an issue with the game xp in all honesty).
  20. Actually no, it's more like basic psychology in a game where players want to feel 'powerful' [edit] and I'm guessing you failed to read the bit about balancing after it...[/edit] well until we see how melee whatever it is now works out we may need to wait on that a little.
  21. I'd say players aren't against balance, they're *against* seeing their weapons nerfed to get said balance, a subtle but big difference imo. DE needs to bring weaker weapons up to the 'meta' and then balance around the overall higher damage outputs of weapons rather than their usual approach of balance which usually ends up nerfing something.... same effect of balance but without the actual 'appearance' of nerfing the weapons we own. Having said that armor scaling does probably need looking at still.
  22. The issue is we're still going to have the same situation as we do now even with the extra mod slot, without increasing mod capacity we're going to be limited on space, some of my builds already have all but one, if not all slots forma'd due to space constraints. If I have to forma every slot it will literally lock that weapon into one build because of the way forma restricts polarities.
  23. Honestly there is literally 2 mods I would have been trying to fit in, 1 of which they removed (reload) so the only one I'll consider using is hush so I have other options to baza.... It really does seem like a useless addition if I'm honest as I doubt anyone is going to go and nerf 'damage' just for a utility mod such as hush and I'm not going to spend another forma to fit it in either... I'm at levelling stuff up overload.
  24. Yeah got to say I was in the no xp camp, honestly feels like a 'lazy' way to add new weapons to increase MR... I'm mr27, I'm physically bored of needing to constantly level weapons if I'm being honest. Now I think about it I think I would have preferred something closer to a 'kuva mod slot' where you can apply the modifier to the specified weapon that adds in the extra whatever of the kuva weapon. You can then swap out the modifier rather than needing to go through the process of levelling another weapon etc. It really does feel like they've basically just modelled this on rivens with the rng etc and It's going to be super annoying to get one version you like then a little while later, after you've levelled and stuck your 5-6 forma into it, you get the exact same weapon but with a 'better' modifier or even worse the same modifier. Yes you can trade it but what if no one wants it. It's bad enough now when we get another riven for something you already have. Throw in the (IMO) annoying mechanics to actually killing them and in all honesty after today's devstream the more I'm hearing about the kuva lich mechanics the less I'm starting to like the way they're implementing it.
  25. Try a frame that needs to 'unlock' it's 4th ability like gauss, nidus etc, that should give you an idea.
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