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TigranZ

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Posts posted by TigranZ

  1. As of writing this, I must admit that Chroma's new augment makes keeping uptime on Vex Armor quite comfy finally, which lessens the amount of time you need to spend looking at its duration so it doesn't run out. That being said, all of that is invalidated by overguard as of current. if you are playing Chroma in a public or premade group that includes at least 1 overguard frame such as Styanax (with augment), Kullervo, Dante or even Frost with his augment... then you won't be able to utilize your vex armor at all.

    Needless to say, overguard needs to be looked at in terms of how it interacts (or in this case, limits) certain frames like Chroma from reaching their full effectiveness. And I dare say, this would make a fine time for Chroma to receive an actual rework himself. If for no other reason than to bring him up to the times, and I know Pablo and the team would be able to pull such a thing off.

    In either case, overguard removes any ability to generate buffs for any frames that require shield "or" health damage in order to function. So I feel it needs a review, and no this is not a call for any sort of nerf to overguard, as functionally it serves its purpose really well.

    I, a mere Dragon frame main, am just asking that he may spread his wings, without worrying whether an overguard frame is going to make him dawdle around awkwardly as they make his most useful part of his kit ...moot. 😅

  2. 18 hours ago, [DE]Connor said:

    Vex Armor - Fixed a longstanding issue with number calculation being multiplicative. Boosts now apply before upgrades instead of after, making the ability consistent with all other damage boosting abilities. Overshields are now considered for Vex Armor. Chroma's Vex Armor remains one of the top performing damage-multipliers in the game - and it's now an aura! Instead of just being focused on Chroma, it can now benefit allies in range.
     

    In light of these changes, as a long time Chroma player can we please have the ability to toggle Vex Armor in exchange for a slight energy drain effect? If so hopefully it won't scale too hard if at all, I like the math being re-adjusted but I feel that with its current state of being duration based you end up sacrificing quite a lot of that range that you want the aura to work with. In that regard a toggle would be more effective as you would be able to build more into range without having to worry as much about getting those 60+ second buffs going xD.

    On another note though really digging the Spectral Scream changes, it feels more like an ability that I can see being used a bit more often now rather than it being just a "Meh it's too low damage to matter" first ability. The ability to move at almost if not full speed will really help make it feel like you are an actual dragon frame now, though now we just need the effigy wings to sprout during it to turn full dragon mode whilst using it (as we won't be aiming, no need to see what we're doing amiright?). In a sense it kind of goes back to as to why range would become more of an important stat on Chroma leading to bonus synergy with Vex Armor becoming a toggle ability.

    On a final note, Good job DE and I hope that good things come to our local resident dragon frame in future! :D

  3. Woohoo PoE is on the horizon! the hype is real :D
    Anyways first Question I'd like to ask: Will the operators' get some form of power overhaul/a modding system put in place for them as well as the focus system?

    Second question: Are there any plans to release craftable weapons at any point in the future, near or far?

    Third question: Is there any ETA on shield gating? Frames like Frost aren't at their full potential atm without it.

    Anyways just wanted to say thanks for keeping this game going and I look forward to watching the devstream! :Pgiphy.gif

  4. A major change that needs to happen is to his 4, right now it doesn't really have the oomph of a 4th ability in any regards and is outscaled by his 3rd ability. It needs a real reason to be his 4th as atm it's mainly used as an add-on to his puddle and nothing else. I mean right now even his 1 arguably is of more use than his 4. 

    That is incredibly bad seeing as to how my understanding of how each ability is supposed to offer something more than the last. 

    Also last thing, when will the Kraken actually do something? Right now it appears for 3 seconds then slowly sinks. It has such potential and yet it is being wasted on something that has no actual use. It's a waste of a perfectly good model that I'm sure a lot of us would love to see being used in some way shape or form. Even if only an animation of some kind. Even if it only swam around and picked up loot for you whilst you were in your undertow it'd be an improvement (although a small one.)

  5. For lack of being able to find my previous comment:

    Upon further testing yesterday for Hydroid, I feel a few things could be changed to fit around his current kit if you do decide to keep it centred around Undertow.

    His abilities as follows:

    Tempest Barrage: increased damage albeit not by much, just for scaling purposes. Also to allow for greater freedom of usage just reduce the charge time slightly.

    Tidal Surge: overall a really nice escape ability, but I'd like to see it that if you do use it whilst in undertow that it would allow for the enemies to remain stranded in the puddle as you move.

    Undertow: rather than it now just being a moving puddle, for it to actually become an aoe cc in so far as becoming a whirlpool. Slowly dragging enemies to the centre where they get sucked down to the crushing depths, this would allow for more incentives to use it as a cc but with the ability for any enemy that reaches the middle to die. Also it would allow for teammates to have a fair chance to shoot at them before they finally sink beneath the abyss.

    Tentacle Swarm: hydroid's bread and butter, the whole reason half of the players of this game have him. If it is possible to have the Kraken (the epicness that was supposed to ensue) actually swim around during the duration and either help out with damage or just even existing for the entire duration would be a start. I was one of many who tuned in after seeing it appear in the screenshot only to be disappointed with his 5 second hello before he disappeared.

    If the tentacles could share his/her textures as well then it would allow for a greater feeling of appreciation for our oceanic friend. Last but not least though to have the tentacles do a slight bit more damage so it makes it worth it to cast rather than it just being an annoyance for teammates.

    Lastly his passive: instead of it being a 50% chance of spawning a tentacle upon a slam attack, it could be that every time he takes fatal damage that he could instead gain a watery form, allowing him 5 seconds of invulnerability before returning to the fray. It would be most likely on a cool down of course otherwise he would never die, but it would be a very welcome change.

    If DE reads this, thank you for your time and hopefully we can all enjoy Hydroid the deadly oceanic terror soon, it breaks me as an avid hydroid user to see other frames doing what he does but far better.

     

  6. I can safely say as someone who has stuck with Hydroid for a long time now, that his rework does feel a lot less clunky than he was before. However that being said, he does still suffer from severe damage drop-off after getting to the mid/high tier enemies. So some overall damage scaling could do with a bit of love just to bring him up to speed ready for his prime release (whenever that may be).

    The only other thing that really bugs me is that from the picture we got teased of seeing the Kraken (which personally I was hyped for), seeing him only appearing for a few seconds before just sinking back into the depths without really doing anything was quite disappointing. Either him/her/it (depends what you name it really) sticking around until the duration ends or just overall being more included in how Hydroid's 4th ability actually works would be a huge improvement imo.

    Overall though the rework gave much more mechanical synergies to his kit, even if not an awful lot was changed despite it being so close to the chest until its release.

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