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boat

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Posts posted by boat

  1. The reason I was initially excited for Revenant was his ability to have ~20 minions at once. Ever since I started playing this game I've always wanted a true 'minion commander'. Nekros was as close as I got, Khora ever so slightly running around with two Kavats that were *kinda* controllable with her 3. If the thrall cap on Revenant's 1 was raised to about 10 or higher he'd be perfect.

    Secondly: DE, you've made Reave castable while in Danse Macabre, go the extra mile and make all of his abilities castable while in Danse Macabre. It would make him feel so much better to use overall in my opinion.

    Give his 2 a stack cooldown of like 3 seconds, so if a heavy gunner or the like shoots you rapid fire your stacks don't evaporate within seconds.

    also pretty please lower the base energy cost for reave it hurts my soul

    tldr;

    • raise enthrall minion cap to around 10
    • give mesmer skin a cooldown when taking rapid consecutive damage
    • lower reave energy cost
    • make all abilities castable while in danse macabre, like hydroid's undertow
  2. When initiating a duel in the Clan Dojo, decorations in the new instance appear for hosts but not for clients. See spoiler contents for screenshots.

    As host:

    Spoiler

    unknown.png

    As client:

    Spoiler

    b2ef6d761f.jpg

    Host migration still doesn't show the decoration:

    Spoiler

    unknown.png


    Aside from Dojo decorations, we found this placeholder ability icon mid duel. No abilities were used and we're not sure what it does. This only happens in the Dueling Room.

    Spoiler

    unknown.png

    And finally, Dojo spawns not checking for obstructions first, leading to players getting stuck in decorations.

    Spoiler

    unknown.png

     

    Small compilation of Dojo-related bugs that we would like to see fixed. Thanks.

  3. I don't see either of them getting nerfed any time soon.

    Mesa has been nerfed in the past as she used to literally be an auto turret, but as of now she sits in a very safe spot.
    Octavia I was expecting to be nerfed within her week of release, but after playing her for a while I think she's a fine frame. In fact she was arguably buffed recently because before now enemies wouldn't shoot the Mallet if it was picked up by Resonator, but that has been changed so they will still shoot it regardless.

    I think Loki would get nerfed before either of them if i'm honest.

  4. 2 hours ago, Shaw1996 said:

    I’m fine with these changes except for the third one. MOT’s scaling is even worse than Kuva Fortress Scaling. The enemies level scaling as about 5e same biut their damage is not as extreme as in MOT. The current scaling in Kuva Foress is about the same as Sedna’s on Selkie.

    Yeah, the final point was just sorta thrown in there at the last minute. One of my clanmates pointed it out and I felt it would be good to bring it up.

  5. After having done more than a few runs of Kuva Survival for extensive periods, I have some feedback to give.

    First of all, bravo to DE for implementing Survival in a way that feels active and engrossing. I never felt bored at any time and always felt like I was working towards a reward. All Kuva Survival needs is a few tweaks here and there and it'll be perfect.

    Keep in mind that all my experience was solo, and from a solo player's perspective.

    • We need a way to heal the Harvester.
      • There is no doubt that once you reach high enough levels, the Harvester will get clipped by an enemy and instantly be destroyed. This forces players to bring frames like Frost, Limbo and other defensive frames rather than self-sustaining frames typically brought to a Survival mission.
      • Suggestion: Kuva Catalysts start becoming abundant later on in the mission, sometimes having 2, 3 or even 4 Catalysts just laying on the floor not being used. Allow us to be able to insert multiple Kuva Catalysts into the Harvester, refilling it's health to maximum and potentially increasing it's maximum HP by 1000 per Catalyst inserted.
    • 200 Kuva at base is good, but needs to scale to encourage players to play for longer.
      • I am personally very satisfied with 200 Kuva per Harvester. I was able to gather up multiple thousands of Kuva in 10-15 minutes, but I am aware that many players aren't as passionate about the Survival gamemode as I am, and thus need a reason to stay for a long time outside the simple self-challenge.
      • Suggestion: As per the previous suggestion, allow multiple Kuva Catalysts to be inserted into the Harvester, potentially increasing the base amount of Kuva rewarded by 50 per Catalyst inserted. This, paired along with the Catalyst healing the Harvester will make the experience far more rewarding in my eyes.
    • Enemies scale too quickly.
      • I don't know much about how the current scaling system works, but seeing level 100+ Lancers at 45 minutes seems a bit... strange.
      • Suggestion: Slow down enemy scaling to a point where you won't be seeing triple digit levels until at least an hour in.
    • Spawn rate of Life Support slows down the longer you play.
      • This is fine in normal survival missions, as it adds to the difficulty of going on for longer periods. In Kuva Survival however, it just adds a lot of dead time in between each Harvester, especially if you're inserting the Kuva Catalyst as soon as the capsule finishing spawning in.
      • Suggestion: Make the capsules spawn at a fixed rate such as one every 2 minutes, equalizing the 1 minute it takes for the Harvester to complete and normal survival gameplay.

    Also here's your obligatory "literally unplayable" message.

  6. eidolon hunting doesn't need a bus system. a person can understand the fundamentals of eidolon hunting in 1-2 runs.

    not to mention that the entire gamemode is gated behind the fact that the teralysts only emerge during cetus night, basically forcing the team to speedrun and putting unnecessary pressure on the passengers if the driver wants to do multiple runs in that timeframe.

  7. Thanks for organizing all the threads into one.

    One minor bug from Jordas Verdict is the crouch bug after transitioning from Archwing to foot in Stage 1. Unsure how this is caused, but bullet jumping seems to temporarily fix it until you crouch again. Of course you can always just deal with it until Stage 2, but it is fairly annoying up until then.

  8. 9 hours ago, [DE]Megan said:
    • Chat will automatically rearrange and switch to the Squad tab when loading into a mission.
    • Optimized mission load times and reduced memory usage dramatically.

    Thanks for these in particular. Been having huge frame loss in Stage 1 of Law of Retribution due to memory usage, hopefully this fixes it!

  9. A system like Maroo's and Clem's weekly missions that rewards either syndicate medallions or tokens that can redeem any item from that syndicate at no standing cost.

    I can dig this, as long as they eventually make some for the right side as well. :P

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