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xGryphus

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Posts posted by xGryphus

  1. Take Scourge as an example in terms of aesthetics and basic usage. The point of alternative fire is that you'll need to balance between using Exalted weapon as source of damage or additional loot (since after tossing -Name- will automatically switch to secondary/melee while upkeep cost remains active). On second thought it might be more reasonable to give enemies killer inside zone additional drop roll while also providing "staff" with loot vacum. Go even further and give "Staff" more synergy with other skills: make it echo every cast of Curse (consider making it radial cast altogether) and allow One's Fate link to it while cast in proximity for double effect. Reduce base DR of Archmage but scale it up based on distance to the "staff". All in all this would encourage more strategic placement and knit whole kit together.

    Alternative name suggestion for Archmage - Eye of the Magi

  2. For Siphon I would rather go for Exalted Speargun - blasting enemies with energy projectiles as primary attack and secondary attack allowing to toss the weapon itself to create a loot syphoning field.

    As far as it goes for lore - have you done The Sacrifice quest?

  3. As someone who's into fashionframe, I really like new End of Mission screen as a way to appreciate the look of other frames and showcase my own as there is very little time for it in midst of battle. Nevertheless, there could be an expand option, that would fill whole screen with grid and use diorama as background (should provide enough space for twice as many items).

    A small icon to distinguish special rewards, like catche and end of mission drops would be quite handy.

    When it comes to Relics, leaving just the type (A5, N1, etc.) for a forced label might be a nifty trick, since era is easily distinguishable by icon.

  4.  I'm completely aware that this had been brought countless times already, however, I would like to propose a bit more complex solution to  this problem. Let's take a look:
    syndicates.jpg

    Supported Syndicate would be selected not by equipping a Sigil but by choosing a proper option Syndicate screen via "Support" button (left side). This would be further indicated by an icon above chosen Syndicate on main screen (right side).

    This doesn't mean that Sigils would become purely cosmetic: Standing bonus they provide would become smaller but cumulative - total Standing bonus for chosen Syndicate would be equal to sum of bonuses from all corresponding Sigils owned by player. Total bonus is displayed as a percentage number on both screens.

    Exact values could look something like this:
    sigils.jpg
    Example: two R1, one R3 and one R4 Sigils would provide 9% Standing bonus (2x2 + 1x2 + 1x3) regardless of currently equipped Sigil. Full set of Sigils would provide a whooping 25% bonus.

    Currently players are not only forced to use Sigil from chosen Syndicate but, to maintain maximum possible efficiency, to use the one with highest bonus. Above changes would allow players to use any Sigil while somehow retaining their function. It would also encourage players to collect all possible Sigils to maximize Standing bonus.

     

    • Like 1
  5. This at very least. What we really deserve is a filter menu with multiple setting, similar to Mod menu, that should include settings as:
    - hide mastered
    - hide unowned (default off; unlocked at MR10 - it can be beneficial to show new players plethora of available weapons and frames but after that it only clutters the menu)
    - display favourite first (with the ability to set individual items as favourite from Inventory menu; additionally, favourite items would be hidden is Trade menus and locked for sell from Inventory)
    - show hidden (default off; with the ability to set individual items as hidden from Inventory menu)

  6. I can't help but to notice some inconsistency regarding Exalted Weapons and it's skins, deluxe skins to be precise. Every one so far: Iron Staff Samadhi, Dex Pixa and Diwata Hawkmoth, Regulators Presidio - can be freely selected. However, when it comes to Excalibur Zato, the appearance of Exalted Blade is tied to the skin itself and cannot be changed. Not sure if this is an actual bug, simple oversight or deliberate action.

    While at it, with Exlated weapons skins a thing, it would be awesome to bring classic "blade of pure energy" look as a skin (personally, I'm eager to pay some fat plat for it).
    Also, it would be quite interesting to be able to use Dryad skin (Oberon Feyarch Deluxe) on Artemis Bow.

  7. CHAMBER (1 DOOR/DEAD END)
    CAPACITY: 5, ENERGY: 5
    This is most likely my OCD speaking but I would kill for a small room, similar to Dueling Room, only without platform in the middle and barriers at sides, just to fill some holes in Dojo layout. Would be perfect for some small-scale projects or personal quarters.

    ADVANCED REACTOR (1 DOOR/DEAD END)
    CAPACITY: 10, ENERGY: 75
    Roughly the size of large Garden, this room would allow to save some Room Capacity at the cost of it's size. Would require large amount of some sophisticated fuel, like Diluted Thermia, Hexenon, Gallos Rods, Aucrux Capacitors etc. (Thermia/Hexenon/Gallos/Aucrux Reactor).

    SYNDICATE ENCLAVE (1 DOOR/DEAD END)
    CAPACITY: 2, ENERGY:5
    This might be somehow wild idea but with operatives from all Faction Syndicates helping with Dry Dock, this feels only natural. Could substitute Fraction Leader with some kind of comm device for sake of immersion. Would require Syndicate Medallions as component.

  8. I can feel your pain, had to trash one of best decorated rooms to fit that whale-sized Dry Dock.

    If nothing else, we could use tree basic tools:
    1) An ability to "store" a room with all it's glorious decorations (it's just a bunch of vectors after all) instead of destroying it, for later "rebuild" in suitable place. Give the storage a cap if you must, give store (be it twice the time of deconstruct, for the sake of it) and rebuild (even if it had to be full 24 h) proper time gates - it's still better then starting from square one.
    2) An ability to rotate an existing room (this would most likely require decoration wipe).
    3) An ability to replace an existing room with different room of roughly same size/shape without the need to delete connected rooms (for example: replace cross junction with small garden; this would surely require decoration wipe).

    • Like 1
  9. First and foremost, Scrap menu is in desperate need of upgrade. Here it is compared to Upgrade/Install menu: avionics.jpg

    There is no information about max possible rank nor manufacturer House. In Upgrade/Install menu there is also a subtle distinguish in icon colour for some Avionics that is lacking in Scrap menu. That being said, Avionics could use colour-coding for different Houses.
    Installed Avionics should be hidden in Scrap menu or at least marked properly.

    Personally I have nothing against House system, it adds a bit flavour.

     

  10. Wouldn't bother me that much if Cy wouldn't be advertised as "a no-nonsense Cephalon who values mission protocol above everything" (Rising Tide news post).

    Just now, YUNoJump said:

    Maybe 1 time out of 10 Cy will notify me of a Ramsled BEFORE it hits the ship. We need a status log somewhere on the screen, maybe even just in chat like a lot of games do.

    The ideal solution IMO would be a little HUD element like a car dashboard, with relevant flashing icons and maybe a number below each dictating how many of that thing happened. 3 fires on the ship, the fire icon lights up with a "x3" underneath, and we can use the minimap to find their exact locations. Same for Ramsleds. New ships or crewship warped in, flash respective icons for a few seconds then keep them on if any of those unit types have aggro on the Railjack.

    Pictographic displays are ideal for this sort of thing, in fact that's probably why dashboards are like that. Less words to read, less dialogues to listen for. Although having Cy say stuff would still be ok as long as the information is getting across properly.

    This. So much this. Everything at a single glance and Cy can keep his (sometimes plain silly) flair. Also, Ramsleds could use an unique indicator similar to Crew Ships.

    • Like 1
  11. 4 minutes ago, JujuHex said:

    1. Stealth scans DO NOT grant double scans, they grant DOUBLE Simaris Reputation.

    You are in the wrong here, friend. Stealth scan counts as two scans (hence double Reputation gain), combined with Cross-Matrix Widget effect it will result in 4-scans-in-one.

    As a side note:

    • you can scan Nekros' Shadows Of The Dead clones
    • enemies scanned while under Excalibur's Radial Blind counts as stealth scan
  12. 1 minute ago, DarkMarkX said:

    Are you from the future? Because update 26 didn't add a "new combat system". Feel free to elaborate though.

    Not literally, however it made a major overhaul to existing one: streamlined combos, allowed for mid-animation brake, returned dedicated melee stance and manual blocking, added new charge attack mechanic and tactical dodge, removed redundant channelling feature and so on. All in all combat system does feel a bit new.

  13. 11 hours ago, (PS4)haphazardlynamed said:

    Yup

    I've made the mistake of buying blueprints for cosmetics that I actually already crafted

    thus the blueprints were useless

     

    supposedly there's some mouseover UI pop-up thing that might show if a given blueprint is already crafted, but the interface is so obtuse I can't figure that out. plus you have to mouseover each item individually

     

    a simple Global 'Hide' option would be a lot more useful.

    Yes, there is - when you hover over item for a tooltip, it's right under item's name (if my memory serves me well). That being said, merchants UI, including Nightwave, as well as Faundry UI could use "Filter" button similar to Mod UI, where we can pick multiple conditions, like: Crafted, Owned, Mastered.

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