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TKDancer

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Everything posted by TKDancer

  1. prolly cause of manual detonation, so they wanted to make it so you are not using 100 energy when casting and immediately detonating it for the blind but i think a flat cost + energy refund system(which the game already has in the code) would work better. and DE also doesnt want mirages running around with their prisms forever(which wouldnt be likely ever cause of their random bouncing but whatever) yeah wish at least this would get changed
  2. if someone wants to no-life the game and complain later that is their prerogative, making the game feel worse to play casually with even more FOMO just to keep those people in check(which realistically is very much not the reason for the addition of FOMO stuff) is bad actually
  3. it 100% is FOMO what are you smoking no??? FOMO is very much also used for anything that can be missed even if it eventually returns and therefore encourages constant playing, or at the very least requires people to keep paying attention to make sure they dont miss out on what they want and this includes incarnon genesis, cause if you arent playing, either cause you arent in a WF mood, busy with other games or just straight up busy with IRL things you wont get access to that weeks genesis choice and will have to wait a month and a half to even see those options again and of course unless they change this formula the weekly rotations will only get worse as more adapters are added, if they are added to the same acquisition source, then we have the issue of specifically making 5 choices available per week while only allowing us to pick 2 dooming players to have a week where they only get 1 adapter im not sure i follow how crafting times and such as time gates(that imo do suck a lot of the time) correlates to gear that we can only get 2 of per week that is on a 6 week rotation if you still want to call those time gates thats fine i guess but even then you have to admit its a much stricter one and of course this is all without even considering that DE didnt even give us a basic description of weapons' incarnon modes so people are going blind in their choice unless they want some days to see other people who unlocked and built the adapters so people might make a bad choice in a week and have to wait 6 weeks more to make a better one for that group of incarnons(i.e i ended up picking the skana in week 1 only to be sorely disappointed with it now i gotta wait a month and a half to get a choice of the braton/kunai/lato)
  4. even beyond clunkyness of movement in tigher tilesets shes definitely not perfect, aquablades being a bad ability without the augment is a very real issue, riptide's vortex radius shrinking to a flat 5m almost immediately after the cast is another issue, as is the fact that it's damage component is basically useless since it cant deal with armor(and doesnt even scale well vs unarmored enemies either)
  5. id rather it happen and then eventually get a new passive for mag
  6. well yeah it just stands on EB cause its a pretty old stance and baruuk's projectiles being basically arca plasmor shots gives him more lee way(plus the better crit stats and reactive dmg)
  7. have a better stance mostly combos besides the forward movement one are awkward due to wonky animations(why is the standing combo's 1st move a weird reverse grip downward slash that looks like a weird stab???)and most moves arent really very effective so most players just do the forward movement one for the constant and steady attack rate having better more flowing combos, maybe some with moves that either fire bigger blade waves or multiple ones could be a big help dont get me wrong, exalted blade technically can perform well enough in SP as you said, it just underperforms compared to baruuk's desert wind/serene storm and feels clunky when doing anything but the forward movement combo
  8. i didnt actually know but jeez!!!
  9. if they had at least given it the same benefit as mesmer skin of grace period between stacks being consumed it could have prolly been a more useful ability, but as it is those hideous resistances stacks can vanish in the blink of an eye plus the thing cant even be recast!!!!
  10. see i agree with you on that, it would have been really cool to have her manipulate environmental ligating, generating darkness or light sources to suit her needs but unfortunately DE, for some reason, made it her subsume, so they're gonna have to balance it and design it around being available for everyone in which case a simplisc toggle or tap for 1 version and hold for another is simply gonna be the easier to implement thing that would also be more likely to actually be implemented maybe one day they decide to change her subsume to sleight of hand? then they can make eclipse work in a more unique way, but i wouldnt hold my breath
  11. 1st, its not unconditional, the condition is spending energy and for allies its having to touch the trail if they want the cleanse 2nd, i play nezha, my favorite archon hunter actually, but i subsumed my regular one after getting the prime and i'd like it if it was a more consistent and reliable helminth ability seems like a weird way to go about things abilities shouldnt be made more reliable cause cause maybe octavia might be stronger? not like she isnt already ridiculous, plus spellbind exists(as already discussed), the difference here is just that flamewalker is a more selfish buff with a higher base duration plus the CC of flame walker is minimal, should barely even be considered, if you're walking around enemies in melee range without just attacking them instead as you should be doing you're probably either tanky enough to not care about that minor CC anyways or just invisible and also not caring about that barely noticeable CC yeah thats the point, glad we cleared that up theres already little reason to use hideous resistance cause it sucks and is a poorly designed ability(but could exist as an alternative for people who dont have a subsumed titania/nezha i guess) while spellbind would be a group buff that gives full status immunity for its (shorter)duration to anyone who was caught in the aoe of the cast and spellbind and would also apply its floaty CC when used on enemies which is actual proper CC power compared to the heat procs fire walker can apply
  12. the issue is that lightning will ALWAYS be inconsistent difference in lighting between open worlds and tilesets is too big, light generation from abilities and enemy weapons/attacks adds even more inconsistency had eclipse not been mirage's subsume ability we could have had a proper change to it like by default its always in darkness mode unless we have her Prism out shining a light on everything but since it is her subsume devs should and need to take that into account and convenience will just win out in peoples heart
  13. seems like we should get some dedicated UI element for those values on top then or just change it to be a full values only, no more partial light or dark buffs
  14. it doesnt actually, it just says "Blaze a trail of flames, scorching enemies and cleansing allies. Teleporting blasts the landing area with a ring of fire." the Tips section also does not mention standing and the ability currently does not require standing, it just requires doubling back slightly or according Tiltskillet, to briefly wait for the trail to catch up, you can very much move around in previously laid trails, no need to stay still at the very least at all times while grounded but at all times period would be better and still would make sense, after all the trail comes from our feet and the trail does go up in the air with us and our feet, so it would only make sense no <3 i'd rather things not working consistently were addressed instead of leaving them behind cause smth else works also spellbind has its own CC effects which lands the ability a much shorter duration, while fire walker has a base duration of 30 seconds since its secondary effects are just a speed boost and a fire trail that doesnt do a lot of dmg
  15. my experience doesnt match this and honestly even if it did it wouldnt solve the issue of it feeling inconsistent now would it yeah cause halo also gives status immunity but since the big benefit of it as a helminth ability is status immunity this should still probably be tweaked
  16. yes i know nezha is good whatever, but things can be better anyways Fire Walker allows frames to cleanse status effects and be further immune to them while standing in the fire trail left behind by by the ability Issue: the frame using Fire Walker, be it Nezha or some other frame using it via Helminth, is not ALWAYS considered to be standing in the fire trail, when moving forward one is not considered on top of the fire trail that should be following our feet, it always stops just behind us, so we have to be constantly doubling back slightly to fully benefit from the ability, making it feel clunky or inconsistent solution: either make the ability user always affected by status immunity or at least make the trail extend slightly forward so that people arent denied the effect while moving forward
  17. Sevagoth's Shadow(more specifically, it's Claws) still cant benefit from the combo duration extension from the Primary/Secondary Dexterity arcanes not trigger it's bonuses for Sevagoth himself found this archived post from over a year ago complaining about the same thing and no fix since:
  18. makes little sense that Sevagoth and his Shadow both have a damage vulnerability debuff ability(Reap in base form and Death's Harvest in Shadow form), more so since those 2 debuffs cant stack, as they are the same debuff... and things are made worse as Sevagoth himself has a 1-2 combo that just straight up stops working against armor since the scaling damage doesnt account for armor, only health and shields seems like a very simple solution: make Sow strip armor, make it 50% and affected by Ability strength, no duration(as no armor strip should be temporary) and make sure it affects everything not fully immune to abilities. Also, allow recasting. As it stands Sow does very little by itself, just a primer for Reap with a weak True Damage DoT that cant be recast Reap could lose or have its Death's Harvest debuff reduced to compensate(and if Shadow uses Death's Harvest, have the stronger effect take over) this single change would allow Sevagoth's Sow+Reap combo to be reliable against all factions and give extra interaction between him and his Shadow(i.e: Sow an Acolyte or some other tougher enemy, switch to Shadow and blender them)
  19. title. Archon Hunter nightwave challenge CANNOT be completed if you already did your weekly hunt, even repeating it for no reward doesnt make it work i had a recovered 7k challenge for an archon hunt, likely from before i could do archon hunts, but it was only recovered AFTER i did my weekly hunt, so now i cant do it and i have a 7k standing challenge that cant be done taking up space :/
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