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TKDancer

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Posts posted by TKDancer

  1. 49 minutes ago, Gamefreak106 said:

    I used Inaros as a particularly extreme example where Grace practically makes him invincible, but I also did mention that I think Grace (among others) was broken across the board.  I use Grace and Energize on a majority of my frames

    it didnt make him invincible, inaros's kit makes him nigh immortal with built in 4 methods of healing and 4k+ health

    grace's healing in the average frame was a small QoL that slightly raised eHP since it was % based

    energize was only really useful for builds that sacrificed energy efficiency

    neither was 'broken'

    52 minutes ago, Gamefreak106 said:

    I'd prefer if the changes were interesting and challenging.  What's wrong with making the arcane trigger skill based?  Are you concerned your gameplay abilities aren't up to the task?  Maybe my trigger exmaples aren't optimal, but I'm sure there are some triggers that would be more suitable and interesting for more specific playstyles and builds.

    nothing but if they want more variety of effects and triggers they have tons of weak underused arcanes to rework/buff, they dont need to completely change how current popular ones work

    hell they dont even need to nerf the popular ones beyond the removal of double stacking

  2. 5 minutes ago, Gamefreak106 said:

    I'm with DE - if something is being used exclusively, then it destroys any sense of choice in the game.  Arcane Energize and Arcane Grace, both of which are my go-to arcanes, are both obscenely broken.  Energize can fuel my constant energy drain frames indefinitely.  Arcane Grace makes my Inaros tank build almost impossible to kill until post Lvl 100 content. 

    so because inaros, grace's usability and uptime should gutted? what about aegis going from a great shield arcane to a useless one that might as well be removed from the game? were the few hildryn users that much of a bother for DE?

    instead of just buffing the weaker and less popular arcanes to add in competition(that the removal of double stacking would already be introducing) just nerf the popular ones people spent untold hours grinding for? yeah no this is just a bad idea

  3. arcane changes seem extremely heavy handed and not well-thought out


    the cooldowns dont fit WF well and some changes just straight up gut the arcane, such as aegis

    what made aegis work was the flat recharge added on top of instantly triggering the shield regen, i could understand reducing the flat value and duration slightly to compensate for shield buffs, but this is too much

    guardian's values seem extremely bad now, 20 arcanes to get a rank 5 version that gives the same effect we currently have, but with a 1/4 of the proc chance and no re-proc while active??? really???

    grace's loss of re-trigger will gut it on any frame that isnt inaros grendel or nidus, even on the mildly tanky ones its usability will be gutted

    changes should have been focused on IMPROVING the weaker and less used arcanes, not nerfing popular ones

  4. 17 hours ago, (XB1)GearsMatrix301 said:

    Ok, so the rage has subsided a little and I went back to test the augment, and it’s not as bad as we initially concluded, but it’s still worse than it should be.

    Directly hitting an enemy permanently changed the impact damage of Serene Storm into the weakness of that enemy. And it stays that damage type until you either directly hit another enemy or uncast the ability.

    This is still BS. 
    1. Baruuk already has to spend time wearing down his restraint meter to even use SS, he doesn’t need another hoop to jump through just for it to start dealing damage.

    2. Serene Storm is specifically designed so you are not constantly using it, so giving its augment an effect that reset on recast is extremely unhelpful.

    3. Nowhere in the augments description does it say you need to directly hit an enemy in order for its damage adaptation to take effect. The fact that we had to figure this out ourselves is BS.

    The waves should be adapting to each individual enemy they hit, and not require specific parameters to be met in order to use the augment.

    Also it seems to bug out if you already have another elemental modded onto Serene Storm and not proc the adapted damage.

    4. Nowhere in the augment's description does it say ONLY the impact dmg, the smallest portion of dmg, is changed

    • Like 2
  5. On 2020-02-09 at 12:15 AM, Aldain said:

    -snip-

    or just using the AoE weapons that DONT have self dmg cause whether or not DE gives a weapon self dmg that one-shots u is seemingly up to a coin toss!

    staticor remains one of the best AoE weapons in the game and i think they specifically removed the self dmg from charged shots RIGHT AFTER adding it so it has NONE, cause they either realized self dmg on it was a bad idea or backlash was enough to change their minds

    either they need to completely remove self dmg or cap it to a small % of health, not a static % mind you, a % that gets even smaller on rapid fire weapons, removing it all together would be the ideal

  6. 21 hours ago, (XB1)Togashi said:

    Which is...... Disappointing. 

    extremely

    still think removing the ragdoll, at worst adding a KNOCKDOWN(not a ragdoll, a knockdown a-la blast procs) on the final hit of combos would greatly improve it, specially in more open areas, as it'd mean less enemies being flung out of range

  7. 14 hours ago, (PS4)CommanderC2121 said:

    I hope it doesnt change. Its fine as is and to change it will ruin many current synergies that people have found 

    shut up

    it is not fine, and what synergies?

     

    14 hours ago, (PS4)CommanderC2121 said:

    I just discovered that since you can pull slash damage off some units you can use the mod Relentless Combination to actually build combo multiplier on SS, which increases the damage to an insane amount. 

    thats 100% a bug and i'd rather just be able to strip armor cause desert storm's damage is already great on paper, what it needs is a way to quickly strip armor

    • Like 3
  8. Just now, (NSW)Katsuro said:

    use the block combo to pull enemies in a loop since you dont know about the stance

    its very clear u dont know what u're talking about

    the "suck" combo is still incredibly unreliable, commonly sucks enemies behind u and 1 physical hit can send enemies flying wait out of range of the combo's sucking range

    its also a very annoying combo to perform, as are most back block combos

  9. Just now, (NSW)Katsuro said:

    orange crit dmage

    crit dmg doesnt mean squat vs enemies with 90+% DR

    the point of this augment was clearly trying to address the issue Desert Wind has with stripping armor due to terrible status chance and attack speed

    the augment failed as it doesnt work properly with the waves and the reactive portion doesnt work as one would expect

    if u dont know what u're talking about and have nothing to contribute, feel free to not speak

    • Like 2
  10. Just now, (NSW)Katsuro said:

    exalted blade also has a smaller aoe and more fall off damage & range than serene storm.

    speed is not a problem when you have primed fury and berserker

    speed is a problem cause fitting both means a huge loss in dmg, also again due to enemies being sent flying they arent going to be reliably hit by follow up waves, wheres exalted blade just keeps hitting enemies as they dont get sent flying and in fact get rooted into place while blinded by radial blind/howl, lull does not prevent enemies from being sent flying at 60mph

    also, exalted blade can also fit those speed mods, you do know that, right? go take both for a spin and compare the armor stripping power for a chromatic blade with corrosion and heat vs a reactive storm with 100% status vs high level heavy grineer

  11. Just now, (NSW)Katsuro said:

    its a form of CC even his design has a passive monk and you can always slide attack with serene storm to lift enemies instead of ragdolling and does insane damage

    he can ignore dmg when not attacking via his 1, make enemies sleep via his 2 and disarm them via his 3, he has enough CC and survivability from the rest of the kit, the ragdolling is not needed and is a nuisance

    Just now, (NSW)Katsuro said:

    it was always getting a augment just like exalted blade became OP with chromatic blade.

    exalted blade hits a lot faster and doesnt send enemies flying allowing for reliable multi hits, something desert wind doesnt share, even tho they have the same base status chance of 10%, even without its augment exalted blade can apply a lot statuses within the same amount of time

    • Like 1
  12. -1st and foremost, slapping the status chance on the augment is TERRIBLE design, just buff the base status chance on desert wind/serene storm, its something it simply needs

    -2nd, the augment seems to not work properly at all for the waves caused by desert wind, got my desert wind to 100% status chance(modding it for Gas dmg exclusively), used the waves vs. a corrupted bombard, hit many times with just the waves from the 1st attack from neutral combo and almost exclusively saw Gas status procs with the rare corrosive and radiation(?) statuses which made me question the "reactive" nature of this augment.... also despite the UI telling me i have 100% status chance not all waves applied statuses, which leads me to think the waves simply dont get the full status stat, which is ridiculous since most of the dmg from desert wind comes from these waves

    from what i can tell, instead of working like how Revenant's Danse Macabre's reactive dmg, where it deals ALL its dmg as either corrosive dmg with corrosive procs vs armor, magnetic dmg with magnetic status vs shields and gas dmg with gas status vs flesh, Reactive armor simply changes the IMPACT dmg of desert wind to be whatever the target is weakest too(this is an assumption of course, but since i saw radiation procs vs bombards despite not modding for it, that seems to be the case) which is not very good design, what one would want out of Reactive Storm is reliable armor stripping via guaranteed corrosive procs on EVERY physical AND wave hit against armor

    -3rd, desert wind still has the issue of exaggerated ragdolls sending enemies flying which is a giant nuisance, i want to kill enemies, not send them flying
     

  13. title.

    sometimes when entering operator mode, chroma will suddenly lose the bonus health gained from Fire Elemental Ward, the ability itself is not turned off, but the bonus health is lost

    for example: if a chroma with 500 max health that gets 500 more from elemental ward enters operator mode at full health(1000/1000) he sometimes may have 500/1000 when switching back from operator

  14. why do these 2 armor sets have their metalics set to one of the 3 colors instead of suit lining like all the other suits? kubrodon's metalic is set to primary color while outrider is set to secondary color, with suit lining affecting the fabric

    not only that but kubrodon has a very faint metalic that doesnt match any other suit, making mixing really hard

  15. On 2019-12-14 at 9:12 AM, Aadi880 said:

    Didn't he get a buff on his 1 becoming a shotgun blast as well as the energy drain on his 1 being reduced?

    the 1 shotgun makes regurgitate mostly pointless and pulverize having no means of dealing with armor is bads

    regurgitate needs smth, dealing true dmg would be an option, adding armor removal(a big ammount) that applies before dmg would be another solution

    pulverize also needs some way of dealing with armor

  16. they are capable of auto scaling abilities

    Grendel's Feast, Nourish, Regurgitate and Pulverize all scale up to enemy levels(and amount), as does Vauban's Photo-Strike and Flechete mine


    now its just a matter of them wanting or being able to dedicate the time and resources to applying this to more existing frame abilities and future frames, and to fix enemy armor scaling so we dont need armor striping on every frame :^)

  17. Rumblers just need to either scale with melee mods or be moddable themselves, they already are affected by health and armor mods so why not melee mods? another small buff could be having Rumblers give some combo build up on kills

    Tectonics needs a full rework

    Petrify is perfect since the removal of status immunity from frozen/petrified/glassed enemies

    Landlside at worst could use some tweaks to the ragdolling so it doesnt send enemies to the moon on the uppercut, maybe a slight boost to status

  18. Ideas 1: apply Grendel's armor stripping from feast apply to Pulverize's aura so that pulverize can deal with armor while in rolly polly form, maybe have the effect be halved when there are no enemies being Feasted upon

    Idea 2: Add some armor stripping to Regurgitate, either a forced corrosive proc or some other % not attached to statues, that applies BOTH to the target(s) being hit with the regurgitated enemy AND the regurgitated enemy(if feast didnt remove it all) 

    Idea 3: Add a forced toxic proc to regurgitate

    why these ideas? well, Pulverize simply struggles with armor, it has silly base dmg but it cant do anything vs armored enemies... meanwhile Regurgitate's main use is just fun shenanigans with yeeting enemies off the map, damage-wise Feast's vomit function is considerably stronger, specially with the forced toxic status

  19. i'm really in favor of making shadow mirage the default for Eclipse and make it require prism for the Light effect or give it a secondary activation to switch into light more,  also: reduce prism's energy cost a bit and give it a new much faster casting animation, prism's cast animation is ridiculously slow,

    Sleight of Hand should just be changed to always be a blinding explosion regardless of light or shadows, there is no situation where anyone would want a 200 dmg small explosion that only scales with Power Strength instead of a 5 second blind that scales with Power Duration, adding a guaranteed corrosive proc on the blinding explosion would be the icing on the cake

  20. honestly umbra should just keep using exalted blade while in operator mode, Wukong has a whole synergy dedicated having the AI companion use his exalted weapon, no reason for umbra not to considering he used his exalted blade when he was without an operator

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