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Lukkiete

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Everything posted by Lukkiete

  1. Damn, and here I was searching the forums if anyone else had made the same post at any point. Well, maybe this one will be a bump for DE or something, fingers crossed. Yes, same for me! I don't have any other primary kitguns other than Catchmoon to test, but on both of them the CC from Hunter Synergy didn't show in the arsenal anyway, and even though my crit was more than enough on that Tombfinger, the Tenacious Bond icon never showed up in the actual mission or simulacrum. I should have probably tested if it actually increases damage or not, could just be a visual bug for all I know, that's probably why DE didn't fix it the first time lol. My tinfoil hat theory is also that all kitguns, whether primary or not, only count as secondaries specifically for the Hunter Synergy mod? But at the same time today's Secondary Only sortie did not allow me in while I had only Tombfinger equipped in my primary slot and nothing else. I suspect dark magic.
  2. I recently noticed, while using Tenacious Bond, that when I use my primary Tombfinger kitgun, I don't get the bonus for some reason. Here is my loadout with Tombfinger equipped: And here it is with Acceltra Prime equipped: Both weapons have considerably high crit chance. A Panzer Vulpaphyla has 20% CC at base, meaning that each of those weapons, with Hunter Synergy, the mod that actually gives me the ability to use Tenacious Bond 100% of the time, should bring me over 50% CC on my infested kitty. However, here is the kitty with Hunter Synergy, as well as the 191% CC kitgun, still sitting at base 20% CC: And with Acceltra Prime equipped, where I'm sitting barely over that 50% CC to give me the Tenacious Bond bonus. And I'm not sure that this behaviour is intended? Can we please take a look at Hunter Synergy again? Btw I did try another Catchmoon kitgun, since I thought that it might??? have something to do with Tombfinger having a separate damage window that shows 0% CC: ...but it didn't change anything, and Catchmoon primary did not work as well.
  3. I'm talking about mods like Venom Dose, Shock Trooper, etc. Was testing out this Saryn build with Venom Dose (VD) and subsumed Smite for Smite Infusion (SI) augment and here's what I think felt clunky about it. 1) Both VS and SI have different duration than Toxic Lash (TL). At base, they only have 40 and 45 duration respectively, which is okay, but when actively building duration, this gap scales, which makes things harder a little bit. With my build at 254% duration, VD/TL have a duration of 101/114 seconds respectively, meaning I have to preemptively activate my augments, while TL will have some duration left to it. 2) Augments do not have timers on the ability bar! (finally, the point of this post!) This is how the ability bar will look while in battle: You can see that LD has 40 seconds left on it. What you CAN'T see is that VS and SI are also activated. And in this scenario, yes, they actually are. What's worse, you can't make an educated guess based just from this image, because, again, the duration itself on both VD and SI is different from TL. Basically, you know that it's lower but not how much. Your first point would probably be, "Well that's just skill issue, look at your buff bar above". I'd like to, but not when it constantly looks like this: By looking at it like this, in a forum post, it's easy enough to identify every buff individually, but in a heat of battle, on Steel Path no less, you can't really afford to look away from enemies if you are not tanky enough to not care. I think it would REALLY help out to just have those timers on the actual ability bar, while you have the augment mod equipped.
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