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shut

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Posts posted by shut

  1. 19 minutes ago, Squidfest said:

    As someone who uses Exodia Might, I have to disagree whole-heartedly. The 0.25 second animation of my Zaw getting plunged into the opponent's chest and yanked out is what keeps my Excalibur alive most times in combat, and the ability to consistently trigger its effects is a godsend. 

    I mean, not to knock your preferences or anything, but taking such a long break from combat (usually ~1 second on most weapons with Primed Fury-- damn, I wish it were as short as 0.25s) just for a 50% chance for a lifesteal bonus seems a bit, well... not that great IMO.
    Magus Elevate (2x) feels quicker and safer, and it doesn't take up a slot that could be used for more melee damage. I'd like to introduce you to my boi Exodia Triumph.

     

    But yeah, going back to the main point of my post, being able to choose whether to use slow, heavy-hitting Finishers is something that any other game dev would consider "obvious". It's a travesty that DE is seemingly cursed to never acknowledge this issue.

    If this were implemented, and more abilities were given access to Finishers (e.g. Blinding Reave), then that would be ideal IMO.

    • Like 2
  2. As someone who uses melee on Excal, I wish more abilities functioned like Blinding Reave. Forced Finishers are the worst.

    Seriously, if you Blind a crowd as Excal and trigger a Finisher against one of the enemies, then it's a gigantic waste of time that disrupts the flow of combat. In the time that it takes to Finish one enemy, you could have easily destroyed that entire crowd. Polearms/whips/staves/gunblades/ExaltedBlade are pretty much mandatory for Blind builds on Excal, since they're the only weapons that can reasonably take advantage of that stealth bonus without risking accidental finishers (i.e. by hitting enemies from outside the range of the Finisher prompt).

     

    In a perfect world, Blinding Reave would have Finishers and we'd be able to choose whether to activate a Finisher or not. For example, by setting finishers to "Contextual Use (X)" instead of "Melee (E)", just like how it works in Dying Light.
    But nope, DE has straight up refused to acknowledge this issue (despite threads popping up about it since 2013), and Finisher-lacking moves like the current Blinding Reave start looking good in comparison simply because they don't have to deal with this crap.

    Ugh. If DE doesn't acknowledge this issue by the time Melee 3.0 is complete, we riot.

    • Like 3
  3. 27 minutes ago, MrTitan123 said:

    Rhino: Stomp- Make the cast animation start in the air, and the stomp drive the player into the ground, triggering the effect.

    On ground: Standard cast

    In air: Stomp windup in the air, stomp on ground

    This is already what happens. The weird part of the ability is that the "melee slam" happens at the start of the animation, so by the time the Stomp actually happens, you've already been on the ground for half a year.

    If the "melee slam" part were delayed a bit (i.e. you're only driven downwards when Rhino's foot reaches peak height in the animation), then that would be ideal IMO.

  4. Scoliac if you've got a +Range riven.

    Without rivens involved, Atterax is far better overall thanks to superior critchance+critdamage+statuschance+Slashratio.

  5. 46 minutes ago, Awepz said:

    As far as i know macros that automate an action repeatidly are banned, i dont think the game can differenciate a macro just doing it for the sake of melee, or a macro spamming any other action

    DE's rules on macros are intentionally ambiguous, but one thing that they've been clear about is that simple accessibility-related macros (e.g. clicking really fast so your hand doesn't hurt) are totally fine.

    The macros that they're not okay with are the ones that "play the game for you". Clicking repeatedly doesn't fall under this category 😄

  6. 7 hours ago, DoomFruit said:

    Not just slow scooting, polearms were unique under the old system in that you could sustain your basic quick melee spam at full sprint in any direction without a single hitch.

    Oh, I know, that's what I meant by "slow scooting". It's not really the best movement option unless you're playing Volt or something :crylaugh:

    But yeah, what I meant is that this sprint-in-any-direction capability should be on every basic E-spam combo (or, when Melee 3.0 hits, every "attack-while-WASDing" combo). No need for a separate button or anything.

  7. 4 hours ago, DoomFruit said:

    Not just halting, but any form of forced motion that over-rides the player's input of movement commands is bad. I don't want to be frozen in place, I don't want to be launched forwards, or backwards or sideways. I want my character to move exactly as the WASD key input would move it if I weren't meleeing.

    Ehhh.

    I personally love moves that launch your character forwards (e.g. Bleeding Willow's hold combo, which covers a huge area and is very satisfying to use on polearms), and I can understand moves that root you in place provided that they're super-awesome-high-DPS-multihit combos or something (basically, "****-this-one-guy-in-particular" types of moves). Removing either of these in their entirety would just make melee less versatile and more boring.

    That being said, I'm of the opinion that basic E-spam combos should give players full WASD control (e.g. polearm quick-melee). If folks want to just whack a few enemies while slowly scooting over to another group of nearby enemies, then every melee weapon should have at least one combo that allows for just that.

  8. This is how the stat has always functioned. The mod (or i guess Mirage's passive) makes the rolling animation shorter and cover a less extreme distance, which makes it easier to dodge in combat without breaking the flow of what you're doing.

    I'm fine with the mod the way it is. If you care about maximizing velocity in a straight line, then Bullet Jump mods/Arcanes might be worth looking into.

  9. I'm liking the update so far!
    There are a couple problems I've noticed that are (hopefully) relatively easy to solve.

     

    WEAPON SWITCHING:

    • Problem: When in melee mode, pressing "Switch weapon" (F) will switch back to gun mode without actually switching the gun. This means that pressing "Switch Weapon" will have inconsistent behaviours depending on whether you're in gun mode or melee mode.
    • Solution: Pressing "Switch weapon" will change to the "other" gun regardless of whether you're in gun mode or melee mode. (e.g. If you were holding a Primary and you entered melee mode, pressing F will immediately switch to Secondary.)
       
    • Problem: Switching weapons out of a melee attack is still slow, because upon pressing you have to:
      • wait for the melee attack animation to end,
      • wait for your frame to holster the melee weapon,
      • wait for your frame to pull out the gun,
        before you can start shooting. (A more-extreme version of this issue was very frequent prior to this update, mostly due to the way quick melee worked.)
    • Solution: Switching weapons during a melee attack will immediately cancel the attack and immediately begin the "holster the melee weapon" animation. Weapon swap speed should behave more consistently after this; it should be fairly in line with the time taken for gun-to-gun swapping.

     

    "LeftMouseButton FOR MELEE" MODE:

    • Problem: Players who use this mode effectively have two melee buttons: LMB (does melee attacks, but only during melee mode) and the default melee key (does melee attacks, and is required to activate melee mode in the first place).
      This feels very awkward! Players want to do melee attacks with LMB rather than E... but the only way to activate this is by doing a full melee attack with E in the first place!
    • Solution: (Re)Introduce an optional "Switch to melee weapon" keybind, which instantly activates melee mode without actually doing an attack. If a player has "LMB for Melee" enabled, then this new keybind (which is basically just E without the attack animation) will act as their primary method of entering melee mode.
      Bonus points if "Channeling" can be bound to the same button, so pressing it while in melee mode will activate Channeling if the player desires.

     

     

    Also: I cannot for the life of me figure out what the point of "Combo Resume" is. It feels like it activates very inconsistently, and I only notice it because it gets in the way of my combo activations very often.
    I guess I should probably try to get used to it before complaining about it... but honestly, if I had an option to disable this, I would do so in a heartbeat.

    • Like 1
  10. 1 hour ago, Avolve said:

    ATM @SortaRandom, I really dig the chroma prime VEX armor combo with hunter adrenaline and life strike. It's kinda like some weird berserker build. Losing HP and gaining energy, and healing more than I spend all while tanking and doing ton's of damage. so I did an update on my build.

    So I removed shocking touch and berserker and replaced them with Drifting contact and Weeping wounds. Now the tough question is, I really want to keep berserker I wonder how much damage fall off I will get if I get rid of one Vicious Frost??

    I'd definitely put Berserker (or Fury, if you don't crit often enough) back into the build! You can afford to lose another elemental mod for it.

    You've already got two elemental mods dealing the bulk of the damage, so adding more elementals on top of what won't have much of an effect in comparison. The DPS boost you get from simply swinging faster will be much more important. Also, assuming you get rid of a 60%/60% mod, Weeping Wounds will keep your Status nice and high regardless.

  11. I'd strongly recommend getting a combo-counter mod in there (Drifting Contact or Body Count). If you use Blood Rush or Weeping Wounds, then a combo-counter mod is practically mandatory-- otherwise you need to rebuild your combo on nearly every group of enemies if you want to deal substantial damage, which is a massive waste of time.

    Also: If you have Life Strike in your build, it might be worth using an unranked one instead of a maxed-out one. An unranked Life Strike can still heal craptons of health with every swing, but doesn't vaporize your energy pool when used.

  12. 42 minutes ago, [DE]Rebecca said:

    Orb Heist: Profit Taker Changes:
    - All non-Orb enemies can no longer trigger knockback in players during this fight. If you are being tossed around by Moas/etc moving forward in the context of the Orb Heist Profit Taker fight, please let us know.

    This sounds awesome!

    I'm a bit worried about the inconsistency, though-- I'd imagine getting knocked around by an enemy in one situation, but mysteriously not getting knocked back in another, would be a bit confusing for lots of players.
    Wouldn't it be better to simply prevent the "knockback-capable" enemies from spawning in the Profit Taker fight in the first place?

  13. It's a damn travesty that nobody from DE has acknowledged the existence of this issue.

    Umbra needs a toggle, even if it's just a simple "Prime Parts: On/Off" toggle (although the scarf being moved to Auxiliary would be ideal). There is no reason for this to not be in the game.
    Even the whole "It's part of his 'identity'!" argument falls to shambles when you remember that you can swap out the helmet that his face is a part of.

    • Like 1
  14. 3 hours ago, (PS4)lagrue said:

    LIberarting an area ... takes 30 seconds to a minute lol

    ...

    I don't know why you guys deny reality in order to cry on the forums

    Maybe you're some reality-warping time god who can wait out a 3-minute timer in 30 seconds, but unfortunately, the rest of us players haven't unlocked that ability yet.
    Same goes for drone escorts if you're playing literally any frame that isn't Nova. (Or, to a much lesser extent, Loki.)

    Maximum irony on the "denying reality" bit.

     

    3 hours ago, (PS4)lagrue said:

    by the way 40 minutes isn't ~1.5 hours... unless you live in a world where hours are 25 min long

    I've made it very clear that the ~1.5 hours is if you do the highest-leveled Bounties. I'd advise reading a bit more carefully before jumping to condescension.

    3 hours ago, (PS4)lagrue said:

    If you can't get that time back... don't play games?  Don't know why you're so fussed about it.

    I'm not saying that people with jobs don't have 40 minutes to spend on games.
    I'm saying that when people with jobs spend 40 minutes playing games, we expect to have fun in those 40 minutes. This involves some combination of engaging gameplay and satisfying rewards.

    Spamming baby's-first-bounty for 40 minutes provides neither engaging gameplay nor satisfying rewards.

    3 hours ago, (PS4)lagrue said:

    1 Tridolon cap takes about as long... collecting and slotting 5 ayatans takes WAY longer... 8 invasions takes about just as long.... I mean there's several challenges about the same length.... but you do realize you don't have to do every single Act right?  Steve already said you only need to do about 60% of them throughout the season to reach Rank 30 anyway.  You can skip a few if you don't have time.  Expecting them all to be 10 min long is asinine.

    - Even if they're considered unfun, Tricaps are undeniably rewarding and can be a fresh change of pace.
    - 8 invasions shouldn't take more than 15 minutes (let alone 40) if there's a Capture/Assassinate node available. It's not exactly fun or rewarding either (which is a problem too), but at least it ends quickly. Plus, you can complete multiple challenges while you're at it (e.g. Simaris challenges, or "Complete 3 <mission type> missions", which aren't doable in Bounties).
    - 5 ayatans is definitely the worst out of the bunch, but it was already noted by DE before I made this thread.

    Being able to skip a few weeklies is definitely nice, but some players with jobs might still struggle to reach minimum requirements even without the "annoying" challenges considered. Warframe's target audience is a teensy bit wider than "dudes with no jobs and 9999 hours of spare time every week", so you can see how this might pose a bit of a problem.

  15. 1 hour ago, (PS4)lagrue said:

    The only time you'll get longer than 4-5 min is if you're unlucky enough to have to open one of the armored vaults.

    Or if you have to liberate an area.
    Or if you have to escort a drone.
    The chance of getting at least one of these three "stupid long unavoidable timers" missions is pretty high, and getting a single one has bumped my mission timer to ~6min pretty consistently. The whole challenge took a little over 40 minutes for me to complete (and would easily take ~1.5 hours if I had opted for the max leveled bounties), and as a person with a full time job and full time responsibilities, that's 40 minutes (or ~1.5 hours) of my life that I'll never get back.

     

    Even by your lowest "4 minutes to complete for anybody isn't a potato" estimate, that still doesn't change the fact that this bounty is still >3x longer than most of the others if you're playing optimally... AND, unlike the other challenges, you need to play the low-leveled crap (i.e. be bored out of your mind) in order to reach "optimal" gameplay.

    This is about as engaging (and rewarding) as staring at a wall for 40 minutes. Tell me, if DE had actually made the challenge "stare at a wall for 40 minutes", would you still be defending that?

  16. 29 minutes ago, Loza03 said:

    It's possible that charged attacks will be replaced by heavy attacks in 3.0, and the 'charged' attack is effectively a placeholder whilst the 2.0 combo systems are still in effect.

    I mean, even if this were the case, it still shows that DE is entertaining the possibility of "normal"/"heavy" attacks being modded separately. Which was a cluttered mess of a modding system that Melee 1.0 (pre-2014) was already infamous for.

  17. 40 minutes ago, Ambyli said:
    Also why not flip it like older games do, make holding a key to cause you to walk while run is default. Or toggle it like you also mentioned!

    This would be ideal, I think. Sprinting should be the default behaviour for sure (at least, if you're not using AW or hoverboards), but there should be a hold/toggle for walking if players ever want to just slowly take in the scenery or something.

  18. 5 minutes ago, AzureTerra said:

    Options are never bad.

    This. The mods are basically slightly-less-minmaxed versions of ShotgunSpazz / Serration / BarrelDiffusion / OrganShatter with a decent amount of utility thrown in.
    I know for sure that I'll be equipping Tactical Diffusion on every damn secondary I have.

     

    I'm a bit worried about Swift Shatter, though (the Organ Shatter replacement with +ChargeAttackSpeed). Like... does this mean that charged attacks are still going to be a part of Melee 3.0?
    And worse-- has DE forgotten about what separate "normal"/"charged" mods were like back in Melee 1.0? It caused a lot of build clutter and it forced players to use one type of attack exclusively (as opposed to freely weaving normal/charged moves into combat). That was a big part of why Melee 2.0 was even necessary in the first place.

  19. 7 minutes ago, NekroArts said:

    It's a weekly challenge.....

    It's a weekly chore.

    Doing bounties for 40 minutes is time-consuming and not fun. Doing bounties for 40 minutes with breaks in between is still time-consuming and not fun. The fact that we'll have to do this potentially once a week is just... ugh. And for time-gated rewards, at that.

     

    In terms of time demand and player engagement, I expect a weekly challenge to be consistent with the other weekly challenges. The other weeklies that we have tend to be fast and/or fun. But the PoE Bounties one takes a stupidly long amount of time, and this monotony that it creates is part of what makes it so unfun.

    • Like 3
  20. I'm not sure if players share weekly challenges with each other, but I have a "Complete Bounties on the Plains of Eidolon: x/8" weekly mission.
    I thought the counter would increase for each stage of a bounty-- but nope, it actually goes up (by 1) upon completion of an entire multistage bounty. The weekly challenge demands 8 of them.

     

    THE PROBLEM: This takes an obscene amount of time, and is not at all in line with the other Weekly challenge requirements.

    • If a player takes the lowest-leveled Bounty available, and they're some wacky speedster who can complete it from start to finish in 5 minutes, then it'll take >40 minutes of monotonous low-level bounty-spamming just to complete this one challenge.
    • If a player takes the highest-leveled Bounty available (because they're like me and they enjoy the slightest hint of a challenge), where a fast player is lucky to finish within 10 minutes... then it'll take >80 minutes of monotonous bounty-spamming just to complete this one challenge.

     

    Compare this to the "Complete 3 Sanctuary Onslaught waves" weekly, which takes all of 10 minutes, or the "Kill 100 Eximus enemies" weekly, which can be done passively. A weekly challenge that takes more than 40 minutes to complete (and double that if the player wants remotely engaging gameplay) is just... not okay.

     

    MY SUGGESTION: Change this challenge to either:

    • "Complete Incursions on the Plains of Eidolon: x/8" (including bounty stages, from both Konzu and Sorties), or 
    • "Complete Bounties on the Plains of Eidolon: x/2".
    • Like 3
  21. 1 hour ago, (PS4)Neo7590 said:

    as an excalibur main user i agree, although if used at the right moment radial javelin is pretty useful

    Right now, "the right moment" is when you're facing level 10 enemies. The whole problem is that there is no such "right moment" for anything past the starchart, unless you want to kill a Corpus camera and you really can't be assed to just aim at it first.

    45 minutes ago, fallenkell said:

    Also when did they talk about excal Getting a rework? I think I missed that stream

    Three and a half years ago. Excal received this rework in Update 16.9 (June 2015), which:
    - deleted Super Jump (and added some verticality into Slash Dash to compensate)
    - changed Slash Dash from a straight-line "mobility rush" to the multi-targeting ability that it is today
    - moved Radial Javelin from 4 to 3 and slightly decreased energy cost, but changed nothing about its dreadful scaling issues
    - introduced Exalted Blade

    The "rework" is a bit outdated, though. For example, Slash Dash's "verticality" was built for Parkour 1.0's low gravity, meaning that it has a lot of trouble hitting airborne enemies. (Parkour 2.0, which increased player gravity and introduced our beloved bullet jumping, wasn't released until later that year.)
    And, of course, Radial Javelin is still trash.

  22. Yeah, Javelin is trash. Has been for years.

    DE acknowledged Javelin's uselessness back in 2015, and actually promised to change it in the upcoming Excal rework so that it's not completely overlapped by Blind. They then proceeded to not do that. Three and a half years after the Excal rework, Javelin is just as bad as it has ever been.

     

    I'd love to see Javelin be reworked into a pseudo-defensive ability somehow. Example:
    "Radial Javelin will cause 5 swords to float around Excalibur, each deflecting 60% of an incoming bullet's damage and disappearing after 3 uses. Recasting Radial Javelin while active will launch the remaining spears at nearby enemies (scaling from melee mods and combo counter), prioritizing enemies near the reticle."

    Or literally anything else, idk. They could delete the ability altogether and I wouldn't even notice because of how seldom I press that button.

    • Like 2
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