Endorphinz
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Posts posted by Endorphinz
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I don't suppose someone thought this all the way through when they were setting up today's sorties, huh
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I don't think this damage rework is coming for a very long time, so I'm not worrying about it now. I'm sure that as the time draws closer for this decision to happen, they'll take community feedback to make things as streamlined as possible.
At least, that's what I hope, we all know that big changes in the past haven't always been handled well by the devs.
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Allthough that would be nice, the reason those mods had 9 cost was because they only gave 60% back then.
IIRC, cryo rounds and chilling grasp were actually 90%, although the secondary and melee mods were only maxed out at 60
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This is really an "out there" suggestion, but I think it'd be a good idea to reduce the standard elemental damage mods' (hellfire, molten impact, heated charge etc) energy drain from 11 down to 9 (at rank 6). Back before all the elemental damage mods were standardized, cold damage mods for rifles, pistols, and shotguns only took 9 mod energy, which I thought was pretty nice.
Having lower mod costs on these essential mods would alleviate the frustrating grind on leveling up weapons somewhat!
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I haven't actually done the math, but I believe the additional critical damage gainz from them mods surpasses a 90% damage elemental mod, or even a 165% heavy caliber
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Except literally none of the new mods are able to be slotted on snipers or bows...
I thought that rifle mods worked on bows/snipers?
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Basically put, I feel that the new mods that drop from the even enemies are based primarily on critical damage, and in my opinion, critical-based weapons do not need any more damage boosts, as they already enjoy the highest damage outputs in the game when compared to non-critical weapons.
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I got it, how about nullifier napalm bombards
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I think the trading is fine where it is, no need to fix something that's not broken.
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Nah man, it could work, but I think a good passive might be reviving other tenno faster
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Oh, and let's not forget that it takes forma to expand your clan's dojo as well. If you're the person in your clan who pays for most of the building, then it ends up hurting you even more
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We need to come up with a plan to get those dirty tenno skoom
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I wish they'd get rid of the fusion core and other nonsense drops, and replace them with forma BP
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Yeah, it's happened to me too, and I don't think it's intentional. Most of the time he just sits back down and vanishes, but at least once he's continued throwing off attacks until he suddenly despawns.
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Upon entering this room, the rescue target would not move past to the ramp, staying stuck there and getting killed repeatedly. I eventually had to just run to the end before he bled out.
Tried giving and taking away secondary weapons, didn't do anything.
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As soon as I saw "excavation changes/fixes" I was hoping there would be some mention of the health getting scaled up to meet the demands of very high level missions, such as sorties. However, I can see it's not happened, so I'd like to submit the notion that excavator health be modified.
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Excavators still only have 2500 health! What gives? All you've done is make it even more frustrating than before.
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I did notice that. It doesn't really change anything gameplay-wise, it just makes multiple charged shots look a lot more awkward now.
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I've never actually had syndicate missions on the moon, and I've been running them almost every day, thas weird
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I think excavators need health that scales up just like objectives in defense type missions do. It's quite frustrating having your excavator blow up from 2 hits in higher level stuff when some random guy gets through your bubble (cough cough sorties).
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I'm not even remotely interested in having this stance mod or the weapon; I'm not a collector, I don't want this mod "just to have it" nor do I want to use that rapier.
Even so, I'm still quite concerned with this entire development. There is absolutely no reason to make anything so difficult and frustrating to get. It's unfair and it's not fun seeing so many people angry about this.
Every time a new stance needs to be released, you do NOT have to make it steadily more difficult than the last stance to obtain, especially when the main difficulty in this game is completely luck-based. Some people can't afford to sit around for 18 hours a day on their computer grinding away.
This is coming from a veteran player with 1400 hours of playtime. I want this game to be more fun, and less frustrating.
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And they still thought that sorties weren't challenging enough, so they BS'd a couple of the hazards to be even worse. The rewards are lousy, and basically all it's done is show me how ridiculously broken enemy scaling is.
At this point, I don't even play it for the rewards, I simply go into them for the thrill of the challenge, and to learn whatever exploits people use to destroy these high level challenges. It is quite fun, but it just feels like DE doesn't care about what's balanced at this point.
This is feedback, not anger.
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This happened for me so many times that I gave up with the sortie. I did backtrack through the huge underwater section, and still no enemies come, it seems they just stop spawning at around 200 or so.
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So far only the stock has been offered through alerts, right?
Snipers Only Against Nullifiers?
in Missions & Levels
Posted
Oh yes, I'll just jump right in there and take a shot and then jump out, neverminding that the corpus all cluster together to form an army inside each nullifier bubble, where one laser will kill you.