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Pzykdruhgs

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  1. While I can do this, the necramech attacks are relatively unknown to me in terms of what is actually killing, it just says: NechramechVoidRigNpcSuit which I'm pretty sure is the storm shroud. However, I was behind the wall and both didn't hear it activate nor is there any indication it's about to be applied. They have also changed storm shroud on enemy a bit compared to what is entered on the wiki so it's hard to know exactly what's even happening... Like I never actually see the enemy necramech SS getting a damage absorb, but it definitely applies the reflect which I'm OK with because I can just stand away from the shroud period, but the graphic (indicating I'm about to instantly die... which would be helpful to know) not going through walls while the damage can feels like a bit of a cheap shot. Either the graphic should show through the wall so we can see and be able to react to this, or the damage shouldn't apply... I'm ok with either change, but you can see in the video I'm seemingly clear of all damaging things and just fall over dead after even using RG to clear all procs on me.
  2. This is more of an annoyance than a bug, but I would consider it maybe a bug. I went on a Necramech killing spree for fun to see how far I could push melee... that's kind of besides the point and it has been a lot of fun for the most part, but there are 2 instances that can get really REALLLLLLLLY annoying: Instance 1) Necramech spawn alarm from culverin interaction begins, I wait nearby and bide time racking up bonuses to unleash on necramech when........ it teleports 150-700m back through already searched tile(s).... so I have to void sling back through completed map, often lose my bonuses because there are no enemy spawns, then get the kill and sling all the way back forward. Why exactly???? I think it recognizes I'm not near the tile that it was spawning in so it tries to spawn closer perhaps, but instead of spawning nearby forwards it seems to ALWAYS choose a necramech spawn point that is tiles behind. It happens about 1/4 spawns. Instance 2) Necramech spawn alarm from culverin interaction begins, I wait nearby and bide time racking up bonuses to unleash on necramech when........ No necramech spawns. It just doesn't. The summoner culverin is still full HP, could have finished (sure maybe maybe my pet interacted with it, but it should prioritize summoning...). I haven't actually checked if these do spawn and just are spawning in completed map tiles, because there's no indicator of a necramech existing on the map so I don't bother. This usually happens after bounty mechs are already spawned, but I've seen it happen in normal play which is aggravating because I'm literally there to have fun with this fight and it just disappears without reason. There's also a second part to this which is unrelated to the spawning, but I've been killed through the wall with no indicator that any amount of danger is nearby. I suspect it was the Storm Shroud going through the wall and the graphic is stopped at the wall but the damage can still go through the wall. I will get a clip. It bugged me because visually there's no danger, so I'm not sure what killed me. Can SS reflect even if you're out of range? Seems odd. I will upload a clip of this https://clips.twitch.tv/RelatedTacitStarlingFrankerZ--2LqYDtvSa56EZiw
  3. To start for this, to some extent I got greedy - yes - but I still think this should maybe be fixed. Normally I avoid this but I got comfortable to how well it was working when I did things last second because it would often not cause problems except this time it did and thus I'm here writing about it. Basically I was in a Void Flood on Duviri Lone Story, near the end of the round I used operator a bit too late to proc Molt Vigor (greedy, but I am smart enough to remember this arcane existed on my frame and wanted to proc it for the next round). On transferring back in, the segue back to Duviri from the Undercoft it began an infinite fall, which prompted an /unstuck which put me back in the undercroft to deal with the fate of not being able to progress. Death put me back in Undercroft, transferring put me in drifter with drifter ability set.
  4. As someone who uses this subsume a lot, it was mostly to speed up a specific run that is just boring as hell without it. I feel like this is only happening because you want to slow us down, there's no real reason otherwise. You're not saying "we're making these changes because.... _________". Why else then? If there wasn't a specific fight that took advantage of this, I wouldn't have subsumed it at all - and that fight is one where there's no bonuses for statusing (which we mod for) no bonuses for crowd control, no bonuses for (most) abilities that do damage, no bonuses from operator, barely able to get energy during the fight unless you get a specific random decree. Why would I play after now you get rid of one of the only bonuses that will actually speed the fight up? So I'm guessing internally you're realizing that your restraints you keep putting on us makes this ability useful because it's literally one of the only ones that will leverage fights where you've attempted to slow us in every other possible way. I suppose it would help us want to group with a mirage and protect them, which is what I imagine you're trying to achieve instead of us subsuming this and soloing, but then we have a mode - Duviri - which some of us enjoy playing, and this pretty much just says "You will now be slowed to half or worse". I've modded every weapon in the game and I can tell you after throwing so much at the wall eclipse was one of the only abilities aside from roar that makes a frame viable without having to wait for the stupid archgun summon that.... isn't even our own damn archgun. I want to use MY GUNS. I want them to be damaging. This completely screws all of that sideways and everything I've been adjusting and modding for for the past 4 months. Do I need to run this mode? No, but I was having fun with it because eclipse made it more exciting than just waiting on the archguns. Without eclipse a lot of weapons just don't put enough down on wyrm that it will be exciting to run (unless we get frames that are actually good for the mode - which is so freaking dumb). So after this change what happens: I stop playing Duviri lone story. I likely subsume over the ability for something that does well with whatever new content exists until you decide that one is nerfed. Just sharing my thoughts. I'm sure it wont be that bad and a lot of weapons are still viable, but it was nice to be able to sort of 'race' to break the wyrm with crappy weapons before the archguns dropped, because it felt like we are winning, Modding for Lone Story is going to feel like hot garbage without this subsume as an option for a lot of the trash weapons that just absolutely do not put damage down without it and you're forced to wait for the archguns drop. Boring!!!! The only way I could see this changing is perhaps if we get more riven slots so we can actually boost the trash tier weapons back up a bit, and even then there's no riven that would come close in a lot of cases unless we get absolute great rolls.... I honestly don't know why you think this change is necessary, but it stifles our options in an already option restricted zone, for starters, and that cascades to many modes that we've been building around for a long while. It's like if you raised all HP by 100% and then only made the entire game SP so we have to headshot an enemy 5 times with something that used to take 2 "because". We would all see that is an obvious attempt to slow us down..... and especially worse for people that arent abusing stuff like rivens, which shouldn't be mandatory.... seriously there's probably more problem weapons than eclipse itself being a bad seed. I feel like I'm being punished for enjoying the game... why doesn't status work against some bosses again (etc. it's like we have all these mods and abilities and stuff and then at a whim you can decide none of that matters... ok so why do we have them????????????????????????????????????????????) ? Because you chose to make a system that we are using other systems to leverage against. Not to mention this wouldn't be a problem if you'd stop incentivizing steel path... What happened to steel path not being a mode that was going to be best to run? If you want to get us to not play steel path, make normal mode the mode that drops 250% resources and is faster. We are using eclipse subsume because you make things that already takes forever with weapons we want to use that we happen to get riv for or even just primed mod cramming (some of which can't even handle the capacity for all) and then also having to contend with attenuation (at which point a lot of us aren't even using eclipse.... so it's non problem????). Like where does it end? Should all missions just be kahl-like where YOU dictate exactly what we use/ are able to use and non mod ???? Like seriously. Why do we have mods and subsumes at all if you keep peeling them back to useless levels.... I was especially annoyed with the 60-Eye fight not having arcane revives because it was one of the first things we get where 'Hey this could mean that fights really take me to exhaustion levels' to 'Don't get hit and also your frame is basically useless unless it has uncancelable ability(ies)'. Although luckily the rewards are complete trash so I never had to do it after completing it once.
  5. I have this subsumed across maybe 30 frames, and I can tell you I'm pissed. I have to feed my helminth to get this ability and it's a lot of investment, that you're now telling me, is for half the ability essentially - and it already is to me a map-oriented ability meaning I am not ever EVER using it 100% of the time, in fact that title would go to roar for most used - so do we nerf roar to half? Just get all the abilities mentioned in this thread and halve them then... Xatas, Nourish, Roar, what else? Just pile 'em on... Seriously this is a nicely tuned ability that doesn't need a change imo - there are people using it that are sometime even getting a placebo effect out of it because they aren't aware where it does and doesn't work, where if it's nerfed it will just go either unused or still used and boring people to death. Are all bosses and over guard across the board also having their HP reduced by half? I think maybe this is conflated because of the amount of people that are breaking it with riven, then. Because even with this ability I am thinking back to doing duviri content with a 440% bonus and just the weapon alone without riven feels slow even with that bonus - don't get me wrong there are ways I could simply up my ninja-ing (and/or choose other gear obviously), but if this bonus was even less I'd basically be forced to??? Like "Ok" that's all I can say. "Ok". Will do, I guess. Glad I'm done everything then sucks for everyone else. This actually makes me want to engage with at least 1 part of the content less also, which is the reason eclipse is on 30 frames to begin with. People sleep on things because we thought they'd already be nerfed. No one's touching xata because we're all afraid you'd do this to it.
  6. Thrown weapon disabling incarnon or tenet (plinx?) we took forever to get some of these and they still cant be used in combination with a thrown. It's been what feels like forever with this bug? It's starting to feel bad when options like this just result in another really REALLY disappointing change of plan, like I bet a lot of us still even hustle out the entire mission, but I can't be the only person who's starting to get upset about this... I could provide my part of a list of weapaons it happens to: (Thrown like [Glaive Prime]+) VASTO PRIME INCARNON LEX PRIME INCARNON ATOMOS INCARNON TENET PLINX BRONCO PRIME INCARNON LATO VANDAL INCARNON ZYLOK PRIME INCARNON How to reproduce: Take a thrown weapon and an incarnon and charge the incarnon and try to use the button to transform the weapon to incarnon. Or in tenet plinx' case: Use the alt fire. Sometimes it works once and then stops as well. My alt fire is just F. Plain old F. Please tell me someone is on this.
  7. I'm just noticing this now, I thought the look links were broken and the kavat appearance when created would be normal but I just had a tufted ear created and the fur tips are definitely absent.
  8. This used to work and now the shurikens don't appear to target, and even if they hit and show blood come out, they don't full strip. Used subsumed ability with the augment, 144% strength (tooltip even shows 100% strip). Host, inv only.
  9. I just encountered this. I was also Rhino grouped with Vauban and getting this.
  10. I mean the pictures speak for themselves, as per the title. It was very grating on the eyes.
  11. When I waypointed it showed 15m and I'm pretty sure the range is even less than that to the actual ring tbh - I'm not sure a scope would 'stop' at the Wyrm, like there may be no "object" to give the scope feedback to range it properly, as when I set WP it seemed to just go straight through instead of being a marker like "Enemy".
  12. I was never expecting to hit the top ring with this weapon, I'm merely reporting that the weapon does literally no damage (to the bottom rings, anyways) so that if someone (any tenno in the future) chooses the simulor as a weapon they don't feel frustrated that it is doing nothing after probably doing great for the mission content. I personally wasn't frustrated because I knew going in that the weapon had a high chance of not working (because I've tested it on other bosses which it didn't work on) but I was just hopeful, it was more disappointment followed by finishing it with my secondar(ies) which took all of 3 minutes, but I am reporting it as a bug because it feels weird that it should do no damage. Post statement: ((You guys are really jumping on trying to make it seem like a skill issue, and it's disturbing.)) I will just go get a video of it doing no damage, would that satisfy you all? Or it can be fixed, or left broken, I don't really care (well, I cared enough to make this post, but mostly so new/future players aren't frustrated that something is broken so we can all enjoy the game - isn't that nice). Edit: https://clips.twitch.tv/EasyExquisitePorpoiseSoBayed-VvCECOCg3C5gpYHs https://clips.twitch.tv/PowerfulSmellyDeerKAPOW-vUj_AJ64Uu1YwT3L Not sure how to make the videos just show here. I even tried to get some space thinking I was maybe too close.
  13. I guess you have a point, I have a multiple forma build (unsure how many, but it has riv and everything) and I'm almost 100% sure I use +range mods because the default range is crap even for normal mapping for me, I can't check right now. I'm accustomed to the weapon and almost 100% sure that both my main shots were landing (phasing through, really) and the manual detonate was on top of the ring as far as I remember (the fight was last week I meant to bug report it earlier but I was just thinking about it now) and neither did ANY damage (where sometimes projectiles will at least do their hit damage). I should've clipped it.. oh well. Edit: Yes, literally all of my builds use Terminal Velocity, so there was no chance I wasn't using it.
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