Jump to content

calliph0re

PC Member
  • Posts

    68
  • Joined

  • Last visited

Posts posted by calliph0re

  1. I know what you're thinking. "MR doesn't mean skill". While it's true that MR isn't strictly based on skill, and I'm sure there's plenty of examples of dumb MR25s out there as a result, the mentality behind the use of this catchphrase is often incorrect. It's indicative of two things that are correlated to (not causes of!) skill or usefulness, those being time invested and arsenal diversity, thereby making MR a much better measure of proficiency in this game than it's often given credit for since you can fairly reliably trust a high MR player to have figured out how stuff works and definitely trust them to have the right tools for most tasks. The "time invested" part is obviously barring low MR alt accounts of higher MR players, but those are fairly uncommon and tend to see less use than their main accounts.

    With that out of the way, here's my actual suggestion: a new matchmaking mode that functions very similarly to public, except it only matches you with players within a certain range of your MR. This will mainly do two things: allow new players to form public squads with other new players more easily so that their first impressions of the game aren't messed up by a surprise Equinox or something (personally if I wanted to fully experience the game I'd go solo, but I guess it's a matter of preference and some people just don't like that kind of gameplay), and slightly improve public squads for higher MR players, for the reasons I explained above.

    At this point I realised this seems like something that would have been discussed before but I'd rather not waste the time I spent writing this post and there's no harm in reviving the debate a bit :laugh:

  2. 9 minutes ago, Uan91 said:

    a solution, beside chat recruiting

    Public matchmaking = filling up your squad slots with dead weight, in 99% of cases. You want a proper squad, go look for one, it won't magically assemble in the public queue. You have a Lanka riven and a solid amp, so if you're like me and don't often want to go through the hassle of looking for people, and you own Trinity, just solo them. It's easy enough without a riven, you shouldn't really have any trouble.

  3. IMO 223 is the best, though the x23 part is pretty much universally accepted to be the top-tier meta amp combination and the prism is really just personal preference. I use Shwaak for vomvalyst clearing, the only amp part that's better for that purpose is the Klebrik scaffold but that isn't really an option since using a scaffold other than Shraksun would gimp my shield DPS.

  4. "Free" and "alone" aren't mutually exclusive, barely of the game's content is actually geared towards multiplayer, cooperative gameplay. Now that Trials are gone there are literally no missions in this game in which having other players in your squad makes a significant difference, other than timing in the case of Eidolons or rewards in the case of Void Fissures. I do agree that it wouldn't hurt if Onkko's voicelines got the Kuva Siphon treatment though.

  5. 1 hour ago, --Q--Stryker said:

    Even if Rivens for it were reintroduced, what good would it do for a 2% crit/3% status gun? It would have to have ridiculous stat % to make a noticeable difference.

    Rivens don't always roll damage/crit/multishot/status, they can get stats like punch through, zoom, magazine capacity, reload speed, or status duration, all of which would be useful on the Artax to make it better at its job of applying forced Cold procs. Granted, the difference wouldn't be exceptionally high, but at least there's a reason to use a Riven on it.

  6. I don't see his 4 getting nerfed. Sure it might have high range, but how often do you have LoS on enemies 70m away? Realistically it's only in PoE and eventually in the Orb Vallis, but even then there's a lot of hills and obstacles blocking the path of the beams. It's easily the most "balanced" nuke ability in the game, as it requires LoS and no obstruction from terrain or cover, and does good damage at fairly high levels without instakilling everything you lay your eyes on. It is by no means a "map nuke" or "press 4 and AFK".

  7. I just picked up and maxed my Revenant and played around with him for a bit, so I'll leave some comments on his abilities.

    Passive: I never actually notice this going off. Could use better visual indication (like say a mini Energy Spike animation) and a bigger radius. It also conflicts with Mesmer Skin since that prevents shield damage from being taken at all, maybe the knockdown could be moved to Mesmer Skin and he could get a new passive, maybe something that synergizes with his thralls, or another Eidolon-themed passive that doesn't conflict with his kit. 

    Enthrall: I'm sure this exact point has been repeated endlessly but the thrall cap needs to be increased and so does the pillar damage. The thralls could maybe also use some buffs, like with Nekros' Shadows.

    Mesmer Skin: The casting animation is pretty slow without Natural Talent, but that's not too big of a deal because I just named the solution to that problem. The fact that it isn't recastable sucks since channeling Danse Macabre for a good while requires me to have a decent number of charges available. I'm also getting weird charge numbers at certain amounts of Power Strength. Having 10.5 charges of Mesmer Skin just doesn't make sense, though in practice the half-charge just works as a full charge so it should be rounded up to 11 in the display.

    Reave: Visually this ability is absolutely ****ing awful and this should really be fixed ASAP. A 2-dimensional square? Really? I thought this was a finished product, this looks even worse than what was shown on the Devstream. On top of that, the energy cost is pretty high for what it does, which in most scenarios is just a rather long dash. Again, like his passive, the health/shield restore has no synergy with Mesmer Skin, though I suppose it could be useful if you take a few hits while Mesmer Skin runs out or you're channeling Danse Macabre and don't feel like cancelling it. Still, I think it would be better if it just added charges instead, similar effect but useful more often and synergizes better with his kit.

    Danse Macabre: I actually like this ability. Its good, decently scaling damage is balanced out by the fact that it's blocked by major obstacles such as walls and forces you to chase enemies around them. Visually it could use some work though, I honestly preferred it when it just used the Inaros tornado animation and the raised arm feels like a forced attempt to make it look different. Vertical mobility is a pain, though I suppose cancelling it is a workable solution. I'm a bit confused as to why beam radius is a moddable stat though, what difference does it make when the beams are constantly spinning around, especially when the base radius is so small?

    One last thing, the ability icons are really nice.

  8. Metal Auger, Seeking Force, and Seeker are all outdated and cost way too much capacity for what they do. However, while Metal Auger and Seeking Force have two solid replacements, namely Shred for rifles, Seeking Fury for shotguns, and Vigilante Offence for both, Seeker has exactly zero, which means I have to use this crappy mod on just about every secondary I own. Could we get a dual-stat 11 capacity costing punch through mod for secondaries like both primary types do, like PT/mag size or PT/status chance for example? Anything that isn't absolutely useless as a secondary stat would do, just give non-explosive secondaries a cheaper, more useful way to add group clearing potential.

  9. It seems to redirect the projectiles from the Shwaak Prism and Shraksun Scaffold, but that's about it. It really needs more consistency, if it affected Phahd's disk then it might be worth something again after the nerf.

    5 hours ago, B3A5TMUPH1N said:

    I'd assume it also affects mods that increase in effect per status on the target

    The problem here is that there's exactly one mod that does that, that being Condition Overload, and switching to Operator, shooting your amp a few times until Void procs, and continuing to hit the target is a lot more inefficient and clunky than just hitting the target without all that fancy setup for one whole stack of Condition Overload.

  10. Vectis Prime is better than Snipetron Vandal here (and everywhere else), especially since you can roll the Vectis riven to something actually good and make it far superior to the Snipetron Vandal. Lanka still outperforms it though, I have a fairly good Vectis riven (+crit chance, +heat, could be better but I've rolled it 50 times by now and I feel like giving it a break) and my Lanka with no riven still does more damage.

  11. To answer both @(PS4)SteveOMatic and @Aris_Yaeger, he's using Meteoric Dash to simultaneously damage the shields and charge up Void Strike. Meteoric Dash actually does pretty decent shield damage at max rank, at least in the context of solo runs where you don't have people charging Void Strike for several minutes waiting for their turn to shoot. You really should work on Void Strike by the way, it helps a ton with damage and energy pads are fairly inexpensive.

    Spoiler

    I have to admit though, I do kind of enjoy having noob clanmates bring Zenurik to eidolon hunts over Madurai because I'm pretty stingy with resources.

    OP: I'd also love to see your builds. I've been getting closer to doing solo 2x3s myself but my timing's just barely over the threshold. Haven't thought of the combo stacking thing you did at the start though, I'll definitely try that out.

  12. 4 minutes ago, (PS4)xtharbadx said:

    That could be the case, I'm going by what the Despoil module says. The ability refers to energy and not health.

    Just turned off and on my way to bed, but I'll check later as well. Thanks!

    The text on the mod doesn't change with your efficiency. You have to either go by what the wiki says, or test it in-game if you don't trust it by toggling Desecrate with Despoil equipped and just watching your health bar to see how much it drops. I have a Nekros build with negative efficiency and Despoil and I'm pretty confident that it drains more than 10 health per use.

  13. Nikanas are probably the only case where Zaws aren't as good as other weapons within the category. A Zaw nikana can either have about as much damage as Nikana Prime but much less speed, or similar attack speed but way less damage. Taking rivens out of the picture, Nikana Prime and Skiajati are the two best nikanas, with Nikana Prime having better crit stats and damage than Skiajati but the latter having umbral polarities, better attack speed and status, and its invis passive. With rivens, the best is probably Dragon Nikana because of its 5/5 disposition, compared to Nikana Prime's 1/5 and Skiajati's 3/5.

  14. The green pulses created by Medi-Ray don't disappear when my health fills up and/or when the ability ends if I go into Operator mode during the effect, causing them to linger for the entirety of the mission. Here's a screenshot:

    ASQ1S8f.jpg

    As you can see, there's no green ray projected by my sentinel, and my health is full, but my Excalibur Umbra is still flashing green. So far, I've only been able to fix it by dying. It's made me come up with a separate mod configuration on my Carrier Prime that doesn't include Medi-Ray just so I can use it with Umbra without having this eyesore, I forgot to do that on Helios though, hence the screenshot.

  15. 35 minutes ago, (XB1)GhostofaMessiah said:

    Whish it was a slashing weapon instead. 

    I've read an abundance of Sun Wukong related children's books when I was a kid, and they always depicted his staff more or less like this:

    Ruyi_Jingu_Bang_Monkey_Kings_ultimate_we

    In movies and paintings it's usually more embellished, with dragon head carvings on the ends and whatnot, but you get the idea. This isn't something that cuts people up, it's a huge blunt staff, and it would feel incredibly weird if it was slash-based.

    Spoiler

    Even weirder than War being impact-based.

    Impact-based melee weapons also aren't inherently bad, hell I've been able to 1-shot a few sortie bosses with a Kronsh club.

  16. Corrosive Projection and Shattering Impact are the only way to remove Eidolon armour, most squads use Corrosive Projection because just having the aura takes less time than landing ~30 melee hits. If you intend to run solo though, Shattering Impact with Dead Eye as your aura is the best way to go about it, and Sarpa's the best weapon for it since it gets many hits in at range.

×
×
  • Create New...