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calliph0re

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Posts posted by calliph0re

  1. Honestly the worst part about the quest wasn't the tricks and combos in my opinion, it was the K-Drive slam kills. I can kind of appreciate teaching all those different moves, but killing stuff by jumping on them with a board is so slow, cumbersome, and clunky it just feels completely antithetical to what the theme of the quest and its respective frame is supposed to be. Would be nice if it had some directional movement and AoE, like slam attacks since Melee 3.0, but I guess it doesn't matter much to me now since I've done the quest and have no reason to use K-Drive slams ever again.

    • Like 2
  2. I'd post a video but I tried recording one and the resolution was so comically low it'd just be embarrassing for me and not helpful to anyone else. Maybe I should try getting decent recording software purely to make bug reports on this game, it honestly happens often enough for it to possibly be worthwhile. Anyway, this screen here shows how many kills I've gotten in total:

    Spoiler

    VvQaBVk.png

    And this shows how many kills I've gotten that count as "enemies" for the Exterminate mission objective:

    Spoiler

    hmhUcjA.png

    Note the extra thicc Arcane Rage icon at the top, which has been featured on My 600-Pound Life for five hotfixes now.

    With that said, as this is an Earth mission, there are Feral Kubrows spawning in which also don't count towards the mission objective when I kill them, so you'll just have to take my word for it that those 51 missing kills are at least partially made up of Thralls. It's not like I'd take the time to kill 51 Feral Kubrows anyway, I don't hate dogs nearly as much as whoever's in charge of balancing companions at DE - but Thralls are a pretty integral part of Revenant's gameplay if you aren't running a Danse Macabre spin2win build, and the fact that he gets hampered this much in Exterminate missions for making use of them feels like a pretty big oversight.

    Edit: I think this screencap might give a better picture of what my issue is.

    Spoiler

    o5RWRJq.png

    I have literally cleared the entire mission, there aren't any more enemies spawning and the objective waypoint is stuck at extraction. Another nice bug to add to the bunch featured in this post, I guess. But despite all that, the objective is only about halfway complete because most of my kills were on Thralls. Feel free to call me stupid for continuing to kill Thralls despite knowing full well it wouldn't count towards the mission, but what can I say, I was having fun trying out a decent Revenant build for the first time and I thought I'd get more spawns later. Anyway, pls fix this DE thx 🙏

  3. These are my Railjack's appearance settings:

    Spoiler

    kUCxekx.png

    And this is how the exterior looks when viewed from the inside: 

    Spoiler

    kEA6pqa.png

    Despite my Wear & Tear being set to 0, I'm still getting these patches - which appear to be using my Railjack's secondary energy colour - on the nacelles, while the Tempestarii skin's energy aura thing is invisible. The patches also appear on the default Railjack skin, so this doesn't seem to be an issue with the Tempestarii skin.

  4. Normally, Liches and Sisters that have been defeated and saved to the Codex retain the voice, personality, and dialogue that they had while they were active, so that when you select them in the Codex to view their profile, they play one of the appropriate voicelines based on their own traits. Now, though, this is what happens while I have an active Lich:

    Spoiler

    sWBts3w.png

    As you can probably tell by her mentioning the "blood of the Queens", this isn't something she's normally supposed to be saying. The same thing happens with other Liches, too - their voice and personality are both overridden by those of my current Lich, regardless of their gender. I haven't tested this with an active Sister, though, as I only just found out about this bug after spawning a new Lich.

  5. Spoiler

    DBNxC5D.png

    Apologies for the eye-cancer screenshot, but I think you can more or less tell what the issue is and it's not very easy to get a clean shot mid-combat (though admittedly I should probably darken my Sporelacer's energy colour a bit). As you can see, my secondary Sporelacer, modded for pure Toxin damage, is doing nothing whatsoever to the Sister's shields. I don't have other screenshots of this mission, but the direct impact of the grenade could damage her shields as normal, and the radial damage had no trouble once I took her shields down with my melee. I've encountered this same issue on Treasurers, and oddly enough on Minima Moa spawners deployed by Vapos Sniper Crewmen (haven't tested other Sniper Crewman variants but I'm guessing results would be similar), but not on any Sister's Hounds despite their shields also nullifying Toxin's bypassing effect - instead, their shields take the radial Toxin damage just like any other damage type, whereas the shields of Treasurers and Sisters are completely immune and prevent Toxin from doing anything until the shields are down.

    • Like 1
  6. Seconding this - I've also encountered invisible and untargetable Juno MOAs of various types (I think mostly the Shockwave variant? Not entirely sure though) in several missions on the Corpus Ship tileset, most notably being a Sister-controlled survival I just played in which about 6-7 of them phased into the shadow realm within the last 2 minutes or so. They didn't take damage from my guns, but casting Nezha's Divine Spears took them out of invisibility and returned them to normal. I haven't really tested melee, single-target guns (I was using a Kuva Bramma and secondary Sporelacer at the time), or other AOE skills, though.

    • Like 1
  7. 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:

  8. 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.

  9. 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.

  10. "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.

  11. 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.

  12. 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".

  13. 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.

  14. 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.

  15. 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.

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