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KingTaro

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Posts posted by KingTaro

  1. I'll have to test the Dual Kamas, since it's been a while that I last used it.

    But the reason why stances such as Tempo Royale and Brutal Tide are considered one of the best is because of those forward momentum.

     

    The forward dashes are meant to face multiple enemies, because:

    1. They usually attack everything on their path.

    2. They serve as a dodging mechanism.

  2. I doubt it, but: Brazil

    Wouldn't surprise me if it is, since the platinum may be considered expensive in some countries.

    I'm from Belgium. Never had the 75% discount in 3 years (2000 hours) time.

     

    Had this theory for a while, but maybe we should run a survey.

  3. I believe DE discussed this recently.

    If my memory serves me right, DE said they might apply the Acolytes/Stalker mechanics to the bosses as well. (some bosses already have these)

     

    I'd assume:

    - diminishing results from the skills (the more of a skill you use on the boss, the less effective it becomes)

    - resistance adjustments (boss will adapt its resistance to the damage type, encouraging multiple damage types and co-op)

    - some form of a damage cap (can't exceed a certain amount of damage per burst)

  4. I just tried to do the Striking Gale (2nd combo of Pointed Wind) with Dark Dagger. It was quite tricky, but it can be executed.

    Would prefer if all the hold and pause combo's got replaced by something else. At least for weapons with high speed.

     

    When doing hold combo, you can't hold the button for too long.

    Depending on the speed, it can be anything between 0.1 sec and 0.5 sec.

     

    A neat trick is to hold the key on each hit.

    So you press the key and then press and hold it again meditatively after releasing it.

     

    For Dark Dagger with Fury mod, it was around 0.2 sec of holding.

  5. , there are other weapons that can perform pretty well.

     

    Only a few stances may be worth utilizing, such as Tempo Royale, Brutal Tide.

    But in general, you'll be better off sliding around and delivering quick hits without getting stuck in the combo's.

     

    I have much better results with Dragon Nikana when I don't use a stance. Its one-two combo is amazing.

    Slide to an enemy > one-two > slide to next, etc...

     

    Stance/combo system is mostly for show.

    It can be fun for a while, but it's not as efficient as the other options.

  6. whats the length multiplier? (on the wukongs 4th) 

    Without Primed Reach, Primal Fury length caps at 200%.

    After conducting some tests, it looked like Primed Reach not only increases the initial range of Primal Fury, but also the cap.

    So the cap with Primed Reach would be 365%.

     

    Either way, in the first gif you're seeing the max possible reach of Primal Fury.

    In the 2nd picture, you can see Orthos Prime (with the Primed Reach) displaying a longer reach than max range Primal Fury.

  7. I run solo and I quit when I don't get the mod.

     

    But still, this could have been solved by:

    1. Spawning Acolytes only in missions with an extraction point. (so not on missions like defense, interception, etc...)

    2. Spawning them near the extraction

    3. Not triggering the extraction timer as long as an Acolyte is running around. (so if he spawns, you need to kill it before you can extract)

     

    Then again, I'd assume most people would want them to spawn early on, so they can quickly rerun the mission if it doesn't drop anything.

  8. As there have been discussions about cooldown in a different thread, it reminded me that there is a cooldown on the aerial melee.
    Since aerial melee doesn't launch you as it used to, I think it's time the cooldown gets removed from it. This could make aerial combat more viable as well.

     

    Edit: if the grounding trades away staggering, it actually sounds like fun from both sides of the engagement. Just... after dedicated servers.

    No stagger might be a good trade off for a grounding mod to balance things.

    On the other hand, once the enemy is grounded, he can spam roll to get away until he can jump again. There is also the "Anticipation" mod that prevents further stagger after the first one.

    Perhaps it should be added without the stagger trade off first to see how it goes.

  9. Unfortunately not. :( Like I said above. Thought it was because of the lag in previous matches so I did not bother about them that much.

    And that last guy I'm not really sure about was doing 2 bulletjumps and 1 normal jump the whole time. The only breaks in that pattern were aimglides, rolls.. I played him a few times before in random lobbys.

    What I recognized was that his play style changed drastically until ca. U18.2. He went from average pro play (I would describe it like that in general) to bulletjump spam. His main mistakes were that he exposed himself too much while aiming, but whith this change he had not to bother about that. To add, his aim improved pretty much. We had a 1v1 lately that made me even more wary. Even after he got me he was still jumping that pattern like breakeless. Only stopped at start to mid of the match for chat others. Or maybe adjusting the macro? There was no reply when I asked him about him using a macro.. after the match he went off immediately. Idk what left behind was just a suspicious impression.

    I won't blame him officially, but it would be nice if he notifies me if I'm wrong on him. g-freakin-g then o_O

     

    But that won't change anything on the main subject. I already mentioned this idea in another thread before.

    I see.

    So far, I haven't encountered people that bulletjumped to a degree that made me feel suspicious of them.

     

    As for the main subject, I'm not in favor of cooldowns.

    In the entire game, I think we only have a cooldown on aerial melee (which should have been removed when parcour 2.0 got implemented) and it's pretty annoying. If not for this cooldown, it may have allowed melee players to viable catch people who know how to parcour.

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