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Damocles

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  1. I think it would be great to have both effects behave like a battery. I would imagine being in light gradually increases damage to it's capacity, while in shadow, gradually lowers damage, and gradually increases damage reduction (but this would mean better level designs and lots of lighting fixes, which I don't think DE can manage that). A fun gimmick, but not the most practical Something more consistent like thermal sunder (thermal transfer) where tap/hold gives 2 different buffs would be more practical, but that would lack creativity if people even care about that. What I would prefer is a band-aid fix, like how (it used to be) you could slap on vengeful flame ephemera and always be in the light. Though unintended, it did used to make mirage much more reliable for those who want the damage uptime, and vice versa something like the smoking body ephemera would boost defense.
  2. Any chance we can fix projectile punch through not working on specific walls and textures? Particularly ones that are transparent or translucent. It's like having issues with JPEGs and PNGs where each wall is either a PNG or a JPEG and you'll find out which is which by shooting it with a projectile weapon and seeing if it actually punches through
  3. I'm having an issue where Combat Discipline is triggering whenever my companion and its Duplex Duplicates get kills. It's literally killing me 10hp at a time and I have no control over it. Is this an unintended interaction?
  4. Seems like an oversight that initial combo has an issue with recharge delay where we can get a maxed initial combo of 220 "hits" for 12X, but it takes roughly 5 to 5.5 seconds in between for the initial combo to recharge. At first I thought this was a UI visual thing but it's actually not, it actually affects the combo sensitive mods and damage on heavy attack. Any chance we rename initial combo to minimum combo or make it behave as heavy attacks makes combo = initial combo instead of setting it to 0?
  5. Same, just "got" lohk canticle, one of 2 I wanted, and it wasnt rewarded. If you extract it just doesn't think it happened... Scammed
  6. Looks like secondary outburst not consuming the correct combo count for clients is not listed here. And still the long lasting bug of projectile weapons punch through not working on transparent textures like railings and glass is not addressed or acknowledged after many updates.
  7. Nami solo description on Evolution 2 Master's Flourish: On Finisher: +20% Health Regeneration/s for 10s What it actually is: On Finisher KILL: +20 (not %) Health Regeneration/s for 10s
  8. To be honest, the current system is weird, DE wants to keep rivens being a pain in the arsenal because: There are a lot of random stats nobody really wants, some don't even affect the weapon, harmless negatives/positives, but they exist to make a good/god roll less likely. Therefore, inflated value for riven mods that are good Rarer god rolls are worth more platinum incentivizing players to flood the market with more platinum to make these purchases, and so DE benefits from a harder riven system. However, on the flip side: DE controls how effective a riven is for a particular weapon, and they don't understand how players feel about their ride-or-die loadouts being effected by the whimsical moods of the "unseen riven counsel". Especially when there exists a downside with 0.5 disposition rivens being on average no better than a regular mod given the opportunity cost of the mod slot, making 0.5 rivens nearly worthless. (Remember it's proportional, increasing feels less impactful than decreasing a number already nearing 0) Then there's the "extreme" of 1.55 dispo rivens. Not only are these exclusive to horrendously bad weapons, but the base weapons are typically SO BAD that even an impossible 10.0 Disposition riven is unlikely to make those weapons on par with current "meta weapons" Seems nowadays, meta weapons are just 2 flavors: Easy to use and by extension fun (Not used because of rivens) Effective but maybe a bit harder to use (Only used because of rivens) Now #1 doesn't benefit much from rivens, but #2 certainly does. But ironically, majority uses #1 often because they're fun to use in a video game (OMG I know, hard to believe people try to have fun in video game!) so their dispo is lowered as a result of usage but remember that's not why they're used so who cares? And the #2 weapons are greatly effected by rivens, so people use those too only to ironically bring the disposition down by virtue of using it for the riven. To be honest, the system needs an overhaul that will never happen. It's currently too volatile, controversial, contradicting, and lacks transparency and intended functionality.
  9. Still no fixes for projectile punch through failing to shoot through certain surfaces and hitscan AoE weapons not benefiting from multishot?
  10. any chance projectile punch through failing to punch through certain things (like windows and lancer shields) and hitscan AoE not scaling with multishot to be looked at?
  11. Hey Bro, it's not just Zylok, any hitscan AoE also loses out, including Mausolon, Braton Incarnon, Burston Incarnon, and I believe the opticor variants as well.
  12. Honestly at this point, there should be some sort of compromise. Are frames/builds/loadouts like Vauban which centers around crowd control supposed to become useless? I think an exception should be made when an ability ULTIMATE is supposed to crowd control and does not. Or perhaps crowd control abilities should deplete overguard?
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