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Mediloric

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Posts posted by Mediloric

  1. 3 hours ago, Tiltskillet said:

    Pretty good list although I don't know about #6.  They still seem very good at drawing aggro to me. 

    Thank you! As for the aggro, it's possible that got fixed a while ago? I haven't touched Caliban since Lua's Prey, and everytime I used him, they didn't draw any aggro whatsoever. Most enemies would just walk past them to get to me, even had a few instances them trying to shoot me THROUGH the Sentients.  

    3 hours ago, Tiltskillet said:

    And I'm surprised you didn't mention what to me is  the biggest  "WTF" about them even if it's not the worst.  They block the player movement and projectiles.  And related to this, it's unfortunate they're large and so opaque.  Which encourages the use of AoE weapons, but if I do that they can  jump in front of me at any time and sabotage me  with self stagger.

    I didn't know that! I know they can block a majority of Fusion Strike but I had no idea it went over to weapons/movement too. Ew.

    Poor Caliban, he deserves better.

  2. What annoys me the most with Caliban is that he is ALMOST there. (In my opinion) 

    Two abilities of his are excellent and only need minor tweaks. (Sentient Wraith and Fusion Strike) 

    But the other two are just... I don't wanna say awful or bad to use, but highly impractical or just niche, least to me. 

    Razor Gyre feels really strange to use. It's a spin that does okish damage with a dash that has a few little extra bits. I'm not expecting anything mind blowing, but everything about the RG is just... niche.

    It's also one of those weird channel abilities that suppresses several kinds of energy regeneration, and given how energy hungry Caliban can be it just seems really impractical to use given how he has no way of properly sustaining energy without help. It just becomes an easy choice for subsuming and I personally don't think that's a good thing. 

    Am I missing something with Razor Gyre?

    Lethal Progeny however... On paper, the ability looks great! Summon 3 Sentient allies that draw aggro, buff shields and go bonk and spin on enemies for a duration! Sounds pretty okay! But when you factor in...

    1. You have to cast the ability 3 times to hit the cap.
    2. Each cast costs a whopping 75 energy totalling in 225 energy to get all 3 out! (At base)
    3. They lose a second or two setting up on arrival. 
    4. Slow moving to targets.
    5. Shield regeneration is often interrupted, sometimes at the worst possible moment.
    6. An update last year had completely bonked their threat level so enemies pretty much ignore them now. 
    7. Weird scaling with Power Strength.
    8. Really weak damage.
    9. Easily staggered.
    10. No easy way to tell each of their durations till they expire.

    It just really puts you off from using. 

    I understand that this ability is his sustain, but I think that makes it worse.

    Sure the shield regen is nice, I like shields! But given how you can randomly lose it due to no fault of your own... It just feels like you're being punished. This is his worst ability IMHO. 

    One day DE will do another decent summoner!

    • Like 1
  3. I can only really comment on your Atlas suggestions, I freaking LOVE Atlas but he does have a lot of trouble with his kit not working too well together. 

    16 hours ago, Hrodgrim said:

    Atlas has a proper passive.

    Yeah... but it doesn't work that well. Sure, you do gain a nice amount of armor, but given how rubble collection works, the amount of energy you have to put in, and then the decay... It's really not that great.

    I don't mind working to get the best out of my passives, but what irritates me is that work can be easily invalidated by losing a single point of health.

    It really needs tweaking. 

    16 hours ago, Hrodgrim said:

    Landslide - This only needs one thing; hold-cast to charge straight toward the crosshair without targeting enemies. This will give him somewhat better mobility and will also make the augment worth using.

    I actually like this idea. It would work pretty well with him honestly. Long as you still have the choice of using Landslide normally, I'd be up for it!

    16 hours ago, Hrodgrim said:

    Tectonics - Perfect the way it is. The augment is top notch.

    You think so? Whenever I see Tectonics mentioned, it's usually followed with: "it sucks".

    And honestly I agree. I always found it to be incredibly bad and an easy pick for an ability swap. I have never seen anyone use it whenever I see Atlas in the field. 

    I'm not saying it doesn't fit his theme and I kinda see what they were going for with the ability... but I'd prefer something like a rock sling or a boulder toss then the walls. 

    17 hours ago, Hrodgrim said:

    Petrify - Egregiously long cast time and egregiously high energy cost. Make it cast faster and cut the energy use down to 50 and it's a fair power. Atlas' armor gimmick nearly entirely hinges around this power; a power you can't cast very often, and when you do it isn't even felt. The augment is pitiful in the face of things like Pilfering Swarm. Other frames can do more for less.

    Completely agree, Petrify is such a critical ability for his passive and it always feels like you're getting punished for using it.  Path of Statues is much easier to use and can make his passive a lot more sustainable. 

    17 hours ago, Hrodgrim said:

    Rumblers - This is functionally similar to Nekros' 4th power. You can use it to partially alleviate the need to use Petrify. Overall it's pretty good. The augments are questionable and not worth using. For the "Rumbled" augment, get rid of the duration entirely, changing it to a toggle, and fix all the rampant bugs plaguing this poor thing in PvE (broken locomotion, broken damage scaling). The "Titanic Rumbler" augment is decent enough, though the big rumbler still dies pretty fast. 

    Rumblers are a funny one... The skill itself is pretty decent, the AoE Petrify is excellent and Rumblers do draw a fair bit of aggro without the use of the augment..

    The Rumblers themselves however... need a bit of help. Even with a lot of power strength, the damage they do is pretty weak. Despite their ability to stagger and ragdoll most targets. I'm not expecting them to murder everything, but anything over level 40 and with armor is such a struggle for them and it just gets worse the higher you go. 

    I've seen both of my Rumblers just batter this one Grineer grunt for their whole duration and still not kill it! 

    Out of curiosity, I did throw on Theorem infection to see if I could get a bit of extra oomph out of them. Yeah, wasn't worth it. Funny at first but really not effective. 

    But I don't know what to give Rumblers outside of some extra effects like sundering armor or a long base duration... They need something for sure. 

    • Like 4
  4. I'm interested but I will say I did... 

    Season 1 Nbc GIF by The Good Place

    I do like warframes melee combat, barebones as it is sometimes, but I was expecting something a little more.. fleshed out? Given the Drifter isn't a warframe. It was a good opportunity I think.

    Or maybe they are just keeping to the similar aspects of the core gameplay so it's easier to get into? I dunno. 

    Slower and punishing is fine, long as it feels good? Like the impact is good, you are making progress in the fight kind of good, this... I don't think this does it. 

    But I'll reserve judgement till I play it.

    • Like 2
  5. *sigh* Vexx, I don't understand why you've posted this again. Didn't you post the EXACT same thing a while ago and it got merged into your other topic about Operator changes? It's whatever, just weird. 

    That said, these are just the exact same points! Maybe worded a bit differently but overall the same.

    Not to mention you haven't even bothered to address ANY of the arguments against what you said in the previous post(s). Most people I believe were trying to help your arguments and correct some misinformation which is great but there is so much here that is... just wrong. 

    On 2022-08-21 at 7:02 AM, (PSN)Vexx757 said:

    You force people to play operators but you can’t do a simple thing as give them better mobility and give them ways to defend themselves (like melee), you don`t need to make them like warframes you can make them like a Dax (Teshin) You even put it in a line that Cavalero says, you made it make sense or have you forgotten?

     

    Quote:

    "I watch you on the scope sometimes you know. Some of those moves, I thought only a Dax could pull them off".

    This quote alone proves that the operator is capable of preforming sick combat manoeuvres.

    Take this for example: Your overprojection on what Cavalero is saying. I'm just going to copy and paste what I said before as it still applies here: 

    Quote

     

    "How did you even get that from this quote? You even disproven what you just said in your own reply! "Wf are more skillful than the dax" 

    Firstly, how does a operator even compare to a Dax? Have you seen a Dax: Void Sling? Cast Void based magic? Use a amp powered by void magic? They are more like warframes, using swords and other weapons.

    Warframes for the most part, are just shells for Operators to use, the skill doesn't come from the Warframe itself, the power is there but how it's used is totally dependent on the operator, that is where the skill comes in. how we move, fight, interact, etc. 

    That is what Cavalero was talking about. Though please correct me if I'm wrong."  

     

    Why would Cavalero say that about Operators since all we can is void magic, not sword fight. It doesn't make ANY sense to even assume it's about Operators. Please tell me how you even got that?

    Also: 

    On 2022-08-21 at 7:02 AM, (PSN)Vexx757 said:

    you don`t need to make them like warframes you can make them like a Dax

    Weren't the whole point of Warframes is that Dax weren't enough to deal with the threats to the Orokin? You want them to go backwards? Even if the idea is them to behave more like Dax in combat, wouldn't it still be going backwards? They would still have the same limitations the Dax had, even more so maybe to due lack of physical training. 

    Sure, you could argue that void magic could supplement this... but wouldn't that just letting it become something else? I doubt it'd be Dax or Dax like... Plus I'd even argue that void magic is ultimately quite corrupting, I think in most instances we've seen it, it's always been quite negative, corrupting space, people, items. 

     

    This is just one thing. I could easily go through all of it but I know you're just going to ignore any form of slight disagreement... 

    What baffles me Vexx is that you had some really interesting ideas before, stuff I actually would be quite welcome to! Not to mention you were more open to discussion too!

    Now it just seems so... bitter. Almost like you're expecting a echo chamber or something. 

    • Like 1
  6. My goodness, everytime I come on this post I just sigh, like REALLY heavily. Vexx, I get you're totally passionate about this and I do find myself agreeing with quite a few of your posts. But this one has just boiled down to belittling and stamping on arguments based on your own head canon, which is just ridiculous. It's not just you though I'll say. 

    I mean most of the things you've said here are just knee jerk reactions to stuff we don't even know fully yet, Durivi is still a while away and there is still TONS we don't know, all we got is bits of information and a very isolated demo on a disconnected upcoming part of Warframe. 

    We simply do not know enough and making honestly unfounded guesses then getting upset that it isn't what you were hoping for, isn't helping yourself. 

    Plus, we all know to take Tennocon, as interesting the things they show us, with a big ol grain of salt.  

    Also, I got a few problems with a couple of things you've said however.

    On 2022-07-19 at 6:39 AM, (PSN)Vexx757 said:

    And what makes no sense is that you give it to Drifters, the ones that are more similar to warframes than the other which makes it go back on the statements you said as to why they should not get it.

    I would have thought that'd make the most sense of all to be honest. Drifter is older, grown, you really want to give a child, granted a magical child, a sword? Maybe and this is a guess, they want to offer different styles to both groups? The more familiar choice with our operators and void magic or something similar to Dax maybe? 

    Again what I am saying is a pure guess, plans change, maybe a different playstyle was intended for the Drifter overall and the Paradox will open it up? I hope so.

    Also you act like they haven't gone back on things before, sure it's sucky and I will always hold that against them unless it's a good reason (and that is always gunna be up for debate) but I do think plans change, Warframe isn't really static. It evolves, grows, strinks, with each change and addition.

    What might have been a plan at one point likely won't apply now as things may change sometimes out of their control and end up on the cutting room floor. Ideas that might be feasible now might not be in a few months due many factors we simply do not know. I do wish they were more transparent on this though.

    On 2022-07-19 at 6:39 AM, (PSN)Vexx757 said:

    You even put it in a line that Cavalero says, you made it make sense.

    Quote:

    "I watch you on the scope sometimes you know. Some of those moves, I thought only a Dax could pull them off".

    Ehh.... I strongly disagree. you say here too: 

    3 hours ago, (PSN)Vexx757 said:

    Firstly Cavalero was talking about the operator, it don`t make sense for him to compare warframes to a dax when wf are more skilful than the dax.

    How did you even get that from this quote? You even disproven what you just said in your own reply! "Wf are more skillful than the dax" 

    Firstly, how does a operator even compare to a Dax? Have you seen a Dax: Void Sling? Cast Void based magic? Use a amp powered by void magic? They are more like warframes, using swords and other weapons.

    Warframes for the most part, are just shells for Operators to use, the skill doesn't come from the Warframe itself, the power is there but how it's used is totally dependent on the operator, that is where the skill comes in. how we move, fight, interact, etc. 

    That is what Cavalero was talking about. Though please correct me if I'm wrong. 

    3 hours ago, (PSN)Vexx757 said:

    Operators should get hit in one-shot but they don`t why coz it will make playing them harder and guess what? ppl complained how weak they were.

    Please correct me here but are you saying that it wasn't a good change for operators to get a stat buff? If so how do you explain:

    3 hours ago, (PSN)Vexx757 said:

    I only care about something making sense if it`s practical.

    Surely then you agree that the operator changes were practical given how the Focus rework has made us keep our operators out for longer and thus being more vulnerable?

    3 hours ago, (PSN)Vexx757 said:

    Also you (and other people) talk like teenagers are just weak maybe you were weak as a teen but when I was a teenager I was obsessed with parkour and love doing sick moves, I liked watching the matrix as a kid and wanted to copy that, and I like using swords. Most boys like that stuff which motivates them to try it out and the mindset of being a male.

    That's... great! Good for you my dude. I got nothing to add on that one. hmm :) 

  7. I agree it's not the best looking suit around, I'm sure someone will like it though and that's fine! 

    But er.... 

    3 hours ago, (PSN)Vexx757 said:

    My own operator suit design look 10x better than this.

      Reveal hidden contents

    Yeah, with respect my dude: if you want to go criticizing something as mundane as this with I'll admit some valid points, I wouldn't attach something as.... ill suited (imo) as what you've drawn to try and prove that point. 

    You had some good things raised about the suit which, again, I do agree with you on mostly.

    But by adding that erm... art, and bragging about "My own design looks better" and "If I was in charge of its design I would of made it look sick as heck" you really just ruined all of what you were saying. 

    Given how close Tennocon is anyway it's gunna be EXTREMELY unlikely this will be changed and probably not even after too but you already said what you're going to do about it:

    4 hours ago, (PSN)Vexx757 said:

    I'm not wearing this

    :) 

     

  8. I can never do decent intros to these things so I'll just go over point by point. 

    On 2021-03-16 at 10:29 PM, [DE]Danielle said:

    The New Command Intrinsic

    Well firstly: the Command intrinsic is a damn good addition in my books, especially for the first iteration! The crew members actually feel like crew! 

    There are a few kinks to workout, sure but overall I'm pretty happy with it! 

    On 2021-03-16 at 10:29 PM, [DE]Danielle said:

    Crew Members (AI, Equipment, Cosmetics)

    As I said, crew actually feels like crew! they are quite fleshed out, even if they are syndicate members. I do have some gripes however with how they interact with the ship but otherwise it's decent! 

    I'll go over it role by role, long verison in the spoilers!

    Spoiler

     

    Defender: Decent enough, handles boarding parties around the ship but little else, I do feel like this should be a auto role change for gunners or something?

    Maybe a dual role appily called "Gunner-Defender"? just a role that uses the side guns till the Railjack is boarded, then they become defenders till the threat is cleared before going back to the gunner role? I just don't feel like Defender should be use a solo role. 

    Gunner: I have a maxed out gunner already and it's pretty decent! they are quite a good shot with a forgiving margin of error, it feels nice to have an actual gunner! although I have seen several posts/comments about having the gunner use the big cannon, and I'm not sure I agree, sure it's a pain to switch from pilot to the cannon (even though it's right behind you!) but since there is little control over our gunners targeting right now (which is fine in my book but I can understand this being a point of frustration) that even if you have them target crew ships, I dunno it'd feel it'd be quite janky? 

    Engineer: Honestly a lifesaver in tougher RJ missions, fairly responsive to threats too! My only real gripe with Engineer is that they just seem to walk to hull breaches and what not, there isn't much of a sense of urgency with it but otherwise for what the role details, it's pretty good! I do wish they crafted supplies like ammo and maybe dome charges (if you got the skill for it maybe) 

    Pilot: Ehh... out of them all I'd say this one needs a bit of attention, they ain't very good at flying about though they do use the front guns pretty well, It'd be nice if they could target radiators and targets of interest while you are outside the Railjack, though I wills say it's pretty cool watching them pass by the window while you're inside! it's neat! I do wish they wouldn't fly in front of the Shipkiller's line of sight... ooft.

     

    Short points

    Defender

    • Decent enough for what the role does.
    • Really don't think it should be a solo role, but a joint role with Gunner and maybe Pilot? 

    Gunner

    • Actually feels like you got gunner support!
    • Decent shot, has a good margin for error so it doesn't feel too crazy, while flying through the system.
    • Not sure I agree with people asking for Gunners to use the cannon.
    • Kinda sad you can't hear their comments on targets being destroyed but maybe that's a bug? 

    Engineer 

    • Your best friend in Solo/2 people Railjack!
    • Handles boarding parties but won't actively search for them like Defender does which is fine!
    • Kinda slow walks to major hull breaches and other hazards. 
    • Doesn't craft anything which is a real shame. 

    Pilot 

    • Needs a bit of work still, they don't fly that well and often do get the Railjack into the line of fire of things like Shipkillers platforms and whatnot. 
    • Would be nice if they targeted important objects like Radiators while you are inside various objectives.
    • Handles the front guns pretty decently! Just like the Gunner!

    That's just my thoughts on the roles anyway.

    [More later!]

  9. This is quite decent feedback, possibly one of the best I've seen in a while! I think you nailed all the points exactly, though I must disagree on the clunkyness side of things well not completely disagree, her blood shield does feel a bit... off at times, but overall I think she's quite smooth to play with, especially with a very close combat, QT/blood letting build, but again maybe this is preference. 

    Your questions though...

     "Do you feel that unintended healing can be disruptive to take some advantage of Garuda's passive?"  

    Eh not really, in most cases this can be controlled by blood letting the healing. However I mostly solo with Garuda, if there are any Oberons or constant blessings being thrown about, I might find it a struggle yeah.  

    "Do you feel that Garuda's damage passive lingering is a decent idea?"

    Sure! 

    "Do you feel Garuda should be more close combat or more mid/long range caster?" 

    I get the feeling she's more pulled towards close combat then casting, but looks like she can be built for both? Options are good!

    "Do you like the idea of having the blood/gore of enemies empower Garuda"

    That'd be neat, especially if it follows you idea for that kind of passive, however I do think we'd have to choose between one or the other, both current and suggested passives are quite strong, I don't think we'd get both.

     

  10. 16 hours ago, FierceRadiance said:

    I have no desire to have it explained to me

    17 hours ago, FierceRadiance said:

     but from this veteran's POV, it just looks overly complicated for the purpose of being overly complicated. 

    That just screams ignorance buddy, it's not exactly complicated either but I won't explain it to you since you have no desire to listen. 

    it really does sound like the bad time you were having in Arbitration is no fault but your own. twice! But sure blame DE for the fact you're not willing to listen or learn on your own. Good job buddy!

    17 hours ago, FierceRadiance said:

    Sorry DE, gotta rate this iteration of Arbitration a Fail.

    Guess we gotta disagree there, I think DE did a good job with Arbitration especially after retouching it. 

    • Like 2
  11. 3 hours ago, Oakhams said:

    I have never seen this interaction, I've only seen the knockdowns on the ground slams from the heavy gunners, bombards, napalms and the shield bash from the shield lancers.

    Not the Aoe fire Field that doesnt have anything but damage, a stagger, and a Damage over time aoe.

    It's interesting overall because as far as I know/seen that knockdown only effects Kubrows, not Kavats, not MOAs, just our doggy friends.  😞 Maybe for pets that stagger is a full on knockdown? 

  12. I have a lot of love/hate relationships with various frames here, some of which is just plain soul crushing. ooft. 

    The Favorites

    Atlas: This guy hits a ton of boxes for me, heavy armor, summons, and a pretty damn cool theme, it's just a shame the rumblers ain't exactly great and you need path of statues for a pretty consistent intake of rubble for extra armor / healing but still he's pretty damn fun and useable in nearly every situation! 

    Nekros: I am a bigggg minion/summoner fan and anything that let's me summon anything usually fits me quite well, plus I like the ability to dump a lot of health orbs from bodies. Let's me make some interesting synergies with my partners build.  

    Oberon: Paladinframe is a pretty great support and fits my style well. Modding him took a bit of work but I managed to get both smite infusion and phoenix renewal along with some critical mods and the umbral set and pretty happy with how it turned out. 

    And... the least favorites. 

    Revenant: aojfajoiafoijafjio goddd I was SOOO EXCITED for this frame! a Warframe that to me looked kitted out for expendable solders to be not only your resources for you to drain health/shields from if needed but possibly a decent fighting force? Great! What we got instead.... ew. I still feel really bitter about Revenant, both from my likely over expectations... and from actually playing him. I enjoyed his quest though, but Rev himself...? I really can't, just everything about him is just clashing with everything else.  

    Nekros: I love Nekros, but I also hate Nekros, 2 of his skills are mostly useless, the shadows while powerful, can't keep up with you unless you spent 100 energy to re-summon which isn't ideal (despite the health restore), you need a augment for Nekros to survive in tougher missions and then another augment to make his kit sustainable! Then you need several expensive mods to get the best out of those changes! it's quite frustrating. 

    Wisp: I actually wanted to like Wisp, I really do. her theme is pretty cool but I just couldn't get behind her skills at all, it's actually to the point it's just feels...weird for me to play, the buffs are great and I can get behind that, but her Sol Gate and her 2nd power (whos name escapes me) I just never really used and I feel like I should be using them. hmm.

     

    I am really hoping Protea wins it for me. so far she does but I was the same when I first started seeing stuff for Rev and well... *awkward cough*

     

    • Like 3
  13. I like them! They feel pretty good to use, has quite a hefty mag size so you'll be pumping lots of lead for a good while before reloading!

     Plus with that huge mod space that comes with Lich weapons, you can make some really strong builds!

     I'm using a hybrid build myself and it's pretty damn strong. If you like the Stiletto and the Gakatas, you'll like them!

    • Like 2
  14. 35 minutes ago, (PS4)Vexx757 said:

    Firstly you say your not a fan but you agreed with more than one of my solutions -_- and secondly that's the point the title says "My issues" not ppl`s issues duh

    You can disagree with something as a whole, even if you agree on some parts of it, I do agree with SOME of your solutions, as they would improve some of the needed aspects of him but your overall idea for Wukong is flawed but sections on it's own are okay, that's what I meant. 

    Think like you're panning for gold in a river, you're always going to get a fair bit of dirt before you get small bits of gold. Kinda sums up the whole post plainly. 

    38 minutes ago, (PS4)Vexx757 said:

    If you like it that's one thing but saying it dose not to that is a different story, go play him and see for yourself.

    Pardon? What are you trying to say here cause it makes little sense? 

    49 minutes ago, (PS4)Vexx757 said:

    Removing range means you can cover more ground, be in two places at once (clone defending, you looting) and you can get a chance to kill things. This makes sense.

    Eh, I get what you're saying but really I highly doubt that'd work, unless we got some really fine controls for the clone. (and by extension over summoning, companion, minions etc) which I don't see happening anytime soon. 

    Besides, given how fast you move as Wukong, especially in really open places like Jupiter for example, do you really want to keep spamming 1 just to have the clone keep up with you? the range cap makes the whole thing speed friendly. 

    1 hour ago, (PS4)Vexx757 said:

    oh and another thing you agree with.

    I wouldn't get hung up on that by the by.

    • Like 1
  15. Errr, gotta say I'm not a fan of your solutions, and a lot of these seem like you problems my man. 😕

    2 hours ago, (PS4)Vexx757 said:

    ·       If your clone uses a gun and wukong uses a melee weapon sometimes the clone can out preform you killing enemies before you get a hit, (depending of what weapons the clone uses) Vice versa you will outdo the clone due to the clone being too slow.

    That just sounds like weapon mis-management, I use my Corinth with my clone often, it kills everything, of course I'm going to under perform with a melee weapon even with decent range and vice versa. If I want to use my melee weapon more, I pick a weapon that benefits it with my clone, maybe ramping up status effects for example. Work with what the clone does! Besides if it kills stuff, that you want dead, what does it matter? 

    2 hours ago, (PS4)Vexx757 said:

    In mobile defence missions, the clone doesn’t focus on attacking enemies in one area far away from you, instead if you move far from the clone it will teleport to you and it has a range cap on the clone is something I don’t like. (same with atlas` 4th)

    So like a turret? That's not what the clone does though? The range cap is to let the clone (and Atlas' Rumblers) keep up with you, it's a good thing honestly.

    2 hours ago, (PS4)Vexx757 said:

    When marking while the clone is using a melee weapon, the clone takes a long time to reach the target. If using guns, it`s stuck in a spot and can`t kill the target because of obstacles in the way.

    Out of the two so far, this is the only thing in this section I agree with you on, the clone does struggle a bit on that side but thankfully I can say it's not crazy often, still frustrating however. 

    2 hours ago, (PS4)Vexx757 said:

    After marking the enemy, the clone(s) should teleport to the target. (consistently)

    I agree! or at least get a speed increase. 

    2 hours ago, (PS4)Vexx757 said:

    Remove the range limit and have clone teleport to you by pressing the ability on the ground or marking an enemy.

    Eh no, There are plenty of things more useful to think/do then that, I get your idea but the range limit is still a good thing since you are quite often moving fast with Wukong, you'd be pressing it all the time. 

    2 hours ago, (PS4)Vexx757 said:

    Make him mark up to five targets. (using the marking mechanic like this makes more sense than using it for dealing damage like Ash)

    A nice idea but I think that would come at the cost of losing the increased damage the Wuclone does in attempts to balance it, in theory anyway. cool idea though. 

    2 hours ago, (PS4)Vexx757 said:

    There are times when you can`t control him due to how fast it is in motion.

    That really does sound like you problem dude, I can control him just fine, likely other people can do too, I'm not saying what you point doesn't have merit but give a example? 

    2 hours ago, (PS4)Vexx757 said:

    Remove the armour cap so he can receive an ungodly amount armour as he can. (that makes it “defy”)

    1,500 is still quite a bit of a armor boost for a ability, I doubt the cap will be removed however. the taunt is nice though and the damage with enough power strength and range can be pretty decent in a group. I do agree with a bit of what you mean though, the word "Defy" doesn't really fit here now. 

    I can't really comment on the 4th ability and it's not really my thing, I have used it enough times before the changes and it was okay but I'm not going to comment on it since I don't know enough. 

    2 hours ago, (PS4)Vexx757 said:

    With these changes, his 1 has more freedom of movement and better control of the clone,

    You think so? Seems quite the opposite to be frank. 

    2 hours ago, (PS4)Vexx757 said:

    And to a certain someone, don`t bother replaying to me coz I’ve already blocked you so I won`t see your message.

    That's just a bit sad. 

    • Like 2
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