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Mediloric

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Posts posted by Mediloric

  1. 1 hour ago, HerbrewTheUnrivalled said:

    And this is exactly why I don't post on forums. Y'all are defending a game in a horrible state and someone suggests something to make it better? Shut down!

    I'm all for making the game better with discussion and generally thought out improvements, but as other people pointed out your reasoning for it is just poor dude. 😕 

    • Like 2
  2.  

    3 minutes ago, DarthIronclad said:

    For the Sobek...oof

    You know funny thing with that, I have a Sobek with a pretty weak riven and it struggled with Lich stuff for ages, now it's really cleaning house, changed nothing with the build or anything. it's both cool and super annoying ha. 

    • Like 1
  3. I'm interested in all this for sure! I really hope it pans out smoothly but totally expecting rough edges. 

    I'm pretty happy self damage is going, It's actually nice to be able to use my Ogris or Bramma without accidentally nuking myself into next week.  I love using them, but I can understand why people are bouncing around on either ITS TERRIBLE or ITS GREAT. Personally I'm just glad to see it's going!

    The armor buffs and shield gating is nice too! I love using Nekros in most of the content and he can quite easily get borked without his Shield/Shadows running at the start so I'm hoping that helps that problem. 

    I'm a little worried on how shield gating is going to affect frames like Oberon and Atlas who really need Hunter Adrenaline/Rage to keep their energy reserves high, (least for my builds) so guess we'll see how that pans out. 

    The Arcane stuff is really interesting, nice to see higher levels coming with the removal of double stacking, it's not perfect but having a bit more flexibility is nice, least I won't have to double stack anymore to keep Nekros alive longer than 3 seconds in Railjack veil stuff.  I can see why people are a bit antsy about the arcane stuff through, some of them do look... bad, but I guess we'll see! 

    Can't say anything on the status changes yet, I'd need to use them in action, either way it's gunna mess up a lot of my builds ha. 

     

  4. I like a lot of the changes, can't wait to try them out! Pretty excited for the new guns, especially that bow! Oooft! 

    I think the only semi let down for me is the lack of interaction with the converted liches still, sure what we got now is a great addition but I dunno man, I was kinda hoping for more with it. I have some pretty cool Liches converted (and some awful ones) and I was hoping to see more of them in some way, maybe like having special influence missions for extra loot or murmurs etc. 

    Still it's a start, hope it gets more fleshed in the future but I will for sure enjoy what we're getting now!  

  5. 1 minute ago, Askorti said:

    I don't think any company that hires 310 people can be called indie in any way, shape, or form. Also, DE has a parent company, some chinese corporation...

    Could be wrong but I don't think the number matters, the definition only says "An Independently or privately owned business, especially a film or music company that is not affiliated with a larger, more commercial company" but you might be right. 

    And yes, Leyou I think? I thought it was only tied to publishers when it came to games, guess I'm wrong? if so, thanks for pointing that out! 

    • Like 3
  6. 22 minutes ago, Highlord83 said:

    This, folks, is what an internet white knight looks like. Behold his e-valor and mighty virtue signal raised in defense of a media company that dropped the ball. Again.

    Okay..? the dude has a opinion man, hardly a need to shame him over it especially if you ain't going to tackle what notbydesign is saying. 

    31 minutes ago, Highlord83 said:

    If DE didn't want to get lambasted over Railjack, perhaps they should have kept in in house until,you know, it was actually complete and ready for launch.

    But didn't they say it was going to be in parts for a good long while? Sure it'd be nice if it was finished but given the complexity, detail, and scale of what they are going for I think they went for the better option not just in terms of feedback but also development given they have 2 other major projects this year? . I hate to use/say this but Railjack does have a... decentish foundation to start on and can hopefully get better, though I do agree with the overall thread that right now it's island. 

    Though I will say in agreement with you, it should have been kept longer to iron out some of the major kinks at launch, but I guess they wanted to get as much TGA hype as they could? Should have been kept till around now maybe? (I have the same thoughts about the Kuva Lich system too) 

    38 minutes ago, Highlord83 said:

    DE is not an indie company anymore, so stop defending them like one.  If any other game developer pulled the stunts DE has they'd be getting rightfully raked over the coals for it, but DE gets a free pass because muh underdog indie hipster game.

    But they are? Unless I'm totally wrong, DE doesn't have a publisher, they ain't tied to any company for their products? Isn't that the main definition of "Indie"? I do agree with you slightly though, If any other company did this they might get (quite colorfully put) "raked over the coals" for it. DE is a strange exception to this either due to previous good will or something else. who knows. 

     

    • Like 2
  7. I'm possibly late to the party here but, Converted melee Liches (or enthralled ones) don't actually attack enemies, they just sort of stand there and look pretty(?), even when a enemy is right next to them, they'll just look at it. It's rather funny but also annoying. 

     I thought it was just a convert bug but on using Enthrall on a enemy lich with a melee weapon, the same thing again. They just sorta stand there and barely make any move.

    I keep getting this one lich to come help me out (and he looks like a chef or something) so it'd be nice if he did something instead of just follow me and say "WELL THAT WAS A NICE WARM UP" ha.   

    Has anyone else had this bug? 

  8. For the times I use Nekros, I often pair him with a specter just as a extra bit of support till I got my shadows going.

    I used Nidus quite a bit, really did like the additional power strength on my shadows, with all the buffs going on it really did give me some meaty shadows. his maggots are useful CC and the healing pit is nice too. plus I never have to worry about the Nidus specter dying either, he's consistently gaining health, he also gains stacks from his 1st power and his undying passive works in specter form... pretty neat really. 

    Weapon wise I often pair him with a Torid, the toxin procs pretty hard in higher levels and deals with Corpus pretty decently. 

  9. I gotta admit OP, This is a damn good post! You really nailed all the points here and I actually like the Lich system! (Even though it's quite flawed right now, it's still potentially a good system) 

    I just wish Killing and Converting was more rewarding, especially Converting. Like maybe having a option to spawn a Lich ally permanently, or maybe saving you from being killed by the enemy Lich for getting the combo wrong. Oh and being able to use powers.... that'd be nice! 

    • Like 2
  10. It's been a bit of time since I posted my feedback so heres a follow up. 

    The Lich system is still pretty fun, a little bit too heavy on the grind maybe but I think it's understandable and for the most part, reasonable with a bit of planning which honestly I prefer/like but it's not for everyone. The changes so far have for sure been for the better, but I do agree with a common series of posts i'm seeing about murmur sharing on Lich stab being brought back. it made the grind more reasonable, and employed Co-op play more. Right now groups of 2 seems to be the best way of Murmur farming. (least to me)

    Though on the other hand I can see why it's likely not going to be reinstated, it really did clear a lot of murmur progress quickly which in turn allowed people to kill/convert Liches quickly. So bit of gating and spreading out  was understandable to me, least we burn through it too fast but that's just my two cents of that, personally I'm fine with the er... "stab-guessing-murmur-gate" we have right now but other peoples ideas/feedback for it for sure are valid. 

    I do kinda hope we get more types of weapons for the Kuva Lich, would be great to see different takes on various underused Grineer weapons with a different take on their mechanics. Weapons like the Ack & Brunt, or the Argonak, I never see those weapons much despite being fairly cool. I do love some of the new weapons for the Lich, the melee weapon is pretty fun and feels great to use, the Grenade launcher looks and handles great. feels powerful and the sound work is top notch! Great work on that! 

    Now onto the slightly rougher bit, The Kill / Convert problem. 

    As of right now, killing and converting Liches don't really feel that rewarding, sure the Lich is out of the way till you get another but it  feels like you get very little in return.

     Killing only grants the weapon and nothing else, no Kuva (which would be great if killing gave a decent amount of Kuva for the kill and linking it to power level for a stronger reward, might give intensive to make your lich stronger.), No additional resources or special rewards, just the weapon. Which I gotta say... is a bit of a slap in the face with all the work that goes in on the lich, sure the fights can be fun and chaotic (which I prefer) but it doesn't feel like I'm getting a good reward especially if I already have  the weapon and/or it's weaker to what I have right now.  What I'm saying for killing, the weapon isn't enough to justify the grind for it there needs to be more. a decent amount of Kuva would be a good answer and maybe something else? 

    Converting is another matter completely, right now Converts only appear if you are in bleedout or close to bleedout, nothing else. There doesn't seem to be any other triggers for Liches coming to help you and that's a real shame! It was one of the features I was really excited about and honestly, it's a bit of a let down.

    As I said in my previous feedback: the whole mysterious stranger idea behind converting is pretty cool but it's not enough especially since they don't revive you from bleedout (which would be a bit neat) and have about 2 minutes of duration which really is far too little.. it's not really enough to justify the converting compared to killing. 

    There needs to be a bit more to it, the mysterious stranger idea is good but maybe flesh it out more especially if you want to keep the duration, have them use powers (since they don't when converted least I never had it) maybe draw aggro, revive you, just something to feel like those two minutes isn't for nothing aha. cause it's a real shame that after all that work from both dev and player, 2 minutes is all you get for converting.  

    Maybe this will get expanded with railjacks release (which is what people are hoping for it seems) 

    Overall I have to say despite my few misgiving here and there, the Lich system is great! a fantastic addition and I hope more comes to it! 

  11. I've had the weekend to play out these Liches with my partner (We duoed pretty much all the content)  and honestly I'm pretty impressed with it all! But it does  need more to it, as parts of it did feel a bit lacking. But overall it was quite enjoyable, I do hope there will be additions to the system later! It's a good system/idea, but needs more to it. 

    Kuva Lich

    Obtaining Liches: Love the idea, a killable enemy that becomes the Lich itself? Nice. But having it start at level 20 missions? (Excluding the quest requirement) Seems a little unfair on new players given the potential difficulty. Maybe up the level requirement a little? Saturn being the general starting point seems a little too soon for it but that's just me and maybe I'm reading a little too much into the level requirement than the quest one. 

    Appearance and Dialogue: The Liches look the part, heavily armored, undead looking, sporting powerful looking weaponry and such.  It's for sure one of the best segments of the Kuva Lich. I especially love the dialogue though there only seem to be just two voices right now? I've had the cold, calculating female one, and the jokey, aggressive male one. both nail it pretty damn well especially when their quirks come into play.  I'd love to see more armor pieces, more closed helmets for sure, but of course more taunts and voices. Two just isn't enough!

    Lich Gameplay: Territory: Fighting the Lich is pretty fun and having a lot stronger general missions is nice too, gives me a reason to grind out some extra Specter blueprints from Rescues and what not since not only is there an extra challenge, but a reason to it as well (Thralls/Murmurs). The frustrating part is however is finding areas controlled by the Lich, the bloodspots ain't very clear, I had to up the brightness on my game to max just to make them out.  Other then that, it's nice to have a higher level areas to fight in!  Maybe make the node itself a bright-ish red instead of white when a Lich has taken it over, would help map out all the areas they own. 

    Lich Gameplay: Taxes: I'm very on the fence with this one, I like the idea of a Lich stealing resources but there has to be a reason to it, sure it's incentive to hunt down the Lich a bit, but that's all. No reason for collecting resources or anything. Not to mention there should be things that the Lich can't steal, Blueprints are okay I guess but Relics, especially Requiem ones are a bit silly. Seems like a fix might be coming so that's cool! I'd personally love to see something happen to the stolen resources, maybe a event or something tied to the Lich on stealing a certain amount of resources collectively. Would give you a reason to keep your Lich around a bit longer instead of hunting them ASAP. Maybe instead of having power level determent how much area has been expanded, the amount of resources stolen can used instead? "Oh my lich is only level 2 and I've avoided fighting him for a bit but he's farmed enough resources off me and expanded a bit" Not as much as power and the level of expansion they give, but just a little extra. claiming new nodes while you clear already owned ones.  

    Lich Gameplay: Combat: Fighting the Lich is pretty cool, Often we ain't expecting their appearance and it gets a bit chaotic to deal with, but it's fun to us! I do enjoy the different powers they use too, some have charges, some have armor or overloading, it's nice! I do like they generate additional Thralls during the fight, helps with the Murmur grind a little and adds to the chaos! Nicely done! 

    Guessing the combination however is a bit grueling, and being outright killed for it is a bit much,I don't mind having a disadvantage for getting it wrong but trial and error and including our revives isn't really a good way of it in my book. but that's just me. 

    Lich Gameplay: Power Level: I have no idea what the power level means, apart from them getting stronger and expanding into more areas, but I feel like there should be more to it. is 5 the limit so far? can it go higher? Is there a reason for Lichs getting stronger other then punishing you for missing a combination on the Parazon and dying? Liches are potentially powerful opponents  but right now it doesn't always feel it. I'd love to see them get really strong, dominating more areas, gaining more powers or extra abilities tied to their power level, maybe getting special buffs tied to their type too "Spawns with Extra Guards" or something like "Has Overshield" seemingly small things like that add to it. so when you finally take them down/convert it's more rewarding. 

    Lich Gameplay: The Parazon/Murmur Grind: Most of this seems to be addressed in a coming hotfix soon but I do agree with a lot of people, the grind for murmurs is too much, and the symbols needed to kill them shouldn't just outright expire, maybe offer a means of restoring the symbols at a price of Kuva? (Given how we can farm a lot of it now)  each restore costing more Kuva to the point you'll have to replace it with the relics after getting to a certain expensive point? Just a idea. 

    Lich Gameplay: Converting: Converting a Lich was one of the key features I was looking forward to with this update, Not because I wanted like a Shadow of War style army of Liches, but the chance of having a powerful ally join me for a mission or such was a great prospect. Right now they only come to you if you are in bleedout or close to bleedout, and even then it's only for roughly a minute or so, there doesn't seem to be for anything else, and while that mysterious stranger idea is cool... for the amount of time, effort and resources a Lich can require it's coming across as a small reward sadly.

    I'd love to see more done with converting Liches, more spawn chances, maybe the option to spawn one permanently if your squad if short of a person or use a item for it, (but allow the host to tell the Lich to hold position or have the feature disabled completely for those who don't want it.) I'd just love to see my converted Liches more, earning them can be a lot of work, least they could do is put a bit of effort into my own missions! That's just my own piece but i do feel like all that work on both dev and player to go into the Lich, should be allowed to see more of it especially when helping you. 

    Kuva Weapons Feedback

    I own three Kuva Weapons so far, and pretty much enjoy all of them, the Dual Stubba is nice, having the Ice Damage is lovely for a viral build. Big big big big fan of the Kuva Quartakk, got one with a decent fire bonus so I'm pretty happy.  Honestly I love the weapons and their random bonuses on the Liches, it's a nice addition. Hopefully we'll see more weapon types in the future, Ack & Brunt, Javlok, Grinlok and so on. 

     

  12. 37 minutes ago, Reifnir said:
    Spoiler

     

    I'm disappointed Atlas did not get a proper rework for his Prime...

     

    So I went and came up with a quick off-the-top of my head rework to make Atlas great again

     

    0) Passives: Immovable stays as it is. Monolithic: Rubble no longer decays, caps out at 100 pieces and is used to fuel Atlas offensive/defensive capability (mostly during Landslide). Health restores/armor bonus get to stay. 

     

    1) Landslide: Exalted weapon akin to Baruuk's with unique mechanics. It's NOT fun to spam 1 to punch. Thus, exalted with a couple quirks. Normal melee attack charges at the target as current Landslide does. Charged attack either charges enemies with a range-scaling AoE blast proc on contact or (if aimed at the ground) slams the ground with a stomp-like AoE that knocks affected enemies down and opens them for ground finishers for a duration. 

    Rubble synergy: If rubble is present, stone shards burst from both normal and charged Landslide attacks, proccing Slash. Ground-aimed charge attack with rubble also leaves a field of stone debris - a persistent (duration-based) AoE that slows enemies in it. Additionally, while Atlas has some Rubble, his fists auto-block up to 95% (Power Strength-based) incoming damage in an up to 180°(270°) frontal  arc. Attacks that burst stone shards and rubble-powered blocks consume rubble.

    1.1) Augment: Path of Statues is boring. Why not borrow from Excal's Chromatic blade? Replacing with Wrath of the Elements: Depending on Emissive color, landslide attacks deal 25%/30%/40%/50% bonus elemental damage. Rubble-powered attacks cause Blast, Magnetic, Radiation or Corrosive procs instead of Slash for Fire, Cold, Electric and Toxin, respectively. Ground-aimed charge attacks leaves an elemental puddle as well. 

     

    2) Tectonics - walls are boring. Besides, Volt has a better shield anyway. Replace with Boulder Toss. Tap to quickly form a standard-size boulder and throw it in the reticle direction. On contact with enemy, boulder "glues" the target to it and starts slowly rolling in the direction thrown, absorbing a number (power STR based) of enemies in its path until it hits an obstacle. Enemies past the limit are knocked down. Upon hitting an obstacle, the boulder explodes for heavy Blast damage, scattering enemies previously absorbed. Ability can be held to increase boulder size. Exploding boulders also scatter Rubble pickups for Atlas. Up to 1/1/2/2 Boulders can exist per Atlas at a time. Casting another one will detonate ones already present. 

    Rubble synergy: While Rubble is present, cast Boulders consume some of it to become spiky, causing Puncture procs to enemies rolled onto/caught in the blast. 

    Landslide synergy: targeting a rolling ball allows charging at it from great distance (thing Wisp Breach Surging to her Reservoirs) and explodes it prematurely, dealing Landslide damage to all enemies trapped by the boulder. 

    Augment: Pull of the Earth - the boulder gains a magnetic aura and draws enemies and enemy bullets in a larger, range-based radius while rolling and/or holding ability key. Explosion deals Magnetic damage instead of Blast. 

     

    3) Petrify - is almost OK as it is. Range needs an increase, though. 

    Landslide synergy: Damaging a Petrified enemy with Landslide deals more damage than normal. 

    Boulder Toss synergy: Casting Petrify stops any rolling Boulders in their tracks. Petrified boulders produce more Rubble when shattered, either by Landslide or recasting Boulder Toss. 

    Augment: Eh, I guess it can stay as it is.

     

     

    4) Rumblers - we already have Wukong. Besdies, mountains don't need pets. So, I'd replace it with a transformation ability (yes, a bigger, full-body version of Conclave Rumbled :D). Gaia's Fury encases Atlas in rock, buffing his Armor/HP and giving him status immunity for a duration. Reduces Atlas movement speed and disables bullet jumps/most of parkour. During Gaia's Fury the ground itself shakes in a small, range-based AoE around Atlas, knocking any enemies down and dealing Impact damage. 

    Rubble synergy: during Gaia's Fury, rubble is NOT consumed by Landslide/Boulder Toss/frontal blocks. Instead, it starts passively accumulating (up to a cap of 200) and violently explodes, expending all stored rubble in a huge Blast AoE when the ability ends. 

    Augment: Vengeful Fury - during Gaia's Fury, any attacks that land on Atlas cause a backlash of stone shards dealing Puncture and Slash damage. Yes, I ran out of idea by this point.

     

     

    Yeah, yeah, ability names are WIP, so is the whole thing, but come on, this is something I spent an hour+ writing, surely DE could do better than "exploding rumblers" >_<

     

     

    Gunna be a big no from me on that one. I'd hate to say it but it really sounds like a big downgrade. 😞

    • Like 1
  13. When Fortuna was released, one of the features I was pretty excited for was MOA companions, the utility of a Sentinel and the durability of Kubrow in one little package, with a nice hat too! I like robotic followers, especially big and bulky ones, think like the Automaton DLC from Fallout 4 for an idea of what i mean.

    For a while I thought they were great, especially when new brackets got added in, but after the novelty and fun factor wore off  I had noticed quite a few glaring issues. it's really sad too cause I really wanted to enjoy using them! 

    So here is a list with some of my issues with them, hopefully you'll see where I'm coming from here. 

    1) The various parts to build the MOA companion, are really just for cosmetic reasons. The changes in stats to them are so minor it's really not worth mentioning. I mean sure, you could build it to get the most out of either armor, health or shields to fit with your Warframe but since it has such a small change in stats like +15 extra armor or +15 extra health, in the long run isn't going to help out that much sadly. 

    2) MOAs don't really have anything that makes them stand out as a companion compared to the other options we have. Sure they have a few cool mods here and there like Security Override for hacking various objects and clearing lockdowns but that's really it, there isn't a MOA mod set yet and even though they can now use the Synth mod set now, which is nice! but it's not really enough, it just feels like filler. 

    I think the worst part of this is that they originally did have something to make them stand out: if you look at the Fortuna Reveal (the link should start you at the right section but be sure to pause to see!) Instead of Gyros they had Gears, which seem to add in a extra ability for them to use ontop of everything else. I thought that was a cool idea and wonder why they didn't stick with it? Time maybe? 

    3) MOAs have a slight dependency on sentinels, especially when it comes to mods and weapons, since MOAs pretty much use the same gear, you often have to build sentinels to get stuff for your MOA and personally I don't think that's right.  I mean it does let you get new things to try out. MOA not your thing? Maybe the sentinel you built for it's weapon for it might be a option. 

    It's difficult though because I don't think stronger MOA only weapons are the answer, as you'll just anger people who just use sentinels. 

    This is all what I can think of at the moment, I'll add more when I have it in mind.

    It's just a shame, MOAs are pretty cool but they offer nothing really new of yet, Maybe pets 2.0 may add something to them? who knows! Anyway thanks for reading. 

  14. 2 hours ago, (PS4)ChaosTheNerd said:

    Although the new changes and additions to arbitrations is pretty good, there are still glaring problems that de either ignored or made worse.

    1. Diluting the drop tables

    Adding more rewards that are unnecessary or straight up useless to the droptables was really not needed in something DE themselves considered "endgame".

    I think that's more of a preference. To me, considering how fast we get rewards now I don't think it's a problem at all. The more the merrier. 

    2 hours ago, (PS4)ChaosTheNerd said:

    2. Loss of an actual  challenge or difficulty 

    Arb was already easy as hell on its own from release but as more updates came by, the more easy it became, which is a shame considering how it was meant to be challenging or content that actually need to be a good player in. 

    Easy is relative to each person but I agree with you on some parts however, I do think there should be a limit on the number of revives you get in Arbitration rather then the current continuous revives.

    It's actually surprising how many I see get downed completely either from a build error, a mistake or just getting caught at the worst time it happens but i don't think "easy" is what I'd call it. 

    2 hours ago, (PS4)ChaosTheNerd said:

    3. The new rewards are either unnecessary, ok, and just downright laughably useless.

    i wont say that all of the new rewards are bad, but some of them makes me think, "who the hell allowed this to be but into the game?". seriously do we really need an arcane version of pack leader?

    Again this is just preference and completely subjective. Personally I think it's cool we have other options now, but let's look at your example: 

    "seriously do we really need an arcane version of pack leader" 

    Build depending, it's a option not a replacement. Let's say you have a melee Inaros with a a hunter set build and a Kubrow, Now given how tight our pet builds can be with link mods, damage mods and the hunter set itself, where are you going to find space for Pack Leader without slotting something else out (which is a option) 

    The Arcane gives another option on methods of healing your companion outside of the mod on top of Inaro's other healing methods and he still gets to keep the original set of mods on his pet.  Like I said it's not a replacement, it's a option.

    2 hours ago, (PS4)ChaosTheNerd said:

    These are only a few of the issues ive been seeing with these changes but overall id give this update a 6 out of 10 mostly, good changes and a lot of re occuring problems that DE cant fix for some weird reason. 

    Also i can predict that Kuva bundle in the arb shop is gonna get a higher price soon because of how easy it is to get Vitus essence  now.

    Basically 2 steps forward, and 3 steps right back 

    Lets keep this discussion civilized please. 

    I get where you're coming from but frankly I disagree, I think it's a huge plus all around and I find Arbitration very enjoyable now.  But hey I get your points and it's a interesting set of thoughts so thanks for sharing! 

  15. I get peoples concerns and off puttings with this aura, but I really don't think it's as bad as people are making out.  Sure stat wise it's not perfect, and it's for sure frame dependent, but I think it's a pretty okay aura, not powerful but useful on certain frames. Though putting on a nuking frame with no means of healing yourself for sure seems a bad idea. 

    I currently have it on my Nekros during Arbitration already and it's been useful so far, Allies have a small way of healing themselves ontop of whatever means they already have, plus it keeps me just under the health line between kills, despoil and drawing in more health orbs for energy/health and triggering my Arcane Pulse!  

    I think it's a handy little aura really but do agree that the mod should have a bit of a safety net with QT and like however, nothing worst then accidentally offing yourself! 

    • Like 2
  16. Revenant to me is very interesting, concept wise both in his looks and powers he's pretty great! "Rise from the broken remains of the Eidolon to seduce a army of thralls"? He had this undead-like commander vibe to him which I think on paper come across really well but in practice eh....

    I really wanted to like Rev, everything was looking great! I got him day one and everything. And I gotta admit, it really wasn't doing it for me. 

    I was looking forward to the whole minion aspect he had but his strengths ended up being something else and that's fine.

    I don't think he's a bad frame at all, he's got problems true and does seem a little confused on what he is but he's for sure not bad.

     

  17. Just now, Klaleara said:

    You can build for them for defense, thats it.  Anyone who says they have any sort of offense build is joking you.  I've tried a max power build (Growing Power, Umbra mods, Blinding Rage, etc), and the offensive capabilities were still laughable.  

    But if being tough to kill was enjoyable, and all people wanted, than Monkeylord wouldn't have needed a rework.

    I gotta disagree with that a little, I've pumped in a lot of power strength in them and they shred enemies quite quickly in sortie. I will say though it's VERY frustrating that you need way over 250% strength just to get them to shred things. 

    Hmm maybe it's just about finding a balance? 

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