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Andele3025

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Posts posted by Andele3025

  1. @Xzorn It does, they cant since that would be theft and fraud and no, word salads that are not binding, not contracts nor have representative value do not impact it respectively.

    P.S. Literally same non-argument of "oh little interection" applies to half the shotguns (all variants of tigris, hek, the plasmor, khom and even the bloody drakgoon) in game and 30%~ of the warframes themselves (ember, mesa, atlas, excalibur, vauban, equinox, banshee, hydroid, trinity, nidus *, inaros* & limbo* ok entire 3 buttons instead of only 2 buttons you need to press for those guys) shall they also be removed for "exploits"? You can't say no because it would make you a hypocrite and demonstrate how its a non-argument while saying yes would... well make Vay Hek "happy". If you want to talk about genuine things that are not personal preference, how about the impact of Corrosive Projection for anything with defense above level 60~

  2. All channeling needs is a bit more variety in numbers e.g. heavy blades having 1.9x~2x modifier but drain 15 energy a hit while nunchakus 1.5 comes at only 1 energy a hit with certain outliers that have alt effects; so scythes not getting bonus damage, but instead 7~10m base range (become the massive scythes most people ask for without having to implement a new weapon class), gunblades shooting with every melee attack & dedicated shot attacks getting 100% multishot/twice the bullet count, daggers/dual daggers/rapier maybe getting the excal blade "automatic front parry" while channeling or have their channeling block cost reduced to 1~2 (since it are weapons whos most popular/useful styles were ones in which ease of parrying with a buckler/offhand or grappling was a major factor in most swings and jabs).

  3. 9 hours ago, Sorenxoras said:

    Sorry to say but as an event mod it's meant to be powerful in comparison to other easier to get mods.

    Rarity really shouldnt and in all accounts isnt a way to dictate power (i mean the base and elemental damage mods aint that rare, nor is shred... nor point strike/vital, yet it are always put on/always with good base/always with good crit mods).

     

    1 hour ago, Xzorn said:

    There's also the exploitative use of macros which has left the door open to a grey area of what is considered ban worthy automated play.

    The reason to remove this interaction is not because it's powerful but of what it represents to gameplay and the core of modding.

    Sod off with the concept that fixing games lack of keybind options = have company commit theft and fraud.
    As long as its not full botting macros cant do jack S#&$ without a person still playing and no, wish to see it nerfed instead of either rebalancing enemy scaling or adding complementary mods with a rework of how stance combos are set up is solely due to "i dont like other people being stronger than me because they got lucky, farmed or bought it" whine.


    The idea of a slam attack and status version of meme strike are nice. Hell maybe a mod which cripples the melee when its actually used in its equipped melee form, but buffs quick attacks into the stratosphere (tho that would as said, require a stance rework since a lot of the weapons quick attacks are already superior to the button mash attacks due to it usually not adding heavily animation locked attacks into the quick attacks).

  4. Ranged combat is mostly safe (from a few bounties experience), in melee blocking stops the pulls (so do momentum weapons, but i can see how it could be annoying on stuff like nikanas), for the clouds, id love to see them be dispersible with a jump-slam attack (not removing the procs or anything if you normally walk in them, just be able to clean them after they appear).

  5. If i may refocus on the "not a raw stats screen buff", any opinions on Reflex Guard and Reflection. Personally they seem in the line of mods that need a fundamental rework (e.g. reflex guard allowing 360 block/removing facing condition of blocking and reflection needing to be balanced after damage type and thus hopefully/potentially enemy scaling changes), but a few saw peeps in game mention them in passing for potential exilus candidates?

  6. 59 minutes ago, ACULonSeer said:

    3. Its a playstyle that can interfere with others by stealing all the kills and XP, preventing them from ranking up their guns while also making them feel like theyre just tagging along.

    Affinity indicator on map would be very very useful (not just as a fix for that but also to help frames with skills that scale off affinity range).

  7. 30 minutes ago, chainchompguy3 said:

    I was under the impression that Exilus was reserved mostly for Movement mods.

    out of the 33 exilus mods, 14 are movement mods of which 7 are just proc choice, 14 non movement/QoL and/or Stat mods and 5 that have very small bonuses to movement with some QoL or combat stat on em.

  8. Seems like a lot of mods that are functionally just for utility/quality of life dont go into Exilus slots while the stats buff Drifts do, can/do you too think that the other utility mods (including a decent amount of teamplay augments) get buffed to fit into Exilus slots too?

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