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OmegaVitae

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Posts posted by OmegaVitae

  1. IGN: OmegaVitae

    MR: 24

    Country: Maplemongerland, same as DE 😛

    Current Clan: Town Syndrome, it's quite dead.

    Preferred Clan: Quasars, but anywhere that's likely to to be good for upcoming events/Railjack is a-ok with me.

    Started Playing: joined with Plains and haven't put it down since. 🙂

    Interests: having an active clan/alliance chat to replace region, joining some actually organized runs for stuff instead of designing my loadout to solo carry pubs (though that's often fun in itself), having a hope of hell of doing well in the new clan related stuff that's coming, trying the heavy endurance stuff and seeing what it's like when the scaling math shiitake mushrooms itself, and generally just havin fun with the many pseudo-endgames we've all had to choose for ourselves in lieu of anything official. XD

    Bio: heavy Nezha/Nekros player, melee main, likes a good meme/jank build, loves one that's janky/funky and also godly powerful, generally just likes to have fun. hit me up whenevs, i saw the ping in the Endurance Runs discord, you can reach me there too; changed my nickname there to match my ign. o/

  2. I very much like the idea of having more stuff similar to syndicate bonuses/riven challenges where you do X to get Y, and i like how much more complex these effects are compared to either of those. in terms of numbers tuning, gotta mention that as an Arcane Pulse Nekroberon user, i can confirm that when it comes to affecting other Tenno as opposed to enemies, (especially when you can't be entirely certain *when* the effect will go off) you gotta go big or go home in terms of range, and 25m is woefully inadequate. Affinity range of 50 is a borderline minimum, and it'd probably be better with simply "if you're in the same squad" in much the same way Aura mods apply. also, in terms of mechanics, Tenno Incognito should definitely be broken for each Tenno individually when they themselves kill something, cuz we all know some moron gonna ruin it for everyone if not. 😛 cool stuff tho!

  3. Incursions provide(d) an important loot table with stances and other mods that aren't viably farmable anywhere else, break up the monotony of mining/fishing/etc, and are the best way for some riven challenges and the literal only way, for others. This part of the change seems ill thought out in regard to what they do provide, and tbh, incursions should come to the Vallis, not leave Plains; bounties alone is meh even when you can trigger them without leaving the openworld, as sometimes you don't want a full bounty, you only want a little random "here ya go" task to cleanse your metaphorical palette.

  4. disregard people who say Inaros is simple, or that you should disregard his abilities in favor of just being a walking health bar. there's a lot of fun stuff you can do with him, but he's deceptively complex, to achieve it.

     

    Passive 1: Sarcophagus. when you die, you won't, you'll instead enter a sarcophagus which lets you A. suck the health from allies and enemies nearby to revive yourself, and B. suck enemies towards you, using the mouse. The damage of the Sarcophagus Drain doesn't scale well, sadly, and it requires two kills to result in a revive... so building for it isn't the best idea. However, to Inaros players and anyone else reading this, if 2 enemies near an Inaros coffin die, the Inaros will absorb that health and be instantly revived; keep that in mind when you walk over and hold x instead of just nuking the area full of enemies.

    Passive 2, the hidden and actually good one: when a melee finisher kiills an enemy, Inaros will heal for 25% of his entire health pool. 4 finishers, one EZPZ full heal. this plays very well into his 1.

    1, Dessicate: Pocket Sand. any enemies in front of you will now take damage over time, and you will gain portions of that damage back as health. if the enemy was facing you when you cast the ability, the sand will get into their eyes, blinding them and making thems stand still like idiots for a while. while blinded like that, the enemy is vulnerable to a Melee finisher, an incredibly powerful attack that is generally likely to kill them outright. this plays into his passive.

    2. Devour. has 2 modes, one tapped on an enemy, one held. tapping an enemy slathers them in sand, making them freak out for a while and letting both you and allies come over to nomnomnom them for health, by holding x. when holding the ability, it does the same thing, but drags them to you and automatically starts the nomnomnom. while nom-ing, you are invulnerable to damage, and if an enemy is eaten to death by this ability, it will become a Sand Shadow; these dudes are memes at best, don't go out of your way to get them unless you really think they're fun.

    3. Darude Sandstorm. become spinny boi, deal damage in a radius, and pick enemies up to chuck em at walls. fun, has some good builds with the augment, but this ability is mostly as memey as it's namesake. synergies: if any enemy(s) are slathered in sand from Devour, Sandstorm will treat that enemy as if you are eating it with Devour, with all associated  healing and Sand Shadow creation benefits, except for the invulnerability.

    4. Scarab Swarm, another dual mode ability; hold it down to turn some of your own health into a buff called Scarab Armor. this buff gives 100 additive armor, applied after mods, and tbh that part doesn't matter; what matters is the second mode, tapping the button on a group of enemies, you will spend 25 points of your Scarab armor and expel Scarab Sand in a cone in front of you. Every enemy in that cone will be slathered in sand, much like Devour, but with several special added functions; firstly, they will take tons more damage from that sand, and all that damage will be turned into healing, spewed outwards to all allies in a radius around the enemy. The heal rate from a proper healing pit can be insanely high, often healing you faster than you can sacrifice more health into Scarab Swarm. and yes, Scarab Sand will do all the same Sand Shadow/Devour things as normal Devour sand if you hit it with Sandstorm.

     

    generally speaking, you want to be healing for little bits at all times while generally just playing like normal. Use Rage/Hunter Adrenaline and spam his 1, get that trickle heal going from everything in sight. Keep Scarab Armor charged, and if an ally/pet/etc/you need some heals, spend some to make a healing pit; this part can be hard if teammates are killing everything, but at that point it's their loss if they get no heals. lastly, if you need healing somehow, melee finishers are the fastest option, but holding down devour and just waiting it out is the safest. His 3 is mostly memes, very optional; use if you really want to, but be aware it's an energy hog.

    build for Range, duration, and tons of health, dump strength if you need to but it can be fun to keep it. use Rage, just do it. bring a good melee, especially one with a large range, cuz you want to be able to keep distance so you can do finishers only when you actually want to. if you're at low level, use Synth Deconstruct on your sentinel, the lower level enemies don't have enough health to heal you.

    finally, Enjoy Based Sandpai!

    • Like 1
  5. TL:DR: ITT commiseration about and suggestions for improving the moderator bot's bull[Sharrac] detection methods. post yer false positives; oh, and if a mod's here, please read the full thing, i could use your help. :) :P

    auto kicks are well and good, but lasting suspensions should not be done without human input, esp. when the bot's so unreliable. if something's gotta auto-moderate that's fine, there's of course upkeep involved in keeping a game's community as good as WF's is relative to other games; :smile: but *lasting* consequences should not be trusted to "hands" so innately liable to false positive... which it does, with alarming regularity. I've been temp kicked before for insulting my own fingers, because they were cold and being clumsy... :tired: bruh.

    on a related note, recipients of temporary kicks should be informed both of the kick and their offence (or at least what the bot [likely incorrectly] thought it to be); not informing them and leaving them to deduce it by a suddenly silent chat channel is the equivalent of a shadowban, which is an inherently sinister practice no matter the setting. also, leaving people to deduce the rules from trial and error is not a good way to get said rules well understood/followed.

    a bot is inherently unable to discern context, which is the vast majority of communication; a harmless combination of memes which was actually and human-clearly intended to compliment it's recipient, not insult them, and suddenly I'm suspended from chat? for an unknown time? without the slightest inkling of warning? ... "nice."

    I could go on about other BS detections I've experienced, and even suggest better detection criteria to alleviate several common false positive scenarios, but this post is already longer than I planned (or than I think most will read) as it is. it's always been temp kicks till now, not worth the time to defend against, but a false suspension is a step too far and thus here I am; I know I'm not alone in this experience with the bot, it's been this broken for a good long while... long before it was updated with no-fun-allowed stuff against Borko Kitten, instead of, y'know... *any actual improvements.* the thing's a total cluster(clem) in a multitude of ways, and needs a lot of fixing, just... just in general. please get on that, whenever possible, I'd legit prefer it over umbra at this point. this is kinda nuts.

    speaking of whenever possible, I'd like my false positive rectified, please. :) I've no idea where else to go with that request, so if this is the wrong place, I do apologize; a friendly neighbourhood actual human/moderator to point me in the right direction (or simply handle it themselves if they've the access) would be appreciated. :)

    I'm goin to bed, it's late enough to count as way too early. see ya on flipside, repliers.

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