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Biviho

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Posts posted by Biviho

  1. i tought about a perk system for augments, but didn't tought about put it into a focus like system!

    I agree, it could totally work, and they can convert the augments to perk, so you still need to unlock them via syndicates, but then you don't have to crush your head on the lack of mod slots for the build!

    and they can do something similar for the mandatory mods maybe

  2. i don't know if is only me, but i'm having a lot of problems with the mist generated by his 2, mesmer skin...i can't see through it!

    i tried change the energy color and it didn't change much, cause is not the mist, but the fact that is all over your screen, moving, when you bullet jump...and i also don't really want to change my color scheme to one frame cause of this...

    it would be grate to tune down a little, like having the mist around his feet and with a smaller radius instead of around his torso with an almost screen size radius.

    i don't know if someone else have the same problem

  3. 1 hour ago, (PS4)Riko_113 said:

    I like this idea, but what would be the best way to handle aoe damage like the Ignis that could potentially be able to hit enemies on both planes? I guess it will only affect enemies in the players current plane if their attack targets enemies on both plane? Then they'd just have to do an additional attack on the opposite planar enemies once the matching ones are killed off. 

    with my suggestion the rift shift will happen at each enemy on a different plane, so a player with a aoe weapon will shift in and out as enemy are hit...is not really the best way...one way to handle this could be make the shift happen only one time: first the aoe damage like granade will hit enemy in the same plane, than shift, than hit the enemy on the new same plane.

    for continuous weapon, your plane is the one of the enemy closer to your crosshair...this would be a problem for beam aoe weapon but is better than how it is now

  4. you make me have an idea:

    Innested Parasite

    enemy hit by parasitic link will be pulled and "attached" to you (mean that it will be on the same spot of you as you move in a raggdolled-like state), you will slowly drain life from him and gain all the bonus you already have without the mod

    when linked to an ally you get attached to them, and slowly loose mutation, you still give them all the bonus, you can still use your ability and weapon normally (using the ally as your position and your crossair used as normally to attack) but, whenever you gain a stack, you give temporary damage reduction, health regen, strenght boost to both of you

    or something like that

  5. just make this change:

    if a player is in the rift and attack an unrifted enemy with a weapon, he is pulled out from the rift before the damage is applied, reverse if he is out of the rift and the enemy is in.

    just do this, no need for any ability change, the rift will still work as it work now with other player ability...just do this...pls Steve

  6. I have suggested this every time there was a limbo change, i'm totally with this.

    it's one of the biggest problem for the squad if limbo put all the room in rift -> stasys with rift surge and forgot to do the same to other player...this bring some Limbo player (me at least) feel constrained about what ability i can use without cripple my squad, and this usually bring to never use rift surge or use it only if there aren't other player around

  7. i think archwings need some quality of life improvement, and after i played it recently, i got some suggestion (sorry for my bad english):

    1)remove the sliding after movement and dodge, stop immediatly after releasing the button. Dodge need a little more attention: instead of a slooow dodge with a long recovery time like it is, with all that flipping animation, a fast dash based on direction, and also change up and down movement with a dash (for an example similar on what i mean, look at armored core)

    with the need to dealing with navigation in 3 dimension, this will help a lot. actually is really difficult to move around, and hitting obstacles increase frustration. It's a futuristic deathbringer ninja machine...and it does not have a system to compensate for unwanted movement?!

    2) a lock on that work like the old melee channeling system: with a button that consume a little energy while pressed. an idea could be to add two new button: one for this lock on, the other to switch the actual zoom button between classic zoom and this system.

    this lock on, target the enemy nearest to the crosshair, when he die, the next will be targeted. the camera also have to rotate and keep the target inside a range from the screen, with the possibility for the player to move a little the camera around that range while an enemie is locked.

     

    this is all for now, i really like this mode...but sometimes the movement make me feel like i'm not playing a fast paced action game (better than the previous iteration of this system...with all that rotation...and all that confusion on map)

  8. First, sorry for my bad english ^^"

    I have a suggestion to help teamplay and reduce the selfishness of limbo:

    Limbo can expand he's ability to walk in and out the rift to he's teammate.

    When a player, that is in a party with limbo, attack an enemie inside the rift, he will automatically enter the rift, the opposite if it is inside and the enemie is outside. Like now, rolling will remove a player from the rift.

    This can help avoid limbo to prevents he's teammate from play.

    Also...i continue to don't understand why one in the rift can't pick up item...i know it's because what the rift is...but this is a really annoying thing.

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