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Jeancly

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  1. Wukong passive activates BEFORE Quick Thinking does. This makes the mod totally useless untill you have " died " 3 times, as such wasting your passive.
  2. Wukong rework. Ok so, this are my opinions on the Wukong rework as the 25/06/19; I won’t comment on what is fine as to avoid a wall of text. Passive: very nice Celestial Twin: Very nice, but my issue is with the AI being a bit dumb, especially with the use of the primal fury, when it often just follows you and everything is killed by you. Cloud walker: Very nice Primal fury: Superb Defy: Here comes the bad. Defy is bad on so many levels. The idea per se is very good. You have 45% DR with the base 250 armor and that raises to 85% with the 1500 bonus armor. The issues here though are multiple. 1) If you already have armor, let’s say 730(triple umbral mods) then the effect is WAY LESS useful, as armor scaled badly and we already have 70% base DR. With the additional 1500 armor we will get to 88% DR, an improvement of 18% compared to the 40% of before and a total improvement of only 3% from before. This could be considered a “good thing “as it means that with base armor and the bonus we get a ton of DR, and we don’t need to add armor with mods, but here comes issue number 2. 2) The ability is EXTREMELY expensive with a whopping cost of 50 on a pool of 180. This with a base duration of 25 seconds really makes it annoying to use. Spamming abilities is never funny, especially if they are the way we survive. With 250% armor a face on frame like Wukong kind of needs always the survivability, meaning we should ideally have the ability always on. Considering a normal build with 155 duration and 130 efficiency we will have a duration of 38 seconds and a consumption of 35. This means we will need to pick up 2 energy orbs (not considering other sources of energy for reasoning sake) ever 40 seconds to be able to keep up a fundamental thing of Wukong’s survival (excluding the very high cost of the 4 (fine though, as it’s very strong) and the use of the 2). Such thing is quite implausible in most missions. Solutions to point number 1: as for now Defy adds 1500 to base 250. 250x6 is 1500. I would base the ability around this to give more incentive and value to the use of the ability with an improved base armor due use of mods. This means that if I manage to reach 500 armor with mods, my Defy will buff by 500x6=3000; for a total of 3500 armor which is 92% DR compared to the 85% of base armor. I think this is fair because after all a mod slot to increase armor was used. Considering instead the umbral triple set we would have 730x6=4380 armor for a total of 5110 which is 94% DR. Before saying this is OP remember that this requires 3 umbral mods, and you only get 9% more DR compared to base armor of 250. Solution to point number 2: IF the DR Buff is applied and the ability is as such buffed then I think a simple length increase is more than enough. I would personally just double the base length, so that at 250% duration the buff will last 2 minutes instead of 1 minute. IF instead the DR buff above mentioned is not applied then I think that doubling the ability length and reducing base cost to 35 would be ideal. I will reiterate. Wukong is a melee frame, he is always upfront and personal, his Defy is the ability which makes him the front liner. Iron staff: excellent weapon, nothing to say, the changes feels very good. Forward combo: Nice, works nicely Still combo: INCREDIBLE COMBO, i love to use it and it just feels STRONG. Still combo+right click: Very good for CC, I almost never use it but I can see the value in it. Forward combo+right click: This is a good idea badly executed imo. I like the idea very much, the issue though is that a “gap closer” we have either bulletjump and directional slam, or just slide attacking which covers a ton of space. In my opinion an easy fix is just: expand the staff at like half size when doing such attack and make it work like an Arca plasmor projectile that hits all enemies in front. This in a LONG range. The attack must be in a straight line but needs to go much further than normal attacks, so that if can be actively used to attack far enemies than normal staff attacks could not reach. At this point you could either stop, and have as such changed the function from “ gap closure” ( already present in the game by other means ) to " far attack", OR you could keep the “ drop kick “ in but make it 3x or more times more strong ( as in you jump 3x or more times further, maybe stopping if you hit an enemy ). This concludes my opinions on the rework after a week or testing, putting a mountain of forma on it and playing it a lot. In conclusion the rework is SUPERB but defy feels underwhelming.
  3. Wukong rework. Ok so, this are my opinions on the Wukong rework as the 25/06/19; I won’t comment on what is fine as to avoid a wall of text. Passive: very nice Celestial Twin: Very nice, but my issue is with the AI being a bit dumb, especially with the use of the primal fury, when it often just follows you and everything is killed by you. Cloud walker: Very nice Primal fury: Superb Defy: Here comes the bad. Defy is bad on so many levels. The idea per se is very good. You have 45% DR with the base 250 armor and that raises to 85% with the 1500 bonus armor. The issues here though are multiple. 1) If you already have armor, let’s say 730(triple umbral mods) then the effect is WAY LESS useful, as armor scaled badly and we already have 70% base DR. With the additional 1500 armor we will get to 88% DR, an improvement of 18% compared to the 40% of before and a total improvement of only 3% from before. This could be considered a “good thing “as it means that with base armor and the bonus we get a ton of DR, and we don’t need to add armor with mods, but here comes issue number 2. 2) The ability is EXTREMELY expensive with a whopping cost of 50 on a pool of 180. This with a base duration of 25 seconds really makes it annoying to use. Spamming abilities is never funny, especially if they are the way we survive. With 250% armor a face on frame like Wukong kind of needs always the survivability, meaning we should ideally have the ability always on. Considering a normal build with 155 duration and 130 efficiency we will have a duration of 38 seconds and a consumption of 35. This means we will need to pick up 2 energy orbs (not considering other sources of energy for reasoning sake) ever 40 seconds to be able to keep up a fundamental thing of Wukong’s survival (excluding the very high cost of the 4 (fine though, as it’s very strong) and the use of the 2). Such thing is quite implausible in most missions. Solutions to point number 1: as for now Defy adds 1500 to base 250. 250x6 is 1500. I would base the ability around this to give more incentive and value to the use of the ability with an improved base armor due use of mods. This means that if I manage to reach 500 armor with mods, my Defy will buff by 500x6=3000; for a total of 3500 armor which is 92% DR compared to the 85% of base armor. I think this is fair because after all a mod slot to increase armor was used. Considering instead the umbral triple set we would have 730x6=4380 armor for a total of 5110 which is 94% DR. Before saying this is OP remember that this requires 3 umbral mods, and you only get 9% more DR compared to base armor of 250. Solution to point number 2: IF the DR Buff is applied and the ability is as such buffed then I think a simple length increase is more than enough. I would personally just double the base length, so that at 250% duration the buff will last 2 minutes instead of 1 minute. IF instead the DR buff above mentioned is not applied then I think that doubling the ability length and reducing base cost to 35 would be ideal. I will reiterate. Wukong is a melee frame, he is always upfront and personal, his Defy is the ability which makes him the front liner. Iron staff: excellent weapon, nothing to say, the changes feels very good. Forward combo: Nice, works nicely Still combo: INCREDIBLE COMBO, i love to use it and it just feels STRONG. Still combo+right click: Very good for CC, I almost never use it but I can see the value in it. Forward combo+right click: This is a good idea badly executed imo. I like the idea very much, the issue though is that a “gap closer” we have either bulletjump and directional slam, or just slide attacking which covers a ton of space. In my opinion an easy fix is just: expand the staff at like half size when doing such attack and make it work like an Arca plasmor projectile that hits all enemies in front. This in a LONG range. The attack must be in a straight line but needs to go much further than normal attacks, so that if can be actively used to attack far enemies than normal staff attacks could not reach. At this point you could either stop, and have as such changed the function from “ gap closure” ( already present in the game by other means ) to " far attack", OR you could keep the “ drop kick “ in but make it 3x or more times more strong ( as in you jump 3x or more times further, maybe stopping if you hit an enemy ). This concludes my opinions on the rework after a week or testing, putting a mountain of forma on it and playing it a lot. In conclusion the rework is SUPERB but defy feels underwhelming.
  4. Wukong rework. Ok so, this are my opinions on the Wukong rework as the 25/06/19; I won’t comment on what is fine as to avoid a wall of text. Passive: very nice Celestial Twin: Very nice, but my issue is with the AI being a bit dumb, especially with the use of the primal fury, when it often just follows you and everything is killed by you. Cloud walker: Very nice Primal fury: Superb Defy: Here comes the bad. Defy is bad on so many levels. The idea per se is very good. You have 45% DR with the base 250 armor and that raises to 85% with the 1500 bonus armor. The issues here though are multiple. 1) If you already have armor, let’s say 730(triple umbral mods) then the effect is WAY LESS useful, as armor scaled badly and we already have 70% base DR. With the additional 1500 armor we will get to 88% DR, an improvement of 18% compared to the 40% of before and a total improvement of only 3% from before. This could be considered a “good thing “as it means that with base armor and the bonus we get a ton of DR, and we don’t need to add armor with mods, but here comes issue number 2. 2) The ability is EXTREMELY expensive with a whopping cost of 50 on a pool of 180. This with a base duration of 25 seconds really makes it annoying to use. Spamming abilities is never funny, especially if they are the way we survive. With 250% armor a face on frame like Wukong kind of needs always the survivability, meaning we should ideally have the ability always on. Considering a normal build with 155 duration and 130 efficiency we will have a duration of 38 seconds and a consumption of 35. This means we will need to pick up 2 energy orbs (not considering other sources of energy for reasoning sake) ever 40 seconds to be able to keep up a fundamental thing of Wukong’s survival (excluding the very high cost of the 4 (fine though, as it’s very strong) and the use of the 2). Such thing is quite implausible in most missions. Solutions to point number 1: as for now Defy adds 1500 to base 250. 250x6 is 1500. I would base the ability around this to give more incentive and value to the use of the ability with an improved base armor due use of mods. This means that if I manage to reach 500 armor with mods, my Defy will buff by 500x6=3000; for a total of 3500 armor which is 92% DR compared to the 85% of base armor. I think this is fair because after all a mod slot to increase armor was used. Considering instead the umbral triple set we would have 730x6=4380 armor for a total of 5110 which is 94% DR. Before saying this is OP remember that this requires 3 umbral mods, and you only get 9% more DR compared to base armor of 250. Solution to point number 2: IF the DR Buff is applied and the ability is as such buffed then I think a simple length increase is more than enough. I would personally just double the base length, so that at 250% duration the buff will last 2 minutes instead of 1 minute. IF instead the DR buff above mentioned is not applied then I think that doubling the ability length and reducing base cost to 35 would be ideal. I will reiterate. Wukong is a melee frame, he is always upfront and personal, his Defy is the ability which makes him the front liner. Iron staff: excellent weapon, nothing to say, the changes feels very good. Forward combo: Nice, works nicely Still combo: INCREDIBLE COMBO, i love to use it and it just feels STRONG. Still combo+right click: Very good for CC, I almost never use it but I can see the value in it. Forward combo+right click: This is a good idea badly executed imo. I like the idea very much, the issue though is that a “gap closer” we have either bulletjump and directional slam, or just slide attacking which covers a ton of space. In my opinion an easy fix is just: expand the staff at like half size when doing such attack and make it work like an Arca plasmor projectile that hits all enemies in front. This in a LONG range. The attack must be in a straight line but needs to go much further than normal attacks, so that if can be actively used to attack far enemies than normal staff attacks could not reach. At this point you could either stop, and have as such changed the function from “ gap closure” ( already present in the game by other means ) to " far attack", OR you could keep the “ drop kick “ in but make it 3x or more times more strong ( as in you jump 3x or more times further, maybe stopping if you hit an enemy ). This concludes my opinions on the rework after a week or testing, putting a mountain of forma on it and playing it a lot. In conclusion the rework is SUPERB but defy feels underwhelming.
  5. Wukong rework. Ok so, this are my opinions on the Wukong rework as the 25/06/19; I won’t comment on what is fine as to avoid a wall of text. Passive: very nice Celestial Twin: Very nice, but my issue is with the AI being a bit dumb, especially with the use of the primal fury, when it often just follows you and everything is killed by you. Cloud walker: Very nice Primal fury: Superb Defy: Here comes the bad. Defy is bad on so many levels. The idea per se is very good. You have 45% DR with the base 250 armor and that raises to 85% with the 1500 bonus armor. The issues here though are multiple. 1) If you already have armor, let’s say 730(triple umbral mods) then the effect is WAY LESS useful, as armor scaled badly and we already have 70% base DR. With the additional 1500 armor we will get to 88% DR, an improvement of 18% compared to the 40% of before and a total improvement of only 3% from before. This could be considered a “good thing “as it means that with base armor and the bonus we get a ton of DR, and we don’t need to add armor with mods, but here comes issue number 2. 2) The ability is EXTREMELY expensive with a whopping cost of 50 on a pool of 180. This with a base duration of 25 seconds really makes it annoying to use. Spamming abilities is never funny, especially if they are the way we survive. With 250% armor a face on frame like Wukong kind of needs always the survivability, meaning we should ideally have the ability always on. Considering a normal build with 155 duration and 130 efficiency we will have a duration of 38 seconds and a consumption of 35. This means we will need to pick up 2 energy orbs (not considering other sources of energy for reasoning sake) ever 40 seconds to be able to keep up a fundamental thing of Wukong’s survival (excluding the very high cost of the 4 (fine though, as it’s very strong) and the use of the 2). Such thing is quite implausible in most missions. Solutions to point number 1: as for now Defy adds 1500 to base 250. 250x6 is 1500. I would base the ability around this to give more incentive and value to the use of the ability with an improved base armor due use of mods. This means that if I manage to reach 500 armor with mods, my Defy will buff by 500x6=3000; for a total of 3500 armor which is 92% DR compared to the 85% of base armor. I think this is fair because after all a mod slot to increase armor was used. Considering instead the umbral triple set we would have 730x6=4380 armor for a total of 5110 which is 94% DR. Before saying this is OP remember that this requires 3 umbral mods, and you only get 9% more DR compared to base armor of 250. Solution to point number 2: IF the DR Buff is applied and the ability is as such buffed then I think a simple length increase is more than enough. I would personally just double the base length, so that at 250% duration the buff will last 2 minutes instead of 1 minute. IF instead the DR buff above mentioned is not applied then I think that doubling the ability length and reducing base cost to 35 would be ideal. I will reiterate. Wukong is a melee frame, he is always upfront and personal, his Defy is the ability which makes him the front liner. Iron staff: excellent weapon, nothing to say, the changes feels very good. Forward combo: Nice, works nicely Still combo: INCREDIBLE COMBO, i love to use it and it just feels STRONG. Still combo+right click: Very good for CC, I almost never use it but I can see the value in it. Forward combo+right click: This is a good idea badly executed imo. I like the idea very much, the issue though is that a “gap closer” we have either bulletjump and directional slam, or just slide attacking which covers a ton of space. In my opinion an easy fix is just: expand the staff at like half size when doing such attack and make it work like an Arca plasmor projectile that hits all enemies in front. This in a LONG range. The attack must be in a straight line but needs to go much further than normal attacks, so that if can be actively used to attack far enemies than normal staff attacks could not reach. At this point you could either stop, and have as such changed the function from “ gap closure” ( already present in the game by other means ) to " far attack", OR you could keep the “ drop kick “ in but make it 3x or more times more strong ( as in you jump 3x or more times further, maybe stopping if you hit an enemy ). This concludes my opinions on the rework after a week or testing, putting a mountain of forma on it and playing it a lot. In conclusion the rework is SUPERB but defy feels underwhelming.
  6. Other opinion on wukong rework. His 3 lasts too little at base and 1500 armor is really not worth it if you have already some armor, but oh well, if it lasted at base like 50 seconds it would be nice. a second complain is the combo " forward, right click, melee button" i like the isea but it's actually faster to move forward by spin attack. to fix this the actual combo should 1 ) have the staff enlarged, so that it acts as a arca plasmor shot 2) launch you much further forward. it should be more thana bulletjump, otherwise why not simply bulletjump ?
  7. Ok, wukong looks very interesting, his 1 is cool, very cool ( a shame he can't use arcanes though ), his 2 also cool, his 3 cool and his 4 cool. I have a BIG issue witth taunt. Aside the stupid low duration ( really... why only 25 seconds... just give us 45 sec base AT LEAST ) , my main issue is that if you recast it without having enemies around to shoot at you then you won't have that armor. What i would have liked to see was me recasting it fast and keep the 1500 armor.
  8. FROST ice bubble stops LOS for wisp teleport to the reservoirs when using the 3
  9. Ok, I'm not sure if this is a bug or no, but the fulmin (besides the issue that the reload is really slow ( either decrease the 1 sec to 0.5 sec to start reloading or put like 20 more ammo )) semi projectile stops at 20 meters. While the gun has indeed a falloff 10/20 that's just the distance in which the projectile loses strength, from 10 meters which is maximum to 20 which is minimum strength. All other shotguns have their projectiles which keep on going( even if at lowered strength ) longer than their falloff range. Fulmin is the only one which has a projectile that immediatly disappear after 20 meters, and since it's classified as a rifle we can't use mods for bows and shotguns to increase projectile velocity ( and as such range ). Is this a bug ?
  10. Colors are bugged in nyx 4. While the bubble and the effect colors correctly the swirly thing inside is still green.
  11. Honestly DE should just stop nerfing rivens at dispo 1. They are already Super bad. I mean my ARca plasmor riven went from 60 CC 60 CD 60 toxin and negative to 50 50 50... i mean it'ds already so bad !!! i get nerfing the dispo 5 4 and 3 ! as they really give a huge benefit, but low dispo already give VERY little and are not overpowered ! You could argue that a 90% mod would be better than what i have ! ( maybe not but close ). Please stop nerfing weak rivens already. Cap the low end at 0.8 or so.
  12. After a LOT OF TESTING and I am adding some things and changing others: Balefire: Chargin shot deals more or less double the damage of the quick shoot attack but costs 3 times the shield. Also, it locks you in a slowed mode that is absolutely unnecessary. I would make it mathematically correct and make it deal 3 times the damage for 3 times the shield usage, and remove the animation locking so that we can actually fluently use it in the fight while bullet jumping around. Also, make the charge time comparable, again, in the time you shoot 3 of them, you should be able to charge one heavy. Shield Pillage: Ok so, this ability is very nice but: 1) needs to be able to be used in her 4.( EDIT: i realise this is highly improbable, this would make her 4 too easy to sustain, still wishful thinking ) 2) The status clearing must happen as soon as it is deployed and not after the absorption, otherwise, it's less ideal with builds with a lot of duration. 3) It needs to be fixed so that it does not interact with emp aura and corrosive projection, having your team make your life-saving tool work worse just by being there is really bad. 4) Needs to do something against infested, otherwise, it's pretty useless and Hildryn becomes non-viable against Infested. 5) Make is just straight based on range and not LoS 6) Something must be done to equalize armor to shields. We get too little shields from grinnier compared to corpus Haven: Some minor fixes 1) Her shield restore is based on duration instead of STR for some reason... which is super weird.( super minor thing, just pointing it out ) 2) Needs something more to be useful, as at high levels shields get depleted by a single enemy round ( sortie level I mean ) so I would put a 30/40% DR( fixed does not scale with mods ) on the shield you buff your allies with. 3) Add like 30% DR( fixed, does not scale with mods) to YOUR shields while using this ability. This will make this ability worth to cast on solo, and make hildryn better at high level, as even with her 2 her shields gets obliterated instantly EVEN with adaptation. Aegis Storm: 1) She moves too slowly, it would be nice if we could press the run key and move faster than how she moves now. ( this has been addressed by DE with the dodge, but it's still not ok if it costs shields ) 2) The CC is very nice but the damage dealt is stupid low, pretty much useless, at this point just remove it it's not worth to have it if it contributes to how the ability is expensive. 3)The energy consumption is very high, which would be fine if not for the fact that we can't cast her 2 while using it. I can see how being able to spam it could make it too powerful, but this is an easy fix by making her 2 while using her 4 give less shield or something, like half? No clue, still the total inability to regen your shields while using her 4 makes it very underwhelming as you will have to be careful and deactivate her 4 soon enough or you will remain without shields and kill yourself. 4) The fact that you can't cast your 2 is made even worse by the fact that you can't use normal weapons. You can only use your balefire ( which is not auto-equipped for some reason, leaving you there hovering without weapons), which consumes shields which you can't regenerate via Shield Pillage. It's completely counterintuitive. So Please let us use our weapons while using her 4. (And also arch-guns pls, you gave us this AMAZING arch-gun, let us use it with STYLE) 5) Cap the energy consumption per enemy. Let me explain, The ability consumes more and more shield based on how many enemies you are " elevating ". This is fine and makes sense, if not for the fact that it can happen that you press it in a " oh sh*t" moment to get that CC and all of your shields get obliterated in half a second because you have 30 enemies around you. What would be nice was if the shield draining capped at like 10 enemies, so that it still costs much more but the ludicrous situation where you die because you actually used her CC and it draned all your shields because there are 30 enemies around you won't happen. Passive: The passive is nice, BUT it needs to make it so your health can't get lower while shields are up. Procs like slash and toxin at sortie levels remove around 300 or so health in 2/3 seconds, way faster than you can possibly notice and use the 2 ( see point 2 of shield pillage ) to clear the status, so it would be nice if these procs that pretty much makes all those nice shields useless would deal damage to shields instead of health ( until shields are depleted) Final opinions: Hildryn is an AMAZING frame. Her design and concept is fantastic. Her abilities look very cool and work nicely, but it feels like she was thought and tested only on starchart for level 40 content. Shields are inherently weak at sortie level where they are gone in an instant. Even using adaptation can't maintain them for too long, and as they are the actual fuel for our abilities that is even worse. The changes I pointed up will not make her actually more powerful in the sense that she is going to be super tanky ecc, those changes are meant to make her actually viable at high level( sortie level, not insane 160) without having to worry that " it's just more ideal to ignore the 1 and 3 and 4 and just spam her 2 hoping not to be killed by slash or toxin and simply kill enemies with a weapon" ignoring her whole concept of using shields as energy and just treating her as a lesser shield Inaros.
  13. yes about balefire, seriously they didn't do the math there XD charged deals 2x damage but costs 3x and takes more time to shoot and you also move slowly, not worth at all. More than buffs she needs some tweaks imo. TWEAK 1) slash and toxin procs do not bypass armor as part of her passive. They deal damage to the shields. TWEAK 2) gives a small DR not moddable to the shield you buff your allies with. Something small like 30%. TWEAK 3) Her 2 and 3 NOT LOS that's the most pressing for now i think
  14. I do agree, on starchart she is godly, enemies can't get through shields and her 3 damage is even enough to kill everything even with not that much str. which is ludicrous. At sortie level instead her shields go down in an instant, even with adaptation, slash and toxin deal so much that it kills us in 3 seconds flat and her 3 is mostly useless. Hildryn mechanics are super cool, but she is not strong. IF anyone wants to see go and do solo sortie 2 of right now. I'ts grinnier mobile defence. Those slash procs and toxin will kill you instantly; EVEN if using the 2. It simply does not make in time. They should add a 6 second window of slash and toxin immunity to her 2. Or maybe just make her passive redirect slash and toxin damage to the shields.
  15. I'm also finding myself to have real issues with toxin and alsh procs. Unlike mag for example that can cast her 3 and cc the whole room and in the meantime cast her 2 ecc ecc and try not to get hit, hildryn acts like a tank getting a ton of overshield just to be instakilled by a nox or grinniers with slash procs. Yes, we can cast the 2 for it, but the damage we receive is too fast and will either almost kill us or straight up kill us leaving us with no health and all the shields. Can we have the shieldgating mechanic include these ? you can not just get health damage until your shields are down ? because seirously she gets destroyed by a single mutalis ospring ( and no, we don't make in time to press the 2 as it only removes status on the way back )
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