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SneakyErvin

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Everything posted by SneakyErvin

  1. I'm not sure where you see a change from dark into brighter fantasy? If anything the game has gotten alot darker over time considering the twists and turns of the story. When you introduce and more or less confirm the presence of a cosmic horror entity you arent exactly turning up the brightness. Same when you add more and more Giger-esque aestethics aswell. I guess we can call it brighter since Wally isnt shown as a squidface elder and instead just a creepy smiling "human". Which I guess is lucky for us aswell, since we wont be driven to madness the moment we lay eyes on him. So that is the plus, otherwise the game would kinda end when he first appears rap-tap-tapping and spreading himself in our orbiter. Hey Kiddo <player turns to look for Wally> <text pops up on screen> You've died from madness
  2. It more sheds a light on the issue in DEs design approach. There really shouldnt be the gap we have between power and challenge, since it just means DE throws to much power into the game while not being able to create content to justify giving us that power. We shouldnt see the "afk builds" and players shouldnt need to handicap themselves if things were designed properly and not left rampant and chaotic for years.
  3. That depends on why you do the defense. I tend to run arbitrations these days soley for the aura forma and other defense only when mandatory for some other rotational reward i.e like frame parts etc. It isnt something I'd remotely consider for resources if I want to farm, since the density, even when at max is horribly low compared to disruption, survival or alchemy. Yeah it might be wonky with low spawns for newer players, but so are connection issues in general. But we also have far more places to effectively rank things up these days to not have to rely on "leeching". I'm also not sure how much ESO spawns are effected either, nor defense, since the maps themselves require less of a load from the host due to being very limited in size compared to a full other endless tile. ESO also doesnt have dynamic spawns in the same sense, since they are based on pre-determined locations. One thing I'd like to ask next gen consolers is also. Are you positive your spawn rates are lower than PC? Have you made sure to check it across all factions/tilesets? Since some of the tile and faction combos are currently bugged across all platforms since there is broken pathing among other things that hinder proper flow. Infested for instance on "new" corpus ship tiles are a mess, where certain units can end up in a passive state and halting spawn in other places. Play for instance Palus and then compare it to uhm Wahiba (think that is the name of the dark sector) on Mars. Same tileset, massively different spawn flow.
  4. This really only matters for 3 game modes, survival, alchemy and disruption. For everything else the rate just doesnt matter, and is mostly beneficial at a lower density, since defense ends quicker etc. so you get to the rotational rewards faster.
  5. Kuva Javlok possibly since it is a Grineer weapon. Or maybe Javlok Incarnon.
  6. My opinion is they should have waited to release these until there is an option to hide holiday aestethics. And I dont mind people using them during the holidays, I did so myself at times. For me it is more that things eventually loose their charm when present 24/7. I love the smell and comfort a christmash tree brings to a home, but if it was there 24/7 all year around it'd just be "that #*!%ing tree in the corner" and the smell and comfort otherwise associated with the holiday would loose all of its magic. Maybe this is the first step towards nude frames, cos we atleast have the Playboy ears now.
  7. Except it isnt about some "elite" at all. The content released is not difficult or challenging if the players do it with the equipment that is available to them from previous releases. So the content misses the mark that is in the design of the game, since it isnt designed well enough to support the power that the game has already awarded us. That some people jump into it and find it challenging and hard is an issue of how the game is set up with little to no barriers that seperates what you can and should do. Eidolons were special since they required things that still didnt have any actual progress tied to it from the past. But you can at the same time look at Angels and see how horribly balanced they are in comparison to the power that we gained access to from far earlier content. That players complain and beg about taxis and help isnt something special to WF. That is in all online games with grouping options, be it MMOs or just multiplayer games with co-op and persistant progression. They dont want to spend the time it took for everyone else to get to and through the content, since they want to blast through it so they can get to the absolutely latest. Those arent the people a game should have content designed around, since those players already have years and years of content to engage with. Also regarding the "We constantly ruin our own experience". It is hard to ruin something that isnt there to begin with. There are only a select few new content releases in WF that actually take an "ah-ha!" moment to find a "meta", since most other things are just run of the mill with no new mechanics. Archons, Cells, Circuit, SP, RJ or whatever else "regular" is figured out by not figuring anything out at all. Archons for instance werent challenging, they were just poorly balanced with a practically broken DR system. When that DR system was recently fixed there is no "meta" needed. That there was a "meta" in the first place that some had to figure out was simply an accident due to how the broken system worked. For me there was nothing to figure out since simple luck and chance resulted in me already using 2 out of the few weapons that were barely impacted by the system. So WF really comes down to if you've done earlier content or not, if you have you can breeze through anyhting new that doesnt require specific new seperate progress. If you havent you can just piggyback on others while never learning or bothering to actually use what the rest of the game provides you, since you can just keep doing it. What I hope on with Deep is that it cant be played in co-op. Maybe some people will eventually learn that they need to do other parts of the game aswell so they can stand on their own two legs instead of constantly complaing that something is too hard when in reality it is easy if they've bothered with the rest of the game leading up to that content.
  8. Bane mods in general are popular since most people dont realize that the damage they see is overkill damage. In reality, in order to get any real use out of bane mods you need to go to extreme long runs. Bane of the Corrupted in specific is likely mostly sought after because it works versus most mobs in Circuit, since they are corrupted iirc. Where thing scale quickly to reach those levels of an extremely long endless elsewhere. But for now I wont bother using them. When I go for long SP farm runs I tend to stay for 20-25 relic cracks, which is around 2 hours. And even in Mot the mobs still die instantly with "regular" mods equipped. The thing that starts to get noticable at that point is the increased damage from high tier void nodes, but bane mods wont counter that. edit: Also I'm an 'ol lazy bastard, so having to switch weapon modding based on faction to squeeze a bit more damage potential is too much of a fuzz when it really isnt needed for what I plan to ever do most likely.
  9. No, the rework must proceed as planned, otherwise my hard work in sacrificing virgins to Anhur will have been in vain. Oops, that wasnt ment to come out loud. 👀
  10. I run a similar build but without Primed Heated Charge, I run the Xata mod instead for the energy. Rad just does too little compared to adding damage over time with electric. I'm not sure how the tome performs as a constant killer weapon, since I never rely on it more than to bring up the wanted buffs from it at times. If you really want it as your main gun I'd pair it with specific frames that can help pull it off. Garuda and Hydroid are likely very solid candidates, since Garuda allows you to access guaranteed slash with it while also adding +100% damage from her passive and Hydroid buffs it out like a madman by giving it insane corrosive. If you also run Nourish on Hydroid you'll have access to viral aswell. In addition to his armor strip etc. But I cant see it becoming more than a utility tool for most.
  11. Overall yes, but not specifically what I mention. It's only level increases between those modes, which does not solve the problems of lacking engaging content. And even with Netracells being higher levels well above the norm, it isnt at a level high enough to really handle the power we've obtained over all these years. That is why DE needs to consider adding mechanics to the mobs that might requires us to slow down a bit, aim properly and even prioritize targets. In Netracells and SP for instance I slide through things, hack and chop it with my melee or aim somewhere at the mob with my gun to kill them. And mostly the things die in a slide or a hit or two, which kills another bunch of enemies close by aswell. And this is because they are just lumps of health. So premades resulted in trivializing something? Wow, what an unsuspected shocker! Of course that will eventually happen, which is fine, they were still challenging at release, that is the whole point. What you mention is just normal for games and new content. The problem with most WF content is that it isnt challenging even the day it is released. Atleast Eidolons managed to be. But you are thinking of what it is like now, not how it could be. We dont have what I ask for in the game. Things for instance do not properly stack for enemies, they lack debuffs etc. You practically ignore what is actually said and use the current game as a basis for what a future game would be with the things mentioned added. All those things you see as issues could be solved by applying the correct debuffs and buffs to enemies. Scramble abilities that bring players out of stealth, nullification auras that add a chance to enemy bullets to dispell abilities (like Mesmer Skin etc). There are a multitude of affixes out there in the arpg world to take inspiration from, affixes that work well in games already to combat power creep, meta and so on. It would for instance be very hard for Kullervo to wipe out a massive amount of mobs if one of them suddenly makes them all immune to abilities through an aura, then if that mob also has a weakpoint it wont just be for him to teleport and prison shank it. It isnt like WF is a brand new genre defining game, it is a game among multiple others with a 30 year long past to look at and take inspiration from at this point. I mean DE have already implemented counters to some of the things you mention wouldnt be possible or worth it (not really sure which you imply), we can see that on the Fractured One, which counters stealth and defense buffs in different ways. No need for that to stay to only a boss. So the mechanics are there, they just need to be guarded aswell versus a farting Saryn or a cannon happy Zarr user. It isnt pretending, it is knowing from experience. You talk as if you are under the impression WF is in some unique power creep dilemma. I also get the feeling you think that the weakpoint enemies must be hard to kill. No, they need to be hard enough to kill only so we dont wipe them out with passive splash damage or a tendril linking to them, they need to be hard enough to require us to stop and aim and prioritize them among the rest of the mobs. They dont need to be mini-bosses, just things that make it harder for us to wipe out their friends while they are up, so we take a moment to prioritize targets. Ontop of such things DE could always add jailer mobs and similar aswell to screw us over in our other fast paced combat. Which like in other games would require us to build to avoid it, which would also mean we give up power for utility. Just that we are able to ignore knockdowns is an issue on it's own currently. Which is something DE should rethink imo. However, since people hate to lose what they have it is likely better that DE adds other CC effects that arent covered by knockback/knockdown immunities. In the end WF is just another arpg, so no reason why the things cannot be solved without taking away our arsenal preferences. Deep wont be difficult, since it will just be Circuit lite because we will have access to both operator and companions aswell as certain trivializing Helminth options. In addition to that it will also all take place within the labs, so we'll face some of the most trivial mobs in very simple missions. Assassination and disruption are the only two to really consider, but those will also be instantly trivialized the moment we get to pick atleast just one free choice while maintaining research. All the other modes wont matter, since in a worst case scenario with the weapon/frame rolls you can still fall back on operator and pet and just make sure to bring Breach Surge on your frame to sync with them. But that would also require 12 bad rolls.
  12. And here I sit and go "Yeeeeeessssssss!!!!! Fin-a-#*!%ing-ly!!!!!" to the Nourish "nerf", which for me doesnt matter the slightest in regards to the energy nerf, but ends up being a massive buff due to the viral damage "nerf". Suddenly half the stat spread impact from that buff is *poof* gone and less of a bother. Cant get better than that on a buff that provides a stat that we have no reason to overcap. Well it could be better, if they cut it even harder, but I'll take what I can.
  13. Dont look at the Grimoire for the stats, that is my advice. We have 3 weapons in a loadout, not all of them need to deal damage. The Grimoire is an extremely potent utility tool and it can also wipe out full corridors of Steel Path trash with the alt fire. Which also ends up buffing you with very strong buffs. 10 energy per second, alternate path to efficiency, more power strength and so on. Right now I use it as the active weapon as I play melee, since a quick RMB+alternate fire sends of a massive AoE ball of lightning that buffs me while CCing, killing or adding electric+rad to the enemy for CO. And since I use it together with melee the damage buff from the arcane is always maxed when I swap over to throw a lightning ball. Dante's Tome will likely be alot stronger for damage since it is slash based, but dont let the damage stats fool you, since Dantes tome wont have access to arcanes. It will scale with power strength, but you'd need alot of power strength to reach the same damage that a gun arcane provides. Another benefit on the Dante Tome is that you dont need to waste a slot for an augur mod to grab some shield gate potential, since you still have your normal secodary to hold that mod. I'll likely mod his tome with cold, toxin, xata invocation, galv diffusion, lethal torrent, galvanized shot/hornet strike, creeping bullseye/primed pistol gambit and primed target cracker, with lethal momentum or lohk canticle as the exilus. Depending on how much strength I plan to invest on the frame, I might drop galv shot/hornet strike for primed heated charge instead.
  14. Yeah the worm is good design. You can circumvent the whole status and durability thing by prioritizing it the moment you spot it. Sucks if it sneaks close and does the AoE at which point it will become more duable and status immune. They can do it for new modes, or add al alternate "path" to both SC and SP for instance. No need for anyone to complain then. Those players can ignore the new mode, and for an alternate SC or SP path they can just do the old. The new paths would just have more loot, like add elite units and give those paths the scaling fissure reward unlocks aswell. With elite versions of say an eximus dropping two times their natural loot aswell. But they were challenging at release, that is the whole need and purpose. Nothing needs/should last forever in a live service type game, it should eventually be left behind due to progress. Those mobs are horrible examples. They are 3 huge body parts tied together. A weakpoint should be a small part of a body in comparison to the total size. The second issue is that the floaters are weak and provide a trival buff to their allies, ontop of that those allies are weak in their own sense. I mean the infested used to be the laughing stock of the game, but now we have the pebble people and tincans that are slightly worse. The only thing in all of the labs that pose the slightest threat are the Voidrig summons, and that is is you are totally oblivious/dead/drunk/stoned/asleep/alloftheabove. And DE have proben that weakpoints work. Eidolons, Glassmaker, Thumpers and Mech along with some bosses. Mechs and Thumpers suffered/suffer from one thing though, they the weakpoints of ends up behind them. In the case of the mechs it was due to it being placed on their back and with thumpers it is because they constantly turn the lower body. Glassmaker had a small oopsie issues by having the weakpoints vulnerable to melee. But those are also things that can be fixed. The game also has a wide range of buffs and debuffs that DE could turn into enemy abilities/auras. Why do we not suffer from weapon jamming through enemy debuffs? Why do most enemy auras not stack? There are several things available in the game that can be implemented to counter us without ever having to hard-limit our loadout choices. Other games do it, so no reason it cannot be done here when the issues are practically the same. This game also has the benefit of being able to use the weakpoint system since it is a shooter that allows us to aim with a reticle. Yet none of it is used really. It's like DE has a full toolbox but decide to go to the kitchen and grab a spoon to tighten a screw. No it doesnt. I guess you missed the part where each mission also grants research. So we really dont know if research will stack up or not. It is very possible you can reach and complete T4 without ever using any of the left hand options, you instead just run mission upon mission to stack the research to eventually reach and complete T4. They did though. If you find the UI shown to be the final then that clearly shows what the rewards will be and Reb also said 5 in total, with T4 granting the guaranteed arcane. So that means T1-3 rewards adapter and shards since that is what was shown in text (which you rely on for your own logic), with T4 granting the arcane, since the text only specified new rewards and Reb said guaranteed arcane. However, we already know that all the tiers will have a chance at an arcane even if it wasnt shown or said, and we now know that there will be 6 rewards. So clearly there was enough time with even just a month left to change fundamental (read numbers) parts of the system. Which also applies to research need, as Pablo said, which in the end is just also numbers, so not something fundamental. Number for that matter can also be changes live on the fly in most cases to alter needs and drop rates etc.
  15. No. I'm just saying the "power" and rarity of these arcanes does not warrant them being locked behind "hard" content when equal or better arcanes are obtained from extremely simple bounty activities. So the idea of making the mode "harder" for the sake of these arcanes being lego quality is odd. In reality these arcanes should just be on the vendor, since they arent special in any real sense. Deep could have then been a place that just rewards shards, where the more you push the more you get rewarded. The power does merit it, but these arcanes are not powerful. Rarity is of absolutely zero meaning in WF since there is no actual connection between rarity and power for the arcanes really, especially not in a post-trial/eidolon arcane era. We can see that when we compare the two "lego" arcanes with vendor items like Influence and Exposure. Yes so? You expect people that throw a tantrum to actually have an idea what is really worth it and what it is they actually miss out on? No, they are likely here just to throw a tantrum and be negative towards the game first and foremost. The people not throwing a tantrum likely already have it all planned out and dont particuarly care if they get that guaranteed arcane or not, since they'll eventually get it anyway. Either through simple RNG from T1-3, in their Cell runs or eventually from Loid. And I never said you did. I said you are wrong in them increasing in value due to being rarer, since their rarity doesnt increase their power/usefulness. Or please do explain what other value you find in arcanes focused on increasing the power of a build. And how that value suddenly increases by them being harder to get. That isnt what is being said though. It is in comparison to all the other Cavia arcanes, the power in relation to eachother and how they are obtained. You seem more to be the person that is blinded by rarity and not the actual stats. Where you see the highest rarity and think "this is clearly best" and must then be slower or harder to get than the item of lower rarity that is as good or better and far easier and faster to obtain. The arcanes in question are bad in relation to how they are obtained. The niche use of these arcanes means it would make more sense for them to be rare and on the vendor, while the more straight forward use of Exposure and Influence would make sense on lego arcanes. The first time I read the patch notes regarding the arcanes, their effects and how to obtain them I honestly thought DE had made a patch note error and that the lego Netracell specific arcane were supposed to be Influence and Exposure and not Crescendo and Duplicate. I assume you ment top and not "too" (auto-correct I suppose). Tau are top tier, but the lego arcanes really arent. And why should Tau be hard to acquire? We already get them from Archons and Cells. Hard for some sure, but I see no reason why they should be harder (I'm refering to your extra ideas of modifiers). The reason I see for them to be "harder" to obtain from Deep is because we trade 2 chances for 4-5, so we get more. We are also at a point now where everyone that has played since Veilbreaker releases will have an abundance of normal shards, so the whole "make Tau hard to get" is odd, since all of us with excess shards can just fuse the moment the patch hits to get the Tau we want more or less. So all it really does by making them "hard" to get is slow down how much people can experiement and have fun with their frames, it doesnt limit power, since we already have the power available on the frame we mostly play. Now if this was something released waaaay back then I would see the point of it, but now... no not at all. Getting rank 5 Cavia isnt hard though, and can be achieved by nearly any player that can actually use the shards when they get them. That is if they even place it at rank 5 and for standing, which we still dont know. Nothing that involves the regular Cavia activities can be considered hard or endgame, since you can reach it and do it at practically any point in the game now. You need to go through most of the same things already before unlocking the shard at Chipper. You can very likely hit rank 5 faster with Cavia than hitting the required rank 5 on Chipper, which is limited to 1 rank per week. And even with the lowest standing per day available it wont take you 5 weeks to hit rank 5 Cavia. You likely also wont be at the lowest possible standing cap either when you get to the Cavia. As it should be, since the idea of such fluctuating chance across the playerbase when we invest the same damn time isnt justifiable or valid. They should really remove everything besides shards so everyone gets equally rewarded for their time spent on this time gated mode. It's absurd that some can get 5 shards in a week while someone else ends up getting 0 even though both of them put in the same effort. But they wont, since that would make it effectively worse than currently, turning the whole loot table revamp into a pointless change.
  16. Not even the quote you provided states that. It talks of the Archons, that is it, not the shards themselves. We all know the Archons were created by Erra, hence why I said "their own "frames"". The shard itself can come from anywhere. All we know is it provides anti-entropic radiation, which would assume it removes some form of random occurance that is part of the creation. Which can mean it circumvents the need for the void, operator or a living host, which allows an artifical being such as a sentient to merge with the Warframe part of the hybrid. Do you even read the quotes you provide before you decide to add them. From the Hunhow quote... He literally states they were around even back then. So it is not something created later, it is something they gained access to back then, thousands of years ago. So even if they are made by the senteint back then, anyone can have practically scavenged it and stockpiled it. We could likely find it anywhere and the most probable would likely have been among Corpus and Grineer that both scavenge and make use of relics of the Old War. And it is as likely that someone like Albrecht that is interested in making more experiments with Warframe-like creations would stockpile these. Both for his 1999 "frame" experiments and potentially the vessels, if not even for the critters tossed into the void. Not only that, but they are also anti-entropic as claimed, which means they could likely be used against the void.
  17. I guess those could be considered feet to some degree. The problem still remains for her normal skin and every other, which would need to be remade to have things she could actually walk on and not just stumps. And yeah melee on those frames also bug me, though less with Titania since she has real feet feet. With Wisp I think of the Vikings interpretation of Ivar the Boneless, just with bewbs and assets.
  18. They'd still have to make sure every frame is checked so they actually do work properly. They wouldnt know which 20% to change without checking them all first. There are just too many specific quirks between the frames and skins. Yareli changes would have actual gameplay impact, while custom animations would be nothing but fluff while also removing uniqueness from a very few select portion of the roster. That would then involve even more work, since they'd now also need to create a whole new Wisp skin variant of every Wisp skin. No... that isnt what that means. It means it would look like S#&amp;&#036;. Things being done sloppy just reflect poorly on those that do it, so if they should do it, they should aim for perfection as much as they can, meaning they'd have to go through all the roster and all attachments. Otherwise it would just be amateur hour and reflect poorly on DE as designers, while likely also not living up to the pride of the actual designers that do it if they are gonna do it half assed. edit: For instance I would personally not do it if the option was half assed or not at all. Since if I am to do something, I will do it well, otherwise I might just aswell not bother. Since the end result reflects on me. And what kind of message is it to send others when you settle with a half assed outcome?
  19. Just remember that you can effectively farm up standing for weeks of shards with Cavia, while Kahl only grants a couple of excess credits per week (if you force yourself to do all side objectives). As to the lore. It makes as much sense or more for Loid to have them, since they arent sentient tech, just tech from somewhere that is also used by the sentient to make their own "frames". And considering the wording on them, it wouldnt be impossible that these were used in the creation process of frames in order to draw out specific attributes by applying them in some form to narrow how the Helminth changes a subject. Which would also explain why they can further strengthen or specialize a frame when used in a more pristine state.
  20. Plus with the introduction of Overguard there are a couple of frames that can become immune to all forms of external energy drain, with some also providing it to others. So allowing some other frames a way to regain energy with a combo of mods even when drained/draining wouldnt be too far fetched in the current game. Overguard completely trivializes the key modifier in Netracells that could otherwise be quite a crippling effect i.e energy drained per enemy within 10m. Right now we have 7 frames that dont give a crap about that key.
  21. Your main problem is that you put too much value on the rarity of the loot in your reasoning regarding challenge. The lego rewards are and will be utter trash no matter if they come from Netracells at random like currently or as guaranteed max research drops from a successful deep. The reason why most will run Deep is because of an icreased weekly income of shards, nothing else. Items that arent really warranted to be locked behind "hard" content since all they really do now is give us more of them to play around with to reduce the tedium of farming bile and waiting for the wall cooch to get hungry again. The peak of power from shards is already there for most players since the system has been out for a long long while. You saying that more challenge increases the value of the lego loot is false, since the arcanes will not magically become useful because they are more challenging to get. I will be utterly bummed out whenever T1, T2 or T3 rewards me a lego arcane instead of a shard in Deep. And if there is no shard tied to T4 research I will not be doing T4 research, since it will be a waste of time for 1/2 arcanes I have no urge to get. The reason trials made trial arcanes awesome is because trials were the only venue for trial arcanes, but there were also plenty of turd arcanes that saw no added value by being rewarded from trials, since they were still poop and a bust if you got them instead of the powerful ones. With Deep its more like shards = rare/lego trial arcanes and lego arcanes = poop trial arcanes in value. While in reality we actually buy the great arcanes with standing we gain from the most trivial of lab content. edit: I mean it is so easy to obtain the actually great Cavia arcanes that we want them removed as rewards from Netracells. So making something super challenging just because it guarantees a bad lego arcane makes no sense when we already get far better items from doing simple bounties.
  22. It depends how shallow we wanna go with what we consider conditionals. Gara passive, which is getting fixed, also requires light currently. Garuda, kill to increase and sustain the passive damage buff, Chroma, take damage to shields and health to increase and cap Vex stats. Hildryn also comes to mind, since she needs shields or armor for pillage to have something to pillage so she can regain and sustain her shields to keep using abilities. So without an augment she cant replenish her shields with skills versus infested. If she went to proper viking school she'd know that you can pillage anything and everyone! Atleast she knows that you set things on fire after you pillage it. Grendel's Nourish is also another since he needs enemies in his belly to use it, so in certain encounters it ends up unusable.
  23. No but I am, which is the biggest reason why I say no to the idea. Spending time on 50+ frame instead of 2 is not an improvement to change my opinion on that. I also dont see how you think it would be more worth it than 2-3 frames since it is about each frame changed compared to how many play it. How is it a different issue when it is part of the process for what you want to see? Also, it isnt about thinking it is hard, it is about looking at the game and seeing how often new frames and skins end up with clipping and placement issues for a multitude of attachments. A tigh on a frame or skin might be slightly thicker than an earlier one, resulting in an older attachment suddenly clipping through since they didnt really check for that specific interaction. That's a while lot of attachments to go through one more time for each and every frame just to open up different running animations for them. Also, how should they treat Wisp that has no feet? It would look like animation amateur hour to allow her running regularly. I can also see the utter mess in having to rework any frame with a skirt/kilt/coat/tabard to work with Wisp's movement. And if they cant bother to make skill animations for Yareli while on Merulina so she can properly use Helminth I see zero justification to add custom movement animations elsewhere. On a list of 1000 priorities those animations would end up at spot 23467.
  24. I would advice against even that due to the drop table change that comes with the patch, which will remove all S#&amp;&#036; arcanes and increase the chance for shards from Netracells. So I'd advice saving all netracell runs until the patch hits in order to benefit from the updates drop table.
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