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SneakyErvin

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Everything posted by SneakyErvin

  1. For me when it comes to best support overall it has been Citrine since her release. No intrusive buffs (hello Wisp). Passive small healing that requires little to get rolling where needed. A straight DR buff with affinity range that builds to max through everyones actions. An abundance of orb spawns through a very cheap skill. Scales with several different gearing options and also syncs with several other gearing options, no matter if you've grabbed those things from mods, pets, shards, arcane or frames. Plus the orbs are there to be picked up when needed and not really wasted on nothing. Grants a status chance buff which is powerful even with low strength. Plus the same skill also deals quite reliable damage and inflicts a multitude of statuses that end up increasing crit damage, lower armor, pin enemies down with CC and so on. Can get even further supporty by swapping her 4 for Nourish for even better return on energy orbs, or grab more CC through Breach Surge or perhaps poop on Eximus with Silence. The girl is a mean mofo.
  2. I'd suggest just jumping into public with Citrine and swap her #4 for nourish while running a high ranged build. With the relatively low enemy count it means that a well placed crystal helps debuff and damage practically any enemy attacked on the map but most importantly around your goal, which slows them down severely thanks to her cold, heat and electric procs. You also cover most of your team mates with Nourish, plus you have an 50m damage absorbtion buff along with an absurd amount of health/energy orb spawns from your fractured blast. Oh and passive minimal reg for everyone heh. It wont have time to stack up properly for any significant amount though. And if no one else wants to play goalie she is more than fine at that. When I recently did it with her all I did was run around tracking the mini-map enemy markers and engaging/killing them with fractured blast and her crystal mostly. While staying close enough to our goal to keep track of potential spawns around it. Just make sure to clean up the shards and turn them in if needed, if others are close let them pick them.
  3. But it isnt about the total number, it is about the simple fact of playing more frame than someone else regularly. 50 is his number, not mine, just to further exaggerate his "point". The difference becomes noticable even at just a few frames between players. It also has nothing to do with thing becoming easier or not, it is as I said about being able to fully enjoy the frames that you play i.e min-maxing them, gearing them out fully etc. Sure for some, but that would be their choice and no actual problem. What is the difference if a simple red, blue or yellow shard trumps all other shards for some, while a combined one trumps all others for someone else? It is about choice. And why would people want frames with only such shards? You dont see "looking for 3 more Hydroid/KHora/Necros" for instance. And the shards would work like those frames i.e no stacking. Someone could on the other hand enjoy a frame besides Hydroid, Khora and Necros. I mean the mechanics are already there and we are far from seeing a Khora, Hydroid or Necros in every group or lfg message in chat. As to Blast, it all depends on your weapon and frame. Look at someone like Hydroid, or any other frame that can access corrosive/armor strip and viral in their kit while making use of a high RoF/status weapon. They'll alll be able to give up a combined element in favor of Blast to be able to utilize a single shard for constant shield replenishment. So it will be like all other shard stats, some frames use them, others dont. I still havent decided if I'm gonna skip gas+cold for blast+toxin on my Hydroid's Torid. And if the new combined mods come for primaries aswell and blast is one of them, then the option to use the shard spreads to more parts of the roster. I'm not sure how you can even take the step all the way to common resources when someone has simply mentioned easier to obtain. Heck I even included that they should be random drops from killing archons. It's a long long long long long way between that and avarage resources, Kuva or Thrax plasm. Think of frame blueprints or weapons, or you wanting that very specific relic, arcane or mod from some rotation. It would be like that. And while it indeed sucks for people who havent done the weekly hunts or garrison missions for shards, those that have ignored parts of it willingly only have themselves to blame. Many people told them at the release of veilbreaker when they said they'd ignore Kahl "cos normal shards only" that doing the content anyways would be smart. Since something was bound to be added eventually since it is in the end a GaaS game with an MMO mindset. I have no real issue with fusion, not now atleast since we are so far into the shard system that many have shards piled up and unused. And we are getting more ways to get shards aswell so less of a problem. Plus if done right, the new addition to obtaining shards is designed around the idea of us using them to fuse, so the amount we can get is balanced around the idea that X amount is supposedly fused per week. It might however be way to restrictive aswell. But we should also remember that the new shards are far more specific in use and not like blue, yellow and red. With the exception of the green so far due to the stack count increase to corrosive, which can be used on the whole roster if people want to bring back the old corrosive meta. But outside of that the other stats seem far more niche. And since the use is so niche for the most part, I'll likely not fuse much at all and instead just wait for them to drop from the new content. I might fuse a single green Tau for Saryn if we can obtain Tau, and they arent just used as meterials that end up as normals either way. And later down the line I'll probably make another green Tau for my Citrine, unless they can also drop from the new activities. I kinda hope that red, blue and yellow can be obtained from the new activities aswell since as far as we know we cant break down emerald, topaz and violet. Because it is since it effectively puts limitations on a certain type of playstyle and not another. It isnt about having all things now, never has. It is about how the system effectively treats a certain type of playstyle differently from another. What is the reason to limit someone that likes 3 frames more than the player that only plays 1? Does the player that enjoys 3 frames instead of one somehow obtain excess power compared to the "main" frame player? What would be the harm in allowing the player playing 3 frames to progress all 3 frames throughout a week? He'd still spend 3 times the time on what he enjoys compared to the player that enjoys just 1. So again, if you read what is written it isnt about having things now, since there is clearly no issue with investing the time into the activites if the option to do so was there. Your idea that this is about having it now along with the toddler analogy means you dont really grasp what is asked. I dont mind us having to spend weeks on a frame to gear it out, I mind us not being able to work on several frames during those weeks if we enjoy more than one. Which means it isnt a question about "now", since no one asks to be able to gear out a frame in a single day by farming over and over on that frame. It is about having the option to work on several different frames and getting to the same point of enjoyment with those 3 that someone else gets from 1. No one asks to get more powerful quicker, what is asked for is getting to the same level of enjoyment as someone else no matter the number of frames someone enjoys. Hence why the current system is horribly implemented when instead they could have added a system where each frame owned can progress in the system each week individually. There is no reason to have some players wait excessively longer than others, since that is what the current system does, where it goes from 5 weeks up to 15 weeks just to get the normal shards you might want for a single frame. And to keep player coming back can be solved in so many other ways, a time gate does not solve it. We can already see that now where we have many people just ignoring Kahl for instance. What would incentivice people to do that content would be... wait for it... more shards types and other mechanics to spend shards on... oh wait, isnt that what we are getting this upcoming patch? Oh why yes it is! Which shows that players have been done with their gate system for long while us that still sit with frames we might want to gear out need to do it. So their system didnt really do much to keep players coming back. Howerver us that were punished by wanting to gear out more frames to enjoy like those others enjoy their smaller roster of active frames were given the bonus of having shards stocked up for the coming system. Which in itself is also a problem with the gate, since people that skipped it after being done with their chosen frames are now behind on a massive amount of shards they could have potentially used in the new system, with no way of going back to catch back up. Which is also a flaw that sets newer players even further behind. Something that DE also patched regarding other pieces of activities within WF in the same freakin patch that introduced veilbreaker and its silly gate. As to the bolded part. Do you even keep up with the intent of DE? You claim DE doesnt want it, while at the same time they tried to speed up that grind in the Veilbreaker patch, not to mention that WitW will make it even more probable that people grind to the end quickly by streamlining quests, all in order so people can hit that end of current content as quickly as possible. Even to the point where they had people within DE considering to sell skips so people could get to the grinding quicker. People feeling forever beind as they likely do with the Veilbreaker system is probably a bigger hit to their revenue and player health/interest.
  4. They can always limit that combination by restricting the new dual mods to 1 per weapon. Sure you can still get Corrosive/Viral/Heat in that case, or the Toxin combo by using Nourish. Plus, so far these mods only come for secondaries, so I'm not sure how much I'll actually use them. And considering that bosses are immune to full strip from corrosive, using the secondary as a new stripper option wont be a thing either.
  5. That really depends on which frame people us. My point is, adding multiple options would be good and if it is done through big investments that lead to more farming of something the better, in comparison to just gating that is. Atleast when expensive things are introduced, the player has the choice regarding if they find it worth investing time in or not, while a gate is just a illusionairy "look at our game, people engage with our content for this long!". If I had the option to grind freely and obtain things like a high investment anti-alarm trigger you can bet your ass I'd farm 5 of those shards for a frame so I could skip Ivara or Wukong when I want quick and 100% safe spy runs. The idea of bonus loot would be that it works like loot skills, with 5 shards being 100% chance to roll an extra time. Sure shields on blast needs specific modding, but we will have frames that can utilize it quite well without bigger drawbacks. And depending on if the upcoming combined elemental mods will be available on all weapon types or just secondaries more build combos might pup up that can actually utilize the shield/blast effect from Topaz. And depending on how the game treats the shard, it is possible you might be able to trigger it through companions, since things like Growing Power trigger on companion weapon status application already. The crit can probably turn out quite crazy when needed in case the cap on it is high enough. A single shard will be atleast 20% extra crit per minute in survival for instance, 5 shards and you are at 100% or more crit instead at that point. There is also the question if it is additive or multiplicative, if additive it can be really fun with weapons like Knukor and other low crit chance secondaries. That doesnt make it a good design for limitations. And it is punishing, since it could have been done in ways where playing multiple frames wouldnt feel like a negative. The whole game is about using different frames yet they implement a system that is pulled out of class based games with at most 1/10th of the roster to play around with on avarage. If they wanted to limit the push they should have put individual restrictions per frame instead, so you could run the content several times per week across different frames. That would have treated people with 1, 2, 5, 10 or 50 frames in use equally. And that is really as far as you need to look, the difference between someone playing 1 and someone playing 2 frames regularly, where the person playing just 1 frame will be done much faster and be able to fully enjoy what he plays. So yes punish is the right word. Since the systems gets more and more punishing the more frames you enjoy playing. And it isnt that I'm against limitations, I'm against the lazy and horrible implementation of limitations that is the gate we have.
  6. Saying "always a mess" when we've had a single messed up end of the year update is quite the exaggeration. And that update was also expected to be massively buggy, hence why they even went out and warned us ahead of time that it was a work in progress update when it released. And even in the mess that was RJ, the most apparent bugs were caused by the same old same old, host/client issues. Sadly it wasnt exactly a mode to solo really. And still during that buggy period I think I had only a fail rate of 5%, with a handful of missions out of 100+ thart ran into progress stoppers, some of which were circumvented by the group. Progress stoppers like getting stuck inside the Crewship in the hangar prior to unlocking the Omni. It was far from unplayable or broken, since a huge chunk of the players were finished with it all in about 2 weeks with pimped out RJs and and intrinsics unlocked. I cant think of another end of year update that has been "excessively" buggy, I have a hard time thinking of any update that has been "excessively" buggy outside of Empyrean and potentially Duviri with a few progress stoppers. Have we seen buggy content releases? Sure. Have the bugs mattered? No not really.
  7. Yes, finally combined elemental mods! Hope there will be more and hope we'll get them for primaries and melee too. And hope they do not combine with single elements. Would love to be able to run things like Viral+Cold, Rad+Heat, Gas+Heat, Corrosive+Gas+Electric, Corrosive+Gas+Heat or other new combos. I'd be fine with if they restrict it to only 1 of these mods slotted per item at a time. Except they said they'd likely end up changing stuff before the release, stuff similar to Qorvex's S#&$ty passive, like the stats on the new shards and so on. I'm extremely glad that Qorvex wont force radiation on the equipment he uses. I was pretty much about to just use him as mastery fodder soley due to his passive since radiation without control is utter and total S#&$e.
  8. But they dont need to be more powerful, they can simply bring rarer bonuses otherwise barely seen. They could give those super rare or high investment shards stats like bonus loot, movement speed, knock down resistance, weapon silence, chance to not trigger alarms or be seen by cameras (which could reach 100% with 5 shards), resistance to X status (like the arcanes) and other stats we see in other games of similar types, stats that simply bring utility and not direct power that improves TTK/KPM/DPS or whatever you wanna call it. Topaz and emerald from what has been seen will be powerful but situational due to the requirements for their procs or the stats the shards improve. Topaz, if going live as seen will require Blast damage modding to bring the biggest benefit. The majority of the roster will not even consider it. It will have some benefits for radiation, heat and impact, but nothing mindblowing. I've considered Topaz for Hydroid since I can potentially use Blast without any bigger drawback, but I doubt I will since there will be a drawback by having to give up Gas and Cold. And Emerald will be something for Saryn or if you maybe run Nourish in your build so you can mod weapons for full armor strip like in the old days while still having access to viral. It's all about making things more unique between frames and give us something that can practically result in infinite farming and tinkering. So far I will likely use 1 or 2 of the new shards on a couple of frames, but the majority will likely never touch them at all. Unless Violet turns out to be bonkers. But it will be hard giving up cast speed, armor, power or duration for the very situational stats we've seen that also come with heavy pre-requirements to proc and work. So far only the +corrosive stacks has been interesting thanks to Saryn and the exsistance of Nourish. Yeah it's harder to miss but if you do miss it you are that much further behind. I dont see the issue with people being able to catch up if they spend the same active time on the activity. That someone has been around for 10 years doesnt mean they've spent more time on things than anyone else, same as if someone has been here for all Archon hunts, they've still only spent X amount of time on it per week. So if a new player joins and invests the same time on the mode but without the gate the two have in the end spent the same time on getting the same amount of shards. It shouldnt matter if the person has been around for 10 years or 1 month if the time spent on Archons has been the same for both. There is absolutely no reason to time game content. Plague Star is limited because it is an event, and when it is around there is no gate on it, only you decide how much you want to get out of it by farming more or less during that period. So there is no reason for the limitation, since like you say, most people only play a few frames and those will be geared out quickly even with the gate. So why punish players that enjoy plenty of switching when it doesnt impact the meta focused players or the power ceiling itself one bit?
  9. Yeah sortie reward should be granted 1 time per week. That could be accessed from the mission window like now and be tied to a specific archon per week. Then to farm them you'd just access it through the star chart on a boss node. Skipping the 3 step set up since you'd instead have RNG based shard drops when you farm them. So the 3 step would only be tied to the sortie version. All it does it add more room to experiment and use more frames actively, since you are in the end capping a single frame fast with the current system aswell. So all that the current system does is limit the amount of frames you wanna engage with and play. I dont suddenly get more powerful as I start progressing a second frame in the shard system after I'm finished with my priority one frame. I'm at the height of power after my prio one is min-maxed. And I think we need to complicate things more, since WF lacks depth overall. More shard options to fill more niche needs across the roster of 55 frame would be good. Plus if we were able to farm freely consuming wouldnt be a problem in itself, since we wouldnt be limited to a weekly amount of shards. Again, once you are done with a single frame you are already at the height of your power, so the gate and limit is in reality pointless and only reeks of mobile system implementations atm. And it wouldnt have to result in powercreep either to add more fusions, it could simply mean different stats. And the hard bound shard I talked about could be specific to a certain type that doesnt positively increase power, but does something else, some form of utility. I also dont think adding an even longer gate would be good, it is already problematic when people miss a week. Imagine missing a month for some reason. If anything a yearly total of hunts would be better, or a gradually increasing cap people can catch up to no matter when they start. So someone starting now would be able to do all their hunts and garrison missions in a row if they are up to it, from the day it went live and up to the current week. With shards sold in the garrison shop having a stack increasing weekly so people can always catch up.
  10. Right now I have 4 frames that I tend to revisit mostly. Lavos with high range, high strength, Roar instead of Vial Rush. Using a Viral+Heat Torid, Heat Furis and Exodia Contagion hammer build for maximum crit and damage. Accompanied by either a status spreading Hound or a stat stick Panzer for crit damage and fire rate. Avenger and Grace used as Arcanes. 5x Strength shards. Unairu focus. Dagath built around scything, dooming things and beating them with dead horses. Fractured Blast instead of her #3 buff. Same weapons as Lavos but they are practically never used. Pet is a status spreading hound. Blessing and Augmented as Arcanes. She is practically a Necrotech Death Knight, absurdly tanky through shield gate combined with Health Conversion, Fractured Blast and Blessing. Cast speed and armor shard mix. Unairu focus. Revenant with a high strength build. Roar instead of Enthrall. Using same ranged weapons as the others but running Dual Ichor as melee on him mostly. Stat stick panzer as pet. Avenger and Augmented as Arcanes. He will likely end up as my dedicated melee frame when TennoKai and melee arcanes arrive in the update. So will likely set up specific Panzer modding for him, right now just using my regular stat stick without any health sustain for the pet itself. Will probably drop shield+fire rate bond and use primed pack leader and something else for him. Some duration, some strength and cast speed shards iirc. Naramon focus. Hydroid gun platform/debuff build with barrage and plunder augments in a Umbra setup. Gas+Cold Torid, Heat Furis and the same max crit/damage contagion as the other frames. Stat stick Panzer, though it never dies due to the plunder augment. Avenger and Blessing as Arcanes. Cast speed and duration shards, might have an armor shard in there aswell to hit 90% DR when plunder is maxed, or I might have that covered with Unairu and Umbra modding. I also swap in Garuda from time to time if I plan on doing Disruption, and Khora or Atlas aswell when I wanna rely on skills and dont feel like playing Dagath.
  11. I really dont see why not. Maybe not at that speed, but we should be able to farm them far more to incentivice use of the game mode they've added. Kahl could stick to a 1 per week thing, but Archons should be a repeatable mission type with RNG shard drops, where we pick which Archon to hunt whenever we like. It would also remove the whole "falling behind" thing, since people could play at their own pace whenever they have the chance to. I mean consider this. Over a year Archon hunts will see up to 53 visits per player due to it being time gated. Sure that looks great, oh wow the mode has been used for a whole year, or two even as time passes by. But it is still just 52-53 measly visits per year. If they instead allowed us to farm shards the usage of the content they've spent time and resources on creating would skyrocket. And instead of gating it they could introduce other types of shard fusions over time to keep us hunting archons for years, just as they add now with WitW. Blue+Red, Blue+Yellow, Red+Yellow, Red+Blue+Yellow, Red+Purple, Red+Orange, Red+Green, Purple+Green and so on as time passes by. And they could also replace the Tau failsafe system in such a case with fusion and make the fusion requirement costly enough to not be too fast. edit: Just an example. Duviri made me engage with the update for roughly 3 months straight, and that is an update where all rewards are practically get-one-and-done. So even if we could farm shards as much as we like it would still have the potential to last forever since the system would have the potential to be infinite or well evergreen in its reward setup. More so if they constantly introduce more ways to combine shards, since it would constantly alter how we want to shard individual frames etc. Meaning upgrades or changes would always be a possibility and an incentive to engage more with the modes that reward us "basic" shards. Imagine something like a black shard, in order to create it you'd need something crazy like 5 rainbow shards, where each such shard would require you to combine red, blue, yellow, green, purple and orange to begin with. Or if they add hard bound shards, that also create some crazy pre-steps but would provide higher than usual stats since you consume so many shards in the process and can then never recover the shard if you change your mind or sell the frame.
  12. Frisky in the stable: Can be used in Teshin's cave once per day. Allows Loki to interact with the Kaithe, turning Loki into a mare to be boinked by the Kaithe. 5% chance that your current Kaithe is permanently replaced by an 8 legged Kaithe with 2x the speed. Discord, Dessent and Doubt: Disables eximus and ancient auras against attacks made by Loki (guardian shield would still apply to the Guardian Eximus itself but not its allies). Also adds a 10% chance that targetted enemy special abilities (grenades, eximus skills, acolyte skills, boss skills etc.) are used on the nearest friendly target instead of Loki. And on AoE skills like the Eximus heat wave a successful roll would result in the skill hitting enemies aswell and not just Loki.
  13. Yes they should. since that is practically what you can do in all of them, including WF, with the exception being Archon Shards. It shouldnt be a matter of who has been there the longest, if the newer player wants to invest the time in the system they should be able to. Timegates are utter and total rubbish, and the way the shard gate is implemented it reeks of rancid fetid mobile mechanics. I actually wouldnt be surprised if DE starts throwing even more weekly and daily mandatory bullS#&$ into the game, and it wouldnt surprise me if the Veilbreaker setup came from a mobile gaming "expert" consultant they might have accidentally tainted the company with in preperation for the mobile port. If that is the case and that entity is no longer at DE they should probably consider getting a cleansing done for the place to get rid of lingering piece of that evil. If someone at DE came up with it, my suggestion is taking a break, cos when thoughts like that cross your mind and also end up getting implemented you are likely not in a good place. That is very far from true. Since in the games where certain things might become unobtainable, they also tend to become obsolete at that point since the endgame has effectively changed to a brand new setting where people can catch up even if they join later. And most games dont have an infinitely obtainable item that is also time gated harshly without a catch up in place. The way shards are set up is horribly player unfriendly since FOMO is an effective part of the system, since if you miss just a single week you can never catch up again and would be missing out. Just look at a player joining or coming back from a break a year after veilbreaker, they are 50+ shards behind that they can never ever catch up to no matter if they spend as much time on the game as the "vet". That is just #*!%ed up. I mean sure, WF has other time gated systems, but they are all finite so everyone can catch up and have the same of the things that matter to power and builds.
  14. Yep it's the good 'ol "it's the thought that counts" bullS#&$ your grandma and grandpa, and probably sometimes your parents tried to sell you as a kid. No granny, the $1 notebook and pencil is not as appriciated as my new Smash TV game.
  15. I mean this is a most ass backwards way of thinking. The main issue for Trinity atm is duration, yet for some reason you want to effectively put even more weight on recasting a skill since you are practically reducing the duration of Blessing to 2.5 seconds by making it just restore and not provide a lasting DR buff. Not to mention you seem to ignore that the DR from Link and Blessing stacks. So switching to 90% on link would be a nerf, since a hit for 1000 would suddenly deal 100 damage instead of 63, which is quite a big nerf to survival.
  16. He wants us in order to help him break free from his prison which is some part of the void. Could be 1999 that is his prison and we get lured there by thinking it is actually Albrecht needing our help. Murmurs are probably the second type of creature Wally uses to break into reality, with Angels at the Zariman being the first type he uses to try and break through. I wouldnt be surprised if DE going with a "seven seals" thing. Where Chains of Harrow was one seal breaking and so on. And maybe something else we've "failed" at has been another and 1999 will be one and so on.
  17. Looking at what the stats will potentially do there really wont be an issue fusing by using what we have and with the addition of new methods to gain shards. These stats are mostly of the type that you dont want to stack. Just looking at the green we saw a single Tau forged will suffice if you are interested in getting old Corrosive back to play with. If your frame doesnt need shard slots for anything else really you can also just make use of 2 normal greens. Sure healing from toxin through green shards can be stacked, but I dont think there is really any point to it considering our access to AoE and insane stacking potential on toxin. So if you want to use that healing you likely already have things that can stack toxin and cover multiple enemies at a time, meaning even just a single normal shard will very likely be more than enough to sustain you. The damage we saw for toxin looks utterly pointless except in maybe a few specific frame cases and even in those cases there are likely better options to improve your damage output in the build. So if the other shards follow a similar pattern for other damage types I dont expect a wide use of the new shards. What I wouldnt mind is the healing on X stat available to heat and electric aswell. I also wouldnt mind increased heat and electric damage shards, and maybe allow further stacking on puncture and cold for higher crit chance/damage. Or something added to blast or radiation to make them better candidates as elements. Which reminds me, Qorvex passive might be a dealbreaker for me when it comes to playing him. I really hate having that status forced.
  18. Would help if we knew what equipment you use in your loadout. There are plenty of frames that completely trivialize them either through defense stripping or scaling damage. Easiest is mostly Unairu along with Garuda. That gives you armor strip and guaranteed slash procs on everything while also briefly stunning the target. Slap on Gloom to trivialize it further since you have access to infinite energy. Then a heavy hitting weapon. I used to use Laetum, then Duviri released and we got access to Incarnon for Furis, Burston, Dual Toxocyst and Torid, all making extremely quick work of any demo. Or you can always 1HK them with a contagion from a well modded zaw. You can always test your builds in Steel Path Lua Disruption, if your build can handle that you shouldnt have any issues with Archon Disruption.
  19. The image just shows how Trinity accidentally walked in on the promo photoshoot of the trinity. Camera guy: "Uhm what are you doing and who are you!?" Trinity: "I'm Trinity, I heard there was a promo shoot involving me" Camera guy: "LOL! Good one! No really, who are you? Cos I'm in the middle of doing a promo shoot here with the trinity and have no time for your interuption." Trinity: <screams like Valkyr> "#*!%... you... all!" <storms out> Camera guy: "So uhm really, who was that?" Excalibur, Mag, Volt: 🤷‍♂️🤷‍♂️🤷‍♂️
  20. That is such an odd statement. Not only odd, but it sounds like you've barely touched any Veilbreaker content. 1. Only 1 side objective requires you to stay undetected. Which for that matter is not an objective every single week that the "stealth" mission comes around. So if that isnt part of the week, why not experiment to try to make future runs faster? Like wow, the worst that can happen is you fail a single run, and the best outcome is knowing how to shave off minutes upon minutes in the future. 2. Deacons exsist on Earth aswell, which never rolls the stealth objective. So, might aswell experiment to find ways to make runs more efficient and save you time. 3. You've likely been spotted at some point by a Deacon, so you might aswell try what you have at that point or keep running quite nearly literally for eternity. Likely ending with you dying in a corner and losing the objective that rolls every single week i.e not dying/not getting captured. Again, may aswell experiment at that point since it can both save the current run and objectives at hand, and save you time in the future where you'd otherwise stand around and twiddle your thumbs as they move around before you can procceed.
  21. Since I love to test things out this is one of those things I've known since the first time I saw a Deacon. How someone can even restrain themselves from throwing random stuff at enemies is beyond me! Dont you wanna try and see what can transform something from solid state to red mist or meaty bits every chance you get? Sure, that exact thing wasnt achieved by throwing the Veilbreaker at a Deacon, but I atleast learned something in the process, although it was slightly disappoiting compared to something going *poof* or *kasquish*.
  22. I'll support a /killme or /suicide command if the frame/operator pulls out a gun, points it at the side of its forehead or sticking it into its mouth/under the chin (kneeling over a rifle/shotty would also work) and pulling the trigger. I'd also accept if the operator transfers out behind the frame as it kneels and delivers a neckshot to it, or maybe slits its throat. And before someone says that would be inappropriate I'd just like to point out that you are playing a game where you are breaking practically all § of the Geneva convention already, and the laws of several countries regarding what you are allowed to do or not regarding corpses. Also dont forget those times you take a small trip down cannibal lane, either to sustain yourself or simply to use living beings as high explosive ammunition.
  23. Expecting RJ 2.0 from a core WF addition makes me hard. Like, did you completely miss why RJ turned out the way it did when it released? It was a beta/alpha of a completely new system, a system in a galaxy far far away in comparison to core WF. Which they also told us prior to the release of it. I cant recall seeing any heads up info regarding WitW that it would release in a barebones state of beta quality and that we should expect bugs. I expect AoZ from this, since it is practically that, an addition to old systems with some new game modes. So not that many bugs unless they've for some reason gone done #*!%ed it up outside of normal. It isnt even Duviri sized, or coming with new systems like Duviri did. So far more limited regarding what can bug out. Kinda odd expecting that at TGA when practically no other game/developer got that space. What you describe is practically what we got in the last devstream aswell. And I sure as hell dont want 1999 spoiled, I've seen enough of it and want to see if there is more to it in WitW when I actually play it myself.
  24. Yeah that is a downside. Duviri was a massive exception for me in that regard since it actually kept me occupied for about uhm 3 months without boring me while also still being rewarding. It just had so many things worth farming overall. I kinda hope WitW will have atleast a month of replay value and things to farm, and it shouldnt be completely impossible considering they're adding TennoKai mods, melee arcanes and the new shard related items, plus a new frame with a weapon. And I cant recall if there were some other mods aswell they talked about, or that is me mixing it up with TennoKai mods. Then with all that there is also the reason to test melee again with new builds thanks to those mods and arcanes.
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