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SneakyErvin

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Everything posted by SneakyErvin

  1. Proc is a perfectly normal gaming term and we are talking about something with a random occurance aswell. Imagine not being slower than the clouds. That would imply one crap dual ichor build, since it is kinda hard not to have to chase when the clouds are killing things up to 100m away or so in either direction while also constantly spreading. I mean they could rack up nearly 3 KPS on their own as soon as a single cloud got spawned. And if you were lucky with cloud duration and buff timing they could rebuff themselves by procing a new influence buff as the previous ran out. It was like carrying a more lethal Saryn in each hand.
  2. Then you arent looking at the archon shard systems. The are all pretty much inline with eachother. Each try on a shard requires roughly 15 minutes of gameplay. And it looks like it will be the same for the new mode considering it is 3 missions in a row similar to Archons. Which would mean that we can assume the shard that is getting moved will retain that same time investment since we see it across all the modes that have or will have shards locked behind them. That will still be there. That shard will still be an easy access shard for those that cannot handle archons or netracells or Deep. I really dont know why you toss Zariman into it since this isnt Zariman. You dont need an operator for anyhting, unlike Zariman where you need it for Angels. Not that I can really see why anyone would throw themselves at Angels freely if they cant handle them, since they are an optional step because you can avoid Armageddon and any bounty that requires an angel kill. Those that can make use of the shards in the first place have already invested time in Deimos, and been able to handle it. So placing the shard with Cavia doesnt really add to any difficulty or accessibility for anyone that can currently obtain and use the shard. Labs do afterall have some of the easiest enemies in the game. Regarding Kahl overall. It would be a waste to add more to him. It has clearly not been a popular mode, no matter how they've tweaked it and added things. So spending further time on adding to it seems pointless, because if people wouldnt come back once per week for a shard, it is highly unlikely they'll run it for other evergreen rewards that can already be obtained elsewhere and are far less limited than shards. People have already stopped doing it even though they miss out on a shard, I do it simply because of the shard and really need to pull myself to do it each week. There is no way in Hel I'd do it for evergreens far more common than shards. That is how live service games work, they evolve and progress as do the players. And the avenue isnt removed, it is moved but still easily accessible to those that can actually make use of shards. You make it sound like it will be placed behind some hard mode, which it wont, it will be placed behind simple bounties. We just dont know if it will be a new bounty specific for it, or if we will use standing. It's almost as if they are different items, on different vendors, with different accessibility. The shard that is getting moved already has precedence when it comes to time-to-obtain that can be expected, since all modes currently offering shards, and the future one, all turn out roughly equal at 15 minutes. If this was an additional shard a higher cost could be expected due to the "luxory" nature it would have, but it is a shard moving from one place to another, a shard that already has a comparable obtainment time to every other method of getting shards currently. Looking at completely different items is pointless.
  3. If there is an actual reason to use all skill combinations then great! If not then why? The most important thing is that everybody knows that the bird is the word, otherwise one of those spells might fizzle.
  4. Or you know... wait and see instead of imagining the world in a sea of fire? Which is different from everything else in the game how? SP is still interlinked with the rest of the game since it is a level modification on exsisting content, so the same applies to Circuit. Duviri also connects the rest of the game by using what we've earned elsewhere while providing us more to use elsewhere, so that also ties into circuit. That isnt enough, it should go both ways and Kahl should have had a progression system tied to him aswell to go inline with what WF is. While I dont use drifter combat elsewhere the system is still WF since it has progress tied to it, some of which comes from the rest of the game and some that spills into the rest of the game. I can for instance use my frame to speed up duviri content, I can improve that further by leveling the drifter, which also improves him elsewhere in certain regards. Kahl has no interaction besides the shard. If many of them dont bother with MR then this will change nothing for them. Since uhm they wont be able to use the shard anyways. And if they care about MR the only effect it will have is that they can now get the last few items from Kahl quicker since they wont need to spend the majority of their weekly earnings 90/115 on a shard. Remember before the credit boxes? We used to get 15 credit per week after obtaining the shard. That is alot of time to unlock all those mastery fodder items and optional mods. So overall a huge benefit with moving the shard. New players will be done with Kahl quickly and not run into a situation where they'll sit with piles of unusable credits due to only a single thing being evergreen. Wherever someone tells them it is. And any player caring the slightest about loot likely reads the notes provided to them in the game. And those that dont, well we shouldnt care about them to begin with. Those same players that dont read will also completely miss the new mode, which provides even more shards. Do you imply that we should not recieve that new mode with the new option to trade 2 cell runs for 5 shard chances in the new mode? Because that is your current logic behind the move from Kahl.
  5. Depending on what you consider menacing there is some brutal vampire lore out there. World of Darkness vampires and their clans. Can see it in games like Vampire the Masquerade both in pen and paper form and as PC games. Can also experience it with the Vampire the Masquerade TV-show from the 90's if you can get a hold of it. The Underworld franchise is also based on the WoD setting, it was actually supposed to be a series of WoD movies but something else happened along the way. Blade from Marvel and the Vampires tied to the whole part of the Marvel universe. Warhammer Vampires, all the different breeds. Von Carstein being the more regular fancy Dracula, while Blood Dragons are the warrior/knight Dracula, with Strigoi being based on old morbid strigani myths and then Lamia the ancient egyptian/greek/mediteranean mythos spin. 30 days of Night, probably the most interesting interpretation of vampires. Brutal blood lusting beasts that see humans as nothing but a lower being on the food chain, with the sole purpose of becoming not-so-very-fast food for the vamps. If you havent seen it do so and you'll never think of vampires the same again and it will likely wash your mind clean of the Twilight and Vamp Diaries filth that has gotten stuck there. 30 days of Night: Dark Days is also decent, it teaches you that humans are also good as bath water, or maybe it is bath "oil"? The sequel has a different theme from the first, it's about vampire hunting while the first one is about vamires hunting. Vampires with James Woods, another great depiction of vampires. Also brutal with little regard to human life. Lots of the classic thropes, cant be in sunlight, stakes through the heart kill them and so on. The movie is about a group of Vamp hunters that run into a real ancient vampire hiding out in New Mexico. From Dusk Till Dawn by Tarantino. Good vamp flick aswell, also more beastly than most, with the same deal where the vamps only see humans as food. More on the silly side thought since it is quite over the top. Last Voyage of the Demeter that recently came out. Great movie about what happened to the ship in the title as Vlad was carried across the sea. Mentioned in the story from Bram Stoker. Near Dark is an oldie but goodie aswell with Bill Paxton and uhm... Lance Henriksen iirc. It's about a group of "gypsy" vamps that happen to turn a human that then starts to travel with them. Lots of bad attitudes. Doctor Sleep also touches on an alternate vamp mythos, also with travelers. Really good and cool. Lost Boys is also a classic, same as Fright Night (remake was uhm decent). But yeah... 30 dys of Night and potentially Dark Days aswell would be my recommendations to clean your head from Twilight and Vamp Diaries, then after that move onto the others.
  6. Why are you refering to Netracells due to a move of the shard from Kahl to Cavia? You're aware that the shard wont require Netracell gameplay right? So that "related content" will uhm stay the same, since the shard will be obtained through the trivial activity that is bounties, which can be publicly ran to help those not up for T5 yet to get the shard asap anyway by getting helped by other random people.
  7. Except it isnt as simple as the store. Not only does the store provide alot more (the arcanes alone), you also have everything you get from the bounties and missions themselves as you farm for that potential standing to grab the shard. In addition to having the option to level items and getting your operator focus etc. Something you get nothing from while doing Kahl. Kahl isnt out of place due to the narritive, he's out of place because he has no progress tied to him. We dont level him, we cant costumize him, we cant improve him and the only thing he provides for the rest of the game is one single shard per week. Circuit isnt comparable, since you get things for the rest of the game, can level things from the rest of the game, knock out nightwave acts and so on. It's also limited, so we dont need to do it every week once we have what the mode provides. Kahl requires us to go out of our way just to be able to get the currency to buy 1 single thing and to flip a new mission for the next week. Well no. Read what I said above about it. In addition to that it isnt a content island. I use the rest of the game when I run the circuit, I dont do that with Kahl since Kahl is Kahl and just Kahl. No frame, no guns, no mods, no operator, no companion, no gear and so on. The circuit then rewards me with things I can use in the rest of the game. I dont see how moving the shard from Kahl to Cavia without replacing it with something else on Kahl will result in unprepared players? Cavia is accessible early on, you dont need anything specific to run the labs etc. Seems like you are completely ignoring what is required to actually use the shards in the first place. You need mastery 8 (not a feat in itself but...) and you need to have done large parts of Deimos since you need the segment from Son. Anyone setting their foot in the labs will have enough experience with open worlds at that point and gear to do bounties that the first few tiers wont be a problem to farm. If anything Kahl is probably more confusing to be thrown into since you get a shard you dont actually know what you are supposed to do with. Since well, you need to have access to Helminth for it to be slotted/removed etc. Well yes, considering we already have a price on it based on time vs reward with Kahl credits. A shard costs 90, a run can give 105 (115 with caches), which takes around 15 minutes. That is what to be expected as a rough estimate when obtained from Cavia, 15 minutes for a shard on a weekly basis. Which also goes inline with Archons, that are roughly a 15 minute mission chain for 1 guaranteed shard, and the same could be said for Netracells.
  8. Uhm lol? Cheat the modding system? Are you high or drunk? It's a very much intended and available option to have multiple copies of the same mod with various ranks. I'm not sure where you find any "cheating" in this. It's part of the ultimate way to build diversity at any level of progress you want. Also, when was there ever a mention of partially leveled mods and opposite polarites? No it is about using partially leveled mods in neutral or matching polarities really since you only need a vertain amount of stats. Like say you want to max channeled efficiency. You have a frame that doesnt needs duration, so with Streamline and Fleeting maxed you can attain maximized channeled efficiency at 40% duration. But if you have a frame that benefits from neutral or higher duration then you cap efficiency and channeled efficiency at 75% i.e Streamline and Fleeting both -1 rank from max. Or like mentioned you need 50% strength, you can either go with a maxed transient for 55% or a partially modded Blind Rage for the exact 50%, no need to go with a max Blind Rage for pointless strength and higher than needed penalty. It comes down to which you need the most in the build, duration or efficiency and how much capacity you have to play around with. It's the same with Inaros currently, you dont actually need strength on him, but armor and helth is nice, so you can utilize a rank 0 Umbra Intensify on him to get the 3 set bonus from Vit and Fiber for a cost of 6 capacity instead of 8 or 16 at max. Or for weapons, you only want "enough" of the stat that can only stack to 10, so you can do that with two rank 0 elemental mods instead of 2 max ranked ones, which result in getting the element you need at a level you want while costing less and having less impact on stat spread. If DE didnt intend for that we'd never be able to own more than one copy of each mod. That is what enables true build diversity within the modding system. No, because you can use partially ranked umbra mods to achieve the same effects as regular vit, fiber and intensify at rank 5, 5 and 4 if you use them together. And you likely have more than enough capacity to spare in "low" builds so the unmatched polarities wont matter. so no, there is no real reason to not apply a "hyper-specialised" polarity. And if you do run Umbra polarities you most likely wont have more than two, which also leaves atleast one slot unpolarized i.e the slot that houses the third umbra mob. Which means you have 16 capacity from that alot to play around with in lower builds to cover for missmatched polarities, which wont be every single mod you place in that lower or alternate build, since we only have so many mods to pick from that actually does something for a build. The one polarity that is risky would really be the one tied to augments, since there is pretty much nothing else offered by that specific polarity.
  9. You missed my uhm point. Car = plane, pancake = ticket, go across the pond = travel through the air. since we are using words to mean something they usually dont. But amps and abilites etc. along with barrels do quite well already. And your gifs dont show anything but walls doing little in return, since that is practically WF enemies overall. My point was that making them more durable (including the trashiest trash) would not help, since they'd just be slower to kill while still doing little in return. Hence why I advocate new enemy mechanics that actually do something to shake up the combat. Plus with the density in WF the weapons wouldnt keep up with those that deal with several enemies at once, so you wouldnt really solve anything for the single target weapons until you start adding things similar to incarnons that allows you to morph the weapon into something else, something that can actually handle with tons of enemies. I know people are comfortable going through an endless survival and relying on life support tower interaction. But that is highly ineffective in a game that centers around farming, since the loot obtained at the end of the mission is several times lower for someone that needs to interact with life support towers. And it ends up being the same for defense that would just be slower if you got here with something not able to handle multiple enemies effectively, since you'd spend that much more time per wave/rotation. There is a reason I go with Protea nearly exclusively to arbitration defense, and alone at that, since it results in spending 40-45 minutes on the same amount of waves/rotations that would otherwise take 60 minutes (or more). That is one free run every 3-4 runs, not only that, but a whole hour you've saved in. Those are also things to consider when thinking about longer TTK and nerfs. The blandess isnt a non-issue. Your first comment I commented on in this thread was about the idea of bringing weapons closer. That will not happen if you have the amount of bland/generic weapons we have no, no matter what systems you change, since those weapons will still be just another generic weapon within their class. So then you dont really solve anyhting of what you set out to do, since those weapons will still be considered bad by most people. Meaning such a rework would be meaningless since things should in reality not be reworked to cater to a minority. It would just result in those bland weapons switching positions a bit with other bland weapons far down on the usage chart. And if you really do like those bland weapons, there is nothing stopping you from using them now. They all either have variants or are strong enough when modded to jump into and beat the hardest content. Maybe not in the best possible way, but they can handle it. Well I'm talking about weapons that have actually gotten strong, just with the wrong mechanics to speak to me. Not weapons that just have something slapped onto them that is objectively weak. Which kinda also proves your idea that if everything is good everything is worth getting wrong. I'm for instance not using Lex or Latron, both being good competative weapons now, just not worth using for me. Or are you meaning that "everything is worth getting" really means "everything is worth getting to someone"? You mean like what we already see? Nope, and not sure how you got that idea. You calling incarnons the same stat squish however leads me to believe you think stat squish is faster. Stat squish would effect all weapons, most likely all at once. Which would require a pre-determined mark to adjust all weapons towards. This means all weapons would need to be checked prior to this in order to decide where the mark should be at, which would likely also need to include modding potential and so on. Incarnons are individual weapons changed in batches with little relation to anything else but themselves. Not to mention that they also add gameplay incentives. And no one has argued otherwise. I've only mentioned that AoE weapons are no longer considered disruptive since according to patch notes etc. that issue has been solved with provided reasoning behind why those specific changes happened. Other things might still be disruptive. You provided the patch notes explaining why AoE got nerfed as some form of evidence to AoE still being disruptive, when the notes talk about what was done to solve the disruption. Then you bring up them considering self damage to make it back and claiming it is to further nerf AoE when in reality it is in order to open for better AoE QoL for players that want to reduce the penalty of AoE. By implementing self damage and removing self stagger, so people wont need to rely on something locked behind a very long login day reward to mitigate it.
  10. If they would go beyond that it would be strange. Well they've only said it is moving. So most of it should stay about the same with 1 per week on a rotation with roughly the same time needed to get enough currency to buy one. Anything else would really question why it is moved to begin with instead of just having access to one more shard per week from Cavia aswell. I mean if they go with something like 50k or 100k standing they might have just aswell just added it ontop of the one from Kahl since the time spent between the two wouldnt be close to comparable at that point. So since getting the 90 for a shard per week is roughly 15 minutes the price of the shard when moved to Cavia should really be 15k at most, since that is 3x max tier bounties which also results in roughly 15 minutes. But just as with Kahl that time can be shorter or longer depending on the mission at hand and side objective. However, considering the difficulty between Kahl and a max tier bounty, the price of the shard at the Cavia should likely be 10k instead, since that would only require 3 T3 bounties while the time spent is comparable. And those further in progress could do it in 2 T5 runs. Making it 50k or 100k would be absurd since it would both result in a massive amount of time spent in comparison to Kahl and it would move away from the idea of it being a bite sized activity you can do in a day. It would go from 15 minutes per shard to 50 to 100 minutes (for those that can do the highest bounty tier) and require 2+ days of capping or nearly capping standing.
  11. The incarnon is crazy on it. You can reach close to 9m with primed reach, the base range of it and the 3m from the incarnon activation, then if you wanna go real crazy you can probably get another 3m or so from a riven. And it is the same with Bo (Prime), though Bo isnt a slash monster.
  12. Except that it does the opposite. Kahl is in reality disrupting the weekly content loop, since it is completely void of progress and advancement outside of the shard. Even if a newer player needs to farm Cavia standing for the new shard, it still lets them knock out several other weekly things aswell in the process. Kahl doesnt count as a mission, he doesnt add to kills or anything else tied to nightwave for instance. While farming Cavia standing you'll unlock weapons, standing ranks, get arcanes, mods, get needed materials, excess Voca and so on. You can also do this in a group to speed up and guarantee you get max Voca per bounty. We also dont know if it will be standing based to buy the Shard or if it might be a simple trade in for a Voca, some Lab materials or whatever else they might think of. For all we know it might be tied to a single new bounty, or a new currency given upon bounty completion that you need X of. Although I think the shard will cost something like 15-20k standing. Which means slightly longer time spent on it for players that cant do the two highest bounty tiers, unless they instead run what they can handle and chase down the Voca aswell. It would also mean it can be done in a single day for most players, 15k would make sure every single player can achieve it in a single day since the rank 0 standing cap is 16k. edit: Though in reality MR8 standing potential could be the baseline aswell, so 20k would not be unreasonable as a cost, since that is the MR required to even use the shards, since you need the Helminth segments to infuse them into frames to start with. So at 20k the players that can make use of shards will be able to farm enough standing in a day at roughly the same pace as a Kahl weekly mission takes.
  13. What would crack me up is if DE re-distributed some of the old defense tiles and placed them in the new tier. Imagine Io, Stephano and the corpus ship defense being placed in the new tier and the only 3 available defense missions in that tier. It would be world burning levels of glorious as the forums exploded!
  14. I bet Satan came up with the Al Dante joke when Dante Alighieri visited his house back in the day. The 10th stage of hell, where the humorless are forced to listen to dad jokes 24/7 as their punishment. Dante the walking meme. He's open for a pasta joke due to his name, while also rocking a pasta-ish looking beard, his weapon is a book and a pen, and he can summon hooters at will. Him and our glorious gemussy should certainly group up for some high times!
  15. My failed migrations always turn to poo. I mean I get the message but reconnecting never works, it always ends up in a session not found or similar message. I cant recall what I've seen regarding successful migrations since I cant recall dropping after one. I do know though that eventually the game simply stops trying to migrate, which is why I often head for extraction the moment a migration has happened and is successful (unless I end up as host). Since if someone else drops and forces another one we may just be dumped out of the mission.
  16. Wouldnt work since a failed migrations likely results in data getting lost which is tied to the group you were in, so the game doesnt have the data to tell which group you were in when the migration occured and failed. Which is also probably a reason why the migration fails in the first place. edit: When you simply get booted or anything else that doesnt trigger a migration the game kicks in to keep track of things.
  17. In the game you have dodge tied to manouvers i.e rolling. When something uses the wording "dodge" like Rolling Guard for instance it means it works in all roll directions for all frames. However, if it is worded like on the decree, with the word "roll" specified, it does not trigger when dodging forward on Titania in Razorwing, since you at that point teleport. It does trigger for her on left, right and backwards manouvers though where she actually does a roll animation. I cant recall if the decree also fails to trigger on Hilryn and others with non-rolling/acrobatic forward manouvers upon roll interaction. You also have actual dodge that is a passive/buff on Baruuk and Xaku that gives you a flat chance to dodge enemy damage. You also have what was formerly called Evasion, which reduced enemy accuracy. But I think now the sources for this buff/debuff describes it as reduced enemy accuracy directly without using the wording evasion since it comes as both a self buff and a debuff to enemies.
  18. Sounds like you've gone into negative plat for some reason. Should be visible if you log in to your account on the official page, should tell you exactly how much in the negative you are. And after checking that you have the choice to either pay that to get into neutral or positive plat, or not play. Making a new account might not be the best idea no matter the reason for the ban, since that counts as circumventing the ban, which will lead to a ban of the new account if they spot it.
  19. I'd bet sometime next week, or the week after that.
  20. Yes, this. And what we can see in the game there is no need for a tenno. Kullervo is an example of that, since prior to us he has had no operator connection. Also when looking at Kullervo and then considering Xaku and Revenant, it seems like the void is very much part of the frames. We can see it inside Kullervo and Revenant in their various wounds, we can see it naturally in Rev Prime and we can see it pumping like blood through veins in Xaku. And the actual void energy is likely also what binds the powers together for a frame, while the armaments on each specific frame is to help the void take shape into something specifc, from ice and fire to glass walls and skin covered in armor or just pure raw void. Which might also be why nullification and scrambing works to shut down powers, since it dissipates the void, so there is nothing that holds the construct together. Then the sentients have taken nullification one step further kinda, since it seperates the connection between Frame and Void. But it doesnt seem to do anything with the Void specifically, since the Tenno still functions. Which is how some other tech also works, some of which is tied to Wally, like the Void disruption cages of his Angels.
  21. That is very subjective and based on personal experience only. For me, it isnt true. Like I said earlier, I enjoy the farm. If there is nothing left to farm and I want to play similar content I pick that other similar content that still has something to farm. Also as pointed out earlier regarding arbis, just staying 20 min is a waste for me, since it is on a 1h CD with a random selection of modes. So if a good and enjoyable mode pops I'll make sure to stay until I feel I need a break, since the next reset may offer a mode I'm not that fond of, or versus an enemy I dont feel like fighting. Also not sure why you think this is about levelcap, or where you got the idea from that it is even hinted. There is a vast difference having a build that can handle 20 min and 1 or 2 hours. And 2h is not even close to level cap aside from a very few select modes. Claiming others being insane because they dont share your view of fun is silly. Sanity would be doing what the individual enjoys, insanity would be the individual putting itself through what it doesnt enjoy in the case of a hobby. Sigh all you want. It doesnt make your statement less false. You as in me you or you as in people in general? Eitherway you couldnt be more wrong. Since specialization, min-max etc. depends highly on the frame or weapon in question, there is no must to go with full formas. And no, half formad does not guarantee more variety, that is a baseless assumption since it fully depends on the item in question. We also lack a variety in modding based on different polarities. So you are most often able to swap in low max cap mods of a different polarity in a high formad build if you "build" for lower content. Looking at some of my own frames for instance, I can replace an Umbra or two and have 16-32 capacity freed up on whatever I like, while most low mods will cost 1-2 capacity more than the most expensive properly polarized that are currently part of the build, that is if those low mods only have the option to go into those unmatching polarities. We are in the end not looking at all mods suddenly going into unmatched polarities just because we swap to a different build. And why you treat Umbra with great caution I dont really see the point of. Are you that starved on simaris rep that you cant afford alternate versions, so instead of running Intensify in a low build you instead run UI at a far lower rank? Oh right, no you, the spokes person for building for content refuse to use the biggest options for build freedom, that of partially ranked mods. Since they are a "nightmare to work with" eh? 👀❔ No wonder you cant see that SP allows for wide build variety when you refuse to use large parts of a full system. You refusing to use partially ranked mods is as if you played an RPG and either maxed skills/talents or didnt use them at all. You've honestly never sat there in WF and thought "Hmm I could use that strength from Transient, but I also need the duration that I would then lose... Oh hey Blind Rage at partial ranks offers the same strength, for a lower cost and it reduced efficiency instead of duration, which I can actually spare in this build!"? Or for any other mod for that matter where you only need parts of the stats and there is no other option?
  22. Yeah I think whenever a complaint pops up regarding PuG behavior my eyebrow raises a bit and I go "huh?", since the person complaining already agreed on being fine with the random nature of randomly finding others to play with. The only real complaint regarding public I get is that regarding pure leechers, people that join and do nothing. Since it makes me think "why play a game when you apparently dont enjoy actually playing it?".
  23. I think anti-Void might just be a reference to something that is ment to counter the afflictions/alterations of void exposure, which happens to then also result in side effects. Maybe something to even be used to end Wally eventually. Plus the use of "anti" instead of "Anti" makes it seem more like some remidy/tool. As we dont say things like anti-Christ about Antichrist. The first simply means someone opposed to Christ, but not the Antichrist himself. So if they ment a place or type of exsistance Antivoid or Anti-Void would have been more correct.
  24. Not sure about meme builds but Divine Spears augment looks interesting, so does Ukko and Decoy. Spears together with melee incluence can be fun. And I wonder if there could be some fun interaction with Gas maybe. Though I doubt influence will transfer the damage dealt by the statuses, it will likely just spread the status effect among speared enemies. Ukko seems more fun than needed. What really is the deciding factor for me is how the +6 second duration works. If it is a +6 second increase to the base duration that scales with modding, if it is a flat +6 second duration outside of modding or if it adds +6 second to the current duration with each wrathful cast. If it is the last mentioned interaction it could turn Kullervo into a fun bleedporting daggerdin. Nourish instead of Curse since a melee influence weapon already AoE clears stuff fast if needed. Decoy augment will likely make me swap out switch tele on my Loki instead. It will probably also make me use Decoy on a few other frames that have room for the augment. Random statuses (multiple) when enemies hit it!? Yes please says xdition overload. And that it also moves around is nice. But it also depends how well you need to aim before being able to cast it. There is a reason I dont enjoy ensnare since it feels so very precise in the required aiming. Will need to test it on some frames, but so far Protea with a build for her turrets could really make use of this. And since it is a bunch of random statuses, Decoy has the potential to allow for great use of some Archon mods and shards. Archon Stretch and Continuity can work great with it.
  25. I'm not sure. What I can see are players jumping into this new tier when a new Prime is released to see if someone uses 1 out of 10 or so new relics as opposed to 1/3 per most tier as it is now. But as to people leeching on the axi of others? Doubtful since axi isnt positively worth more. I think people are more interested in leeching radiants if anything if they are planning on leeching at all. Which likely isnt a big issue, since the only thing I tend to see with relic leeches are around new Prime releases, otherwise people tend to just join and stay no matter what relics, radiated or not, people use. One could hope it reduced leavers around new releases since the chance someone in the group carries a new relic is higher since there are suddenly more potential relics due to cross tier opening. Or my math logic is completely off, which is highly probable and in most cases guaranteed.
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