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RacerDelux

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  1. Forgot to combine this with the other response, sorry. Totally agree. Which is why I view things like arcanes as a min-max item. Something that people don't really pay attention to until they are trying to go for long duration missions. It seems so weird how they are seemingly designed to have ones that are *supposed* to be early game, but are just never easily obtainable when they would be useful.
  2. I say it like that, because the odds of you getting the power strength mods and shards before a maxed out arcane are far far better.... Mods for sure, you will get intensify log before an arcane. And when you need to worry about min-maxing, you will probably have access to shards and arcanes at about the same time. So once again, why in the world would I choose ramp over molt? If Arcane Power Ramp was something you could come across earlier in the game, sure, your argument is totally valid. It just an item that isn't meant for late game play. But as it stands, that is absolutely not the case. This is only obtained from Steel Path. So it is obsolete as soon as you can farm it.
  3. Right, I get both of your points. My counter is that with shards and existing mods, you simply don't need the strength obtained through either Molt or Power Ramp in short missions. There simply isn't anything in the current game (on short missions) that would require it. Maybe that in itself is the issue - we need harder base level missions that are fast?
  4. My question to you, why would you use Power Ramp if Molt Augmented exists? So many frames can easily nuke base steel path without Molt or Power Ramp. And endless, you would be crazy to think Power Ramp is better than Molt. At 50%, IMO, it would still be as useless as it is today.
  5. I could see it being a bit too much. I would be ok if it scaled better after a few casts, IE 8, 8, 12, 12, 20, 20 But trying to make it change its bonus based on the order of abilities I think is a bit too complicated. No way it would fit on the mod description.
  6. Currently Arcane Power Ramp gives 9% power strength per ability cast, stacking to 36% at max stacks. If you double cast an ability, this goes away. (It used to also go away if you use transference, not sure if this holds true still) Given the existence of Molt Augmented which caps out at 60% ability strength just by farming, Arcane Power Ramp just doesn't have a reason to be used. I also feel the argument of "it is better for quick missions" is a little invalid. As anything steel path star chart that isn't endless just doesn't require the type of ability strength you would be going after here. My suggestion, buff Arcane Power Ramp to max out at 80% power strength and change power strength per cast to 8%. This would allow this arcane to have a reason to be used over molt. It is still a pretty specialized use, but if you accept the downsides, it can be great. This would also require 10 ability casts without messing up. Keeping in mind that a single mistake resets you back to 0. What do you all think? tldr; Arcane Power Ramp's ability strength bonus so far too low given its mechanics, especially when Molt Augmented is a thing.
  7. Marked for Death really needs LoS fixes as well... It feels REALLY bad sometimes. Like... I can cast it on an enemy and kill then, but the guy a little to my right behind a half height wall doesn't get it.
  8. Nezha nerf REALLY need a review. If you want to mess with the range, cap it at like 35 to 40m.
  9. Range nerf overall is a terrible idea. They should just change the ratio on the multiplier.
  10. I was really excited about the update. Now it's time to put Nezha away again...
  11. I'm having the same issue. Looks like IOS linking is broken.
  12. Interesting way to make some plat. I guess a bit of extra plat for a very possible felony (in the US) is totes worth it right?
  13. Wait... that was already a rank 10 mod... how much will that one cost now lol.
  14. Same boat, can't log in. I was in game, but I got "Network Error" and couldn't launch a mission. What is the new primed mod =O
  15. NGL, a little disappointed in Melee Duplicate. Being a legendary arcane, you would think that it would cater to end game building more. But forcing you to ONLY do yellow crits means it is probably next to useless in endurance steel path.
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