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(XBOX)KayAitch

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Everything posted by (XBOX)KayAitch

  1. This sounds great! But we already have mods, evolutions and arcanes - I'm not sure we need another system on top of that. Also, I'd rather they fixed the broken evolutions with that dev time. I'm thinking mods because they already have a build economy - DE designed a gun with a fixed amount of charge, if we want more charge then we should be able to get it but at a cost to that economy. Find space in your build is more interesting than even more power creep.
  2. With many "events" you won't be able to comfortable That's why... You're right, it may be overwhelming, so optional. There's going to be a constant stream of information on the right, but many of us (like me) are playing on a large 4K TV with plenty of space for it. This is a good idea too, though you'd have to stop what you're doing to look at it and many of these buffs last a few seconds. A persistent, almost debug log, would be incredibly useful though. Especially in the Simulacrum.
  3. Harrow's Penance has a unique UI element. Every time you get a kill with it active you get a log on the right hand side of the screen showing how much energy it generated. I think this is the only ability in the game with this UI. Most other abilities, mods, weapon effects, melee incarnons, buffs from other players, arcane effects and every other status appears in the top right. This is fine when you have one or two such buffs, but add galvanised mods, arcanes and an Octavia, Wisp, Titania (or any other frame with lots of buffs) in your squad and this becomes a smear of 10-15 obtuse squiggles. Every now and then the name of one of them will pop up, but it's nowhere near enough to actually keep track of them. Can we have the option to show these in the log Harrow's Penance uses? Every time it activates, stacks or expires show the icon, name % amount and actual amount in that log. This should be always on by default in the Simulacrum. It should be off by default in missions, but something we can turn on in our HUD options. This would be a godsend for weapons testing, make it far easier to spot bugs (which is a good thing, the easier they are to spot the quicker they get found and fixed), and be a much better way to see what's happening when trying build synergies and the like.
  4. Incarnon gun and melee have quite different UI. Guns stack headshots on a bar under the crosshairs, then on Incarnon mode the crosshairs change and the bar shows how much charge you have left. "Incarnon mode" is shown in prominent (default orange) writing after the weapon name. This UI works really well. It could do with a sound when Incarnon is used up, but that's it. Melee get to a 6x combo, then you heavy attack to transform the weapon for 3 mins. The only indication is a buff icon in top right (usually one of at least 5). In the usual chaos on screen this is consistently lost, and contributes to Incarnon melee feeling far less impactful than guns. Audio is lost too, I think there's a sound on entering the mode but it's hard to hear over the heavy attack. Instead: - Crosshairs should change while Incarnon mode is active - A timer showing the remaining should be on the crosshairs (same as charge for guns) - "Incarnon mode" should be shown next to the weapon name, same as for guns. - A prominent sound should play on entering the mode, and a different sound build up over the last 10 seconds of the mode (so you know when to start building up combo to restart it)
  5. Really? Incarnon mode needs mods. Mods are critical to it. Your entire build ends up being about how you use that Incarnon mode (for instance modding the Latron for the explosive Incarnon rather than the headshot semi) and lots of mods just don't work (for instance the augments for Soma and Latron don't, but the one for the Mitre does). And critically: there's no way to alter these Incarnon properties - I might want to sacrifice a mod slot to have more charge, you might not. Perks are very limited for that kind of tinkering, I mean, how many times have you changed them on the original Incarnons we've had for over a year? Maybe, though those aren't in the mods I've suggested. There are no mods that currently do this. For instance, there is no way to increase Incarnon charge - mods for magazine size is ignored, mods for combo efficiency don't extend the 3 min duration. But your basic premise is flawed: we always need new mods. We need new corrupted mods, we need new mods with set bonuses, we badly need new mods for archguns, the only exciting thing in the new NightWave is the 2 new mods.
  6. You mean evolutions? They're a pain to change (trip to Calvero every time) and part of the design of the weapon. Don't get me wrong, they need a lot of fixes, but they can fix perks and give us mods that change the Incarnon mechanics.
  7. Now that we have 36 Incarnon weapons we should have some new mods that apply specifically to the Incarnon mechanics. These would be regular mods, they'd just apply to Incarnon mechanics only, they either couldn't be applied to regular weapons, or just wouldn't do anything. Incarnon Recharge/Renew: while in Incarnon mode, on non-AoE guns recharge from headshots at ⅕ normal rate, on melee reset 3 mins timer on heavy with over 9x combo. Incarnon Haste/Hurry: on guns charge in half the hits, on melee only require a 3x combo heavy attack to activate. Incarnon Sacrifice: +5% base crit chance and +5% base status, but Incarnon mode no longer works. This is a consolation prize for weapons like the Felarx or Soma where the Incarnon mode is objectively worse than the base. Incarnon Weight: +80% multishot in Incarnon mode, -40% multishot in base mode. Incarnon Capacity: double the charge on Incarnon guns. No other change, it would take twice as many headshots to fully charge, but then have twice the Incarnon shots. Incarnon Range: increase the chain range of guns like the Lato and Bronco. Incarnon Holster (exilus): charge/recharge Incarnon charge on guns while holstered with headshots. This would let you use a different gun to build charge, or keep charge topped up. Particularly useful on guns with a switch mechanism like the Lato or Vasto. There's a lot of potential for interesting builds here.
  8. That works too, though there are already icons for potato, forma, mastery, exilus and arcane and most menus don't show them (or only show them in tooltips)
  9. Oh yeah. I'd already unlocked all of them. That might be a bug. So far I've found the opposite - genesis incarnon challenges work with any weapons. I unlocked the Burston evolutions without firing a shot from it as I had an Incarnon secondary I was using.
  10. There are 30x weapons, more coming, and that costs 15 plat each time. It's a rubbish solution and a poor use of 450 plat (around £25 if bought from DE) That only works in the arsenal/inventory, where I can also see the picture. It doesn't work where you can only see the name, for instance in the player menu in the top left. There probably should be a filter, but I also want to be able to tell at a glance. How do you know? We haven't had one of those NW challenges since before Incarnon Genesis was added? In any case, that sounds like a bug - either it should work for adapted weapons, or the text should say something like "innate Incarnon weapons".
  11. When you apply an Incarnon Genesis to a weapon it basically becomes a new weapon - different stats, a new mode, a different image in the armoury, etc. Same name though, and in lots of places all you see is the name. We already have up to 10 weapons with them, but we'll have 30 in 13 weeks. We often have multiple copies of these guns. Are we going to get every genesis and get the resources to apply it, like, did I bother to put it on the Vasto or not? It's going to get confusing. Could the name change to have the prefix "Incarnon" so we can tell at a glance? So "Incarnon Strun Prime", "Incarnon Telos Boltor", "Incarnon Dual Toxocyst", "Incarnon Prisma Skana" etc.
  12. With crossplay it's just about playable at peak times. It absolutely sucks though, so I'm with you on making the cosmetics available. However, there is a small and very vocal core of players that, while the obviously don't really play Conclave anymore (if they did we could get a match), will absolutely scream the house down if any of the Conclave rewards are available anywhere else. That's why the Universal Medallion (1000 rep from any faction) is such a pathetic joke. It was touted as a big evergreen reward, 1000 rep is near useless, but any more and you might upset that one Conclave player who's still around.
  13. I agree, I kind of miss blowing myself up with the Lenz, it was always funny. I think the problem is that really tough frames can take a few thousands of damage, while effective AoE weapons do many tens of thousands. Add that level geometry is messy, and other players, pets and allies will jump right in front of you and it was regular ragdoll suicide. It sucked. The few frames that could ignore a hit of any size (for instance Revenant) were too meta with it. I think stagger was the wrong solution, especially since the mod that lets you ignore it is a login reward only a few of us have and new players can't get. Instead self damage should be as a proportion of your health. If you have shield it should be gone. If you don't you should lose up to 75% of your health, but based on drop-off.
  14. The fire rate I like on my Tenora is a hose of bullets at full spin, this would sound terrible. I disagree - the sound design on the Tenora is great and while it shares the spin-up mechanic with the Gorgon they feel quite different. And just to be clear, I'm an L3 player and the original Tenora is still my most used weapon over the decade I've been playing. The Tenora's problem is that it just doesn't do enough damage. It will mow through low level enemies, but individual bullets do very little, meaning attrition or status resistant enemies can just ignore it. Then there's the secondary fire, which does a lot more damage, but a) is slow to charge and b) fires the moment it charges which makes it a pain to aim. It needs more damage, and an alt fire that's more usable. I like the general idea of it doing a 4/4 beat, but in practice it's going to blur by. Also, it needs to match up with our Mandachord song, which may be 4/3 or something else, but isn't going to be in time. Even if you can get it in time it only takes a Volt or Wisp nearby to make it sound awful. How about we borrow one of the Duviri decrees? Each successive hit on the same enemy does 10% more damage, and (maybe) plays a note on a rising scale? I'm not a big fan of alt fire changes next shot modes. I'd rather alt either switches (like the Fulmin) or fires (like the Tenora does now). I just want to be able to hold it so I can aim more easily. It needs to keep the big damage boost - it's your tool for Acolytes, Liches and Demolysts, it needs far better damage per shot.
  15. Wait! I missed that? That's an awesome bug, please unfix it now.
  16. You may need to scroll that prize pool because they are definately there Urg. That sucks. Endo, credits and Steel Path tokens should just be smaller rewards on every decree instead of for completing a tier.
  17. Only it didn't, it showed an arcane, I grinded the tier, then it gave me endo and showed the same arcane as the next tier reward.
  18. No, that's on Standard. On Steel Path it randomly selects one of the 8 new Arcanes and shows you which one you're working towards (in the bottom right corner). It doesn't always give you this Arcane, but it has and should. On Steel Path endo and credits aren't even in the reward pool.
  19. I completed an additional tier of Steel Path Circuit because I wanted the arcane. The tier rewards don't pop when you reach them, but after you next visit the Circuit. I went back to get my arcane and got 1000 endo instead. I think this is the standard reward, but I haven't played any of it (I have all the frames). I would not have continued playing the circuit for endo. The tier reward bar still shows the same arcane I was working to before. This happened for my last arcane last week, and my first extra arcane this week. Please fix it and give me the Arcanes I earned
  20. Or take the Nataruk into Duviri once we have it.
  21. This is entirely deliberate - they want Incarnon mode to be a surprise, and for this to be (for now anyway) a kind of shared community discovery. To be honest I've rather liked it, and it's created a load of content creator stuff - buzz DE definitely want to encourage. These are a very endgame thing. Getting even one of them is supposed to be hard, getting all of them time gated. However it is only 6 weeks before they come back round, so you'll have all the guns in 12 weeks. These are essential new guns, but it definitely feels like we're rushing through them - new toy every 3-5 days is great, but I'm going to have to go back to many of these. For instance the Felarx and the Phenmor each got weeks at the top of my weapons rotation, the Incarnon Strun and Latron each had a few days. I'm not sure this will look the same once this is established and these aren't all brand new. Yes, all the Incarnon melee are a bit rubbish, mainly because the entire mode has never worked well for melee. Don't pick them, only the guns are worth the grind/resources. It took them quite a while to add this, mainly due to it being a lot of videos to add and maintain. Even if they started it now we probably wouldn't see it until this batch of weapons rolls round again. I'd rather they fixed the many many bugs with these weapons. Bonuses on channelled abilities don't work, lots of other evolutions are buggy, these all need time from the same people to fix.
  22. I tried the Incarnon Skana and it is not good. I wish I'd picked a gun Incarnon Genesis instead. Why is this the first, top priority nerf? Who was worried that the Skana, a starter weapon so weak that even its Incarnon mode is disappointing, was somehow overpowered?
  23. Yup. I used ESO to level gear and get pre-infused relics. A huge amount. 8 rounds every time. It's an absolute pain. I now have an Incarnon for it, which takes 250 of a Duviri resource you get 6 of a time from a broken minigame that 9/10 runs you lose entirely. It's good, but not "most grinded for weapon in the game" good. 🤣 Same here, they're the same 2 I don't have, because I got sick of vault runs and just couldn't do any more.
  24. You can't leave via the menu, you have to beat the orowyrm and leave by the exit after. It says you keep stuff up to your last decree, but that isn't true. You keep some resources (not all) and sometimes keep Cinta parts (but usually not). Always do the Orowyrm first, then (only if you have the exit) go do owl puzzles, then exit by the gate (not the menu). If you do owl puzzles first there's always some player who starts that broken gather shrine parts mission and once they do your whole run is bricked, you ain't keeping anything.
  25. I'm L3 and there are a couple like that for me too. For me it was the Lato Vandal, which took crazy numbers of ESO runs. For the Brakk do invasions against Grineer, lots and lots of them. You need to do 5 invasions to get the Grustag 3 after you, then stop and do something else until they invade, then repeat 5-10 times. I think I got mine while grinding through the invasion weapons, but you can miss it if you are more efficient. Baro also sells a beacon fairly often - you should get all the parts withing 10 times.
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