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LumilSilvermoon

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Posts posted by LumilSilvermoon

  1. Also I found this while testing them in test room with AI turn off but this hound keep down time to time and sometime I also got damage form some source. So i keep eye on him until found the this.

    Actually with this skill combo with Synergized Prospectus, it's sometimes do suicide by drain spark orb in and blast himself and me in same time.

    • Like 1
  2. Too bad, DE forget to adjust poping rate of Kuva lich to match with mummur rate. You still possible to clear out almost whole node to make them spawn. I once finish 2 code before get first lich spawn after this update. Too bad i never see DE reply to this problem.

  3. Watch whole stream, on tennocon relay, wait like hour before it start, got count down with tons ppl. I'm not got any warp to showcase scene just stuck in relay until tennocon end same to many ppl in same relay. No armor or sword skin. I wait to watch this until 4-5am my time. I will so mad if not get it.

  4. I must say Void Strom now is not much worth to do else of farm for Sevagoth and his gun. Compare to time useage Railjack mission always take longer time to finish one than normal relic mission.Only one that fastest Railjack mission to finish is Exterminate,  but you can just choose to do in normal Exterminate one, so we no need to bother about Ship fight part. And if we talk about requirement to do Void Storm. it's require a lot effort to finish it , even need more in high lv Railjack content.

    I got suggestion to make this balace with the time and effort of player. Please allow each player to equip 1-3 or 1-2 relic on one Void Storm run. To make it fair play, player need to collect 10 void fissure for each relics while they are in the mission. After finish player can choose the item form opened relics base on how much Void relics they equip and open during mission. So this will make Void Strom give more reward than normal relic mission. it will fair for time and effort for people work on for run this. This method sure encourage player to engage Void Storm.

  5. Ok, i got very excite to touch this new frame Sevagoth. Here is my op. after i test in in various mission.

    1.Sevagoth is really have trouble in Steelpath content. I know that he got various of survival ability. But in fact even with that all, it still can't help him surive well enough. His armor is too thin for enconter with Steelpath, i try to use Adaptation, Arcane guardian also Umbra vit. and intens., but he still encounter with death back to back. His armor is very poor so after shield gate run out 1 or 2 shot he will die. Adaptation can't build up with this high damage hit, also Arcane guardian is not even have chance to trigger. No need to mention about his recovery hp skill, you can't win enemy damage with tiny healing. 

    2. His passive to rerive him as shadow is very hard to control. It's hit box is very small make it hard to target enemy and after miss attack it's will take a while to recover or may you will fall to some hole cause this move is very far jump., Result Fail to rerive due to hard to target enemy and not enough enmey around before time up.

    3. Reap is very good skill imo, but it's pathing is very bad, It's keep stuck on the way. a bit high floor, object you name it. It's requre some pass through object (not wall), c'mon it's shadow!

    4..Gloom is one that i really feel it's not go well. First thing first like many can fell it's not Energy friendly. even with Eff. build it's still drain energy too much. In Stillpath content that enemy harder to kill make energy orb is harder to find. This skill which need to survive but skill drain too much energy to keep it on all time. Please note that this skil is only give partial cc not full cc ability and partial healing. it's not increase damage to enemy nor buff player damage. and it's also require very high STR to get full potential. With all this requirement and skill ability. I dont' think it's need to put so high energy to maintain one of requre skill to survive.

    5.Exalted Shadow - only thing that i found trouble with this skill is, after use it ,switch to main body and Death well is not full. You need to fill it until full to use them again. This make this skill sometime is not ready when it need. (for example you may just use it to survive hardtime. After you switch back then Acolyte pop on you and your gauge is not ready.) Why not make Exalted Shadow work same way to Baruuk? As long as you got gauge you can use shadow form. Since this form is already got limited usage with Gauge, Shadows HP why still need put limit on how to switch to this form.

    For me I feel that Sevagoth is like supporter frame, so i'm not mention much about it damage. since all other skill of shadow form is debuff and support roll. so can't name him as attacker or so, Even his shadow form is quite brute, but since it was limited to use then i think it's more suitable for keep him survive than aim on damage. So as support role, I hope to see him can survive more and can bring out full support than just now.

    • Like 14
    • TYPE: in-game
    • DESCRIPTION: [Crushing Speed] mod rank 9 and rank 10 is no increase in mod effect
    • VISUAL:
    • 164355656_483709692665742_33652612772590
    • 165795174_483709702665741_48637619846711
    • REPRODUCTION: Just there
    • EXPECTED RESULT:  Max rank of mod must give more stat boost on the Crushing speed mod.
    • OBSERVED RESULT: Lv9 and Lv10 give same stat. result of no use to max it.
    • REPRODUCTION RATE: Always
  6. 10 hours ago, kunaon said:

    Seconded. Reproduction rate : 100%. (Additional 10x tries)

    I would revise the above bug for this information

    • TYPE: In-Game as of Update 29.10.5
    • DESCRIPTION: Started RJ mission as chain in Flexa (Veil Proxima, Grineer Skirmish) (not from dry dock/orbiter). 2nd mission would have no objective (no fighter/crewship) information. Fighters spawned indefinitely. Objective markers appeared and doable for core objective, (unsure about derelict). Doing the core objective makes some of the objective appear (see picture below) However, due to no display of amount of fighter / crewship needed to be destroyed, mission becomes deadlocked . Players had do 'return to dojo' / abort while retaining the derelict rewards.
    • VISUAL: 1. Starting the 2nd chain mission (Flexa) . No objectives appeared in top left.
    • Warframe0024.jpg
    • Objective appeared when inside the core POI
    • Warframe0025.jpg
    • Indefinite fighter spawn, no crewships after completing the core POI
    • Warframe0026.jpg
    • REPRODUCTION: Start the chain mission in RJ (Flexa) after completing the initial mission (Flexa).
    • EXPECTED RESULT: Crewship spawns, objectives appear, mission progresses
    • OBSERVED RESULT: Deadlocked, mission does not progress, have to return to dry dock.
    • REPRODUCTION RATE: 100% of the time when chaining missions

    Please let me know if I have to upload the screenshot with metadata properly since i used public image hosting to attach above screenshot. Thank you

    Confirm this happen to me also, do 2 Anomaly first round process as normal, but after that go to next Anomaly spot without go back to Dry Dock. No objective was list, got objective mark on Grineer's base but no crewship pop in the area and Grineer minion ship is spawn endlessly. Try finish everything, Grineer base sabotage, Anomaly Investigate. After that it's stuck there minion ship will keep coming without crewship pop. So need to return to Dry dock, and sadly found that everything that get during farm on 1st round which success run is now disappear, just got 1st round end mission reward nothing else.

  7. 9 hours ago, mbuh2 said:

    Electrical Hazard stays even after repair (whether repaired by crew or player)

    lnc3G2P.jpg

    I also encounter this bug sometime, mostly happen when lets' crew take pilot seat, after back to ship engineer already take care of the hazard but it's effect still there for a big while. Its happen with Cold hazard also. .

    • TYPE: [In-Game]
    • DESCRIPTION: [Player using gamepad,controller can't active "Flush Heat Sinks] - Gunnery Rank 9 without keyboard on PC]
    • VISUAL: [-]
    • REPRODUCTION: [Since get Gunnery Rank 9, On X-box controller we can reload with (X) botton. But on railjack it's defind to dismount form pilot seat. So everythime you press (X) you will dismount instead of cooldown turret. But even we reassigned Dismount form (X) bottom to D-Pad (Down). (X) still not active for "Flush Heat Sinks" same to all other botton. Only way to active this right now is [R] botton on keyboard.]
    • EXPECTED RESULT: [It's must have controller assigned for "Flush heat sinks"]
    • OBSERVED RESULT: [No any botton is assigned to use this Gunnery rank 9 ability]
    • REPRODUCTION RATE: [Always]
    • Like 1
  8. I'm sorry if i miss something, but for Rank 9 Gunnery - [Flush Heat Sinks] was said use reload to instant cool weapons in 0.5s, For X-box controller (Play on PC) (X) mean to reload weapon, but in Railjack (X) mean to dismount form pilot seat. I try to change dismount to other free botton (D-pad : down) but it still not work, Also try all other botton it's not working also, Am i miss somthing?

     

    • TYPE: [In-Game]
    • DESCRIPTION: [Crew can't equip Right Saturn Six shoulder Plates and Shi Shoulder Plates]
    • VISUAL: -
    • REPRODUCTION: [On crew's appearance menu, choose right shoulder - we can't target Saturn six and Shi Shoulder Plates. If we put mouse over it the target will still stay above or under them]
    • EXPECTED RESULT: [-]
    • OBSERVED RESULT: [-]
    • REPRODUCTION RATE: [everytimes]
  9. I love to see AI more flexible on fight.

    Just today i addcidently add 2 gunner and forget to change new crew roll, so he set as defender crew instead of Engineer. After fight no enemy on the ship but ship is got attack by serveral hazard. that crew just hold the gun and walk around even ship going to blow aways. I can understand for gunner crew that may not step down to fix that. but Defender while not on fight why not let him help on engineer work on lower priority.

     

    Engineer role, he will maximize on fixing and if Ordinator and Dome run out, he will target to refill it. he will help on defend in case of got attack and have no harzard in the ship. Sure he will not touch up gunner or pilot role.

    So Priority of Engineer must be [Fix Hazard] > [Refill 0 player's revo, ordinator and dome / less than 50 Energy] > [Defend only when got attacked and first 2 Priotiry is not toggle]

     

    Defender role, he will maximize on defend intruder, But while have no intruder and roaming, he can help on fixing Hazard. but he will never do refill duty, gunner and pilot.

    So Priority of Defender must be [Dedend ship] > [Roaming] > [Fix hazard while no intruder inside]

     

    Gunner, he will maximize on turret, but in the case of intruder attack, he will come to add help on defending. he will not do any engineer or pilot work.

    So Priority of Gunner must be [Gunnery] > [Dedend while they got attacked]

     

    Pilot, he will maximize on piloting ship and will try to take care of target mission  (such as radiator) , In the case of player come to take ship control, he will go to For. Arti.and stand by. He will try to shoot only for Crewship and Fleet weak point when they are ready. So he will not shoot unless crewship's shild and barria is gone, and when weakpoint is on the sight. He will not do any defender, engineer and gunner role.

    So Priority of Pilot must be [Ship flight - help to take down mission target while piloting] > [For. Arti. while player take ship control = Only shoot crewship that shield and barria is gone, or fleetship's weakpoint]

  10. confirm this while doing NW on this week. Kubrodon lure not show on Lure wheel. We still can use it, if you set it up on Gear Wheel. But it's will not show on Lure Wheel.

    • Like 1
  11.  

    1 hour ago, Ordo_Umbra said:

    I've fulfilled all of the requirements and did not receive the rewards as of the update this morning.  Does anyone know if the rewards were distributed yet?

    It's already distributed, I'm also quite sure that i got full upgrade avionics grid, and got like 20+ T3 turret, 10+ T3 engine and others but for some reason i got only tier 2 reward =/

  12. I also encounter same problem to do NW this week. No matter go form orbitor or Fortuna. i found 1 or 2 mining point in front of the Fortuna door, then run over the map both on surface and in cave but found non of mining spot pop. I need re-enter many time until it start to pop.

  13. Ok here what i feel about Bone Widow. Most of them is it's very disappointment on missing concept.

    1. Regard to it's concept to Melee robot. or as a knight. It's need one of this 2 most important stat if not both, 1.Agility and flow movement to advoid enemy attack or 2.Massive defend and hp and shield to stand on the first row of battle line. Bone widow got none of them. It's movement is slow and very hard to dodge a thing. So if we mention to concept of Necramech which need to be like giant robo, it may mean to not very fast movement. but as this result Bone widows need "Lot tons of Defend" to compensate on melee range attack. Now he can't even endure lv 40ish enemy on direct fight (with shield skill on). It's defence is just a bit higher than voidrig and it's not enough to maintain on frontline while voidrig is range attack robo. I must say again, these robot need Adaptation mod or build in adaptation to survive. It's not desiged to dodge but tank and tank without that adaptation is rarely survive nowaday.

    2.Not just DE not add some healing method to them. now even Trinity's Blessing also not work on them anymore. They have no healing method by any mean, not health orb, not form any WF's skill, not form any item. They have no any mod or arcane to healing them. once it's hp start to deplete, it's will down the hill form there. And with enemy lv 60 ish. no any shield can hold damage longer than 10 sec (with full moded) no matter shield skill or shield bar. And now no any method to heal them? What DE really want us to do with this Necramech, just leave it after full level for MR like those underwhelm weapons? Cause now it's like a fragle box that we need to hold it with care like it make form glass, not heavy robo that we rush them to slash our enemy.

    3.Bone widow's skill is completly useless, here my suggestion.

         3.1 - Hook, This skill must have fuction that after you pick up enemy, enermy will work as Meat shild for you. any damage that hit to us will redirect to enemy on hook until it's death and disappear, also while we hold enemy, our shild and health will regen on some speed. This will help Bone widows on survive while make 1st ability useful than just do nothing than cc 1 enemy each time. and About throwing it's better to make great AoE area impact after thrown enemy land. And last for the sake of useful this move no need to be pircing move, it's better than swipe so it's can hit any enemy near front line than need very accuracy on target.

         3.2 Shield - For god sake remove down time of the shild I dont know why we got this since Voidreg have no any down time between each shield. You talk about Melee range robit that shiled only effect on the front line, but nothing else than higher health pool. No any damage reduction, No any special effect, just a extra health. What a shield for melee! lol Ok here my suggestion. While shield on, at max rank it's must give 75-90 damage reduction form frontal damage. Even i think it's may fair to say it's better than it's null any frontal damage while give damage reduction on rear and back damage. Again we talk about slow robot, it's not very fast movement to dodge enemy attack actully it hit box is gigantic and act like bullet attractor. so if you hope something like this can melee. make it real tank.

        3.3 that swipe laser. really i really wonder why we use this it's just like try to bring enemy to frontal so shield can protect us or can use hook to grab. But really in the real situation if you got enemy surround you like that no any <too weak> shield can hold a thing. Imo this skill need to give some cc ability that can stop enemy to attack us for a while like Blind or Stun after got hit by sweep laser. this will help us to survive on those situation. but even that i still feel this skill very underwhelm and need a great concept rework. I suggest to change it to frontal conal gravity beam, this beam will pull any enemy on conal area to Bonewidows (just like Mag's Pull) But after pull in it's also give blind or stun to them for short peroid this will make this skill work as melee robot concept.

       3.4 - Great Sword - most disappointment Ultimate. No I will not compare it to Voidrig it's way too pity to compare them. Just imagine. You talk about ulitmate skill that you need energy to call out "Just Arch melee weapon" and it's also drain energy to maintain. Just for slash enemy! And it's damage is not that very impressive. Really i really feel this skill will be disaster since see it in Devstream, but i still got high hope that DE may add something to them. But i really not think it's just that lol. I know that to add something like Excaliber's exalted blade may make it miss concept on melee robot. But to make Ultimate to just equip arch melee weapon is very poor for skill than take most energy to keep. Ok here is my suggestion. To not miss on concept, i think this skill will keep on those arch melee weapon. But it's weapon come with some special ability. 1st it's not just plain sword but it's extend it's blade with beam blade, this make extend it's range like 7-10 m depend on range mod. 2nd. while you use skill 4 and use skill 3 this will give synergy. the blade that you swipe will leave a gravity field, this field will force pull enemy around to them like 10-15m around field. enemy will also blind or stun for short period.

    So this is what i feel about bone widow to make it useful than just MR item. Hope you take a bit time to reviwe it and make them fun to play around like Xaku.

     

    • TYPE: [In-Game]
    • DESCRIPTION: [In Necramech equipment menu, i check my 6 formaed Necramech and it not get rank 40 and more capacity]
    • VISUAL: https://imgur.com/a/svfLU09
    • REPRODUCTION: [It's just there]
    • EXPECTED RESULT: [Necramech must have rank 40 by now by 6 forma]
    • OBSERVED RESULT: [I already done 6 forma on Necramech before update land, It's give me no futher rank and capacity. And since i already make it 6 forma so far, it's left only 3 free space left to forma then it have no ways to max it even i forma tuther]
    • REPRODUCTION RATE: [It's just there]
    • Like 2
  14. I really feel that Tennogen is got some bias on selection.

    Many of Frame keep getting new tennogen again and again (some frame even get 2 skin in same rounds), Even them already got planty of both frame skin and helmet. (I think no need to name it which frame get those treatment). While many got ignore, And i'm not say about tennogen that not get vote by ppl, but some of them is on the tops page for year but seem got ignore.

    I know that since they are "High usage" frame for tons people, so it's will more easy to sell. But I may request that please give some slot for frame that still not get any tennogen or delux skin (Like 3 slot each round). Make they have some choice of skin not just wait for years and years for official delux skin without hope.

    • Like 1
  15. This is my idea to rework Grandel, All is base on original concept of Grandel.

    1.Feast - As Grandel all ability base on grandel need at least 1 enemy in his belly. To make Grandel lost his energy for every enemy in his belly is like torment for his skill than profit. You can cc 1 enemy or kill 1 enemy easily, so Grandel feed 1-2 enemy is mean nothing as skill, It's was some miscalculate that make all feed enemy cost energy. So my idea on this skill is, Give Grandel base number of enemy that profit him than tortment. IMO - If Grandel feed 1 enemey > this will give some slowly Energy Regen, Feed 2 Enemy > This will make his energy stop regen but not lost energy on keep them. Form 3 enemy so on > This will make Grandel lost energy overtime by exponential curve upon how many enemy feeding. This will make his 1st ability really profit him, not do it cause we need enemy in belly just for use other skill.

    2.Nourish - As i always say, Skill Wheel is bad idea.Especially when skill that you need to keep recast by order not just use as your wish. Same as Nourish, we want to keep recast all buff but end up you need to do is roll the skill wheel over and over and over. It's was not comfort for fast pact fight. I'm suggest to put the buff together in 2 form. Push for give Both Attack and Defend buff for duration in exchange, this buff will act like Aura form Grandel not member direct buff, So if player out of Grandel buff range it's will be off. And Hold to give both Shield and Health Regen overtime buff for duration, Same this buff act like Aura to limited it usage. Need to say near Grandel to keep buff up. By god sake this will remove annoying skill wheel.

    3.Regurgitate - As a skill 3 this thing is weak and useless. If you want toxin projectile that deal some toxin damage. You can mod your gun for it! this skill really no profits as skill at all compare to how energy was used. (It's same as Xaku's Deny, and same to many direct hit skill in this game without any special effect it's really not much worth to use) So make this skill, Push to vomit enemy, same to original idea, But enemy that was vomited out will act like debuff spot, It's give toxin and corrosive aura form it for some duration. Grandel can do it at 3 spot cap. How can somthing form belly out without corrosive form acid! and Hold to buff toxin that move form Nourish.

    4.Pulverize - I know that DE love meatball idea for Grandel. But As we know this skill is too far weak and really... it's just for fun than useful. Unless you use it to move faster.... Ok here is my idea. Please make Grandel's meatball form got 2-3m pull in aura while roll (not active while stand still), This will make any enemy that Grandel's meatball run pass will pull to stick on him. (with some aura range we no need very accuracy to hit them directly - Think about meatball act as snowball!) Each enemy that stick to Grandel's meatball will cause Grandel a bit more energy lost. But as long as Grandel still rolling, Enemy that stick with him will constantly get impact damage. If Grandel end up to hit the wall or object with fast enough speed. (may cause form roll in some range or use Augment mod to do so) On Grandel hit the wall this will cause AoE blast damage form hit spot. It's also sent all enemy that stick with Grandel to fly aways like projectile, If enemies are crash to other enemies around, it will also cause Impact damage to them (if they still alive) and enemies those who got hit by them.

    • Like 1
  16. This is my idea to rework Grandel, All is base on original concept of Grandel.

    1.Feast - As Grandel all ability base on grandel need at least 1 enemy in his belly. To make Grandel lost his energy for every enemy in his belly is like torment for his skill than profit. You can cc 1 enemy or kill 1 enemy easily, so Grandel feed 1-2 enemy is mean nothing as skill, It's was some miscalculate that make all feed enemy cost energy. So my idea on this skill is, Give Grandel base number of enemy that profit him than tortment. IMO - If Grandel feed 1 enemey > this will give some slowly Energy Regen, Feed 2 Enemy > This will make his energy stop regen but not lost energy on keep them. Form 3 enemy so on > This will make Grandel lost energy overtime by exponential curve upon how many enemy feeding. This will make his 1st ability really profit him, not do it cause we need enemy in belly just for use other skill.

    2.Nourish - As i always say, Skill Wheel is bad idea.Especially when skill that you need to keep recast by order not just use as your wish. Same as Nourish, we want to keep recast all buff but end up you need to do is roll the skill wheel over and over and over. It's was not comfort for fast pact fight. I'm suggest to put the buff together in 2 form. Push for give Both Attack and Defend buff for duration in exchange, this buff will act like Aura form Grandel not member direct buff, So if player out of Grandel buff range it's will be off. And Hold to give both Shield and Health Regen overtime buff for duration, Same this buff act like Aura to limited it usage. Need to say near Grandel to keep buff up. By god sake this will remove annoying skill wheel.

    3.Regurgitate - As a skill 3 this thing is weak and useless. If you want toxin projectile that deal some toxin damage. You can mod your gun for it! this skill really no profits as skill at all compare to how energy was used. (It's same as Xaku's Deny, and same to many direct hit skill in this game without any special effect it's really not much worth to use) So make this skill, Push to vomit enemy, same to original idea, But enemy that was vomited out will act like debuff spot, It's give toxin and corrosive aura form it for some duration. Grandel can do it at 3 spot cap. How can somthing form belly out without corrosive form acid! and Hold to buff toxin that move form Nourish.

    4.Pulverize - I know that DE love meatball idea for Grandel. But As we know this skill is too far weak and really... it's just for fun than useful. Unless you use it to move faster.... Ok here is my idea. Please make Grandel's meatball form got 2-3m pull in aura while roll (not active while stand still), This will make any enemy that Grandel's meatball run pass will pull to stick on him. (with some aura range we no need very accuracy to hit them directly - Think about meatball act as snowball!) Each enemy that stick to Grandel's meatball will cause Grandel a bit more energy lost. But as long as Grandel still rolling, Enemy that stick with him will constantly get impact damage. If Grandel end up to hit the wall or object with fast enough speed. (may cause form roll in some range or use Augment mod to do so) On Grandel hit the wall this will cause AoE blast damage form hit spot. It's also sent all enemy that stick with Grandel to fly aways like projectile, If enemies are crash to other enemies around, it will also cause Impact damage to them (if they still alive) and enemies those who got hit by them.

     

  17. I must say most of change in this 2nd wave is really what i ask for, too bad that GoL fire range sitll not here but i guess we need to live with it.

    I wonder how Deny will going to be, cause the fact is Deny was very useless skill that drain too much energy. also it's cause of "Skill wheel" that make hard to use other 2 useful skill.

    Hope we can found out soon =).

    I read some comment about GoL fire range suggestion that worth to consider. (Since DE worry about World of Fire's problem) Some advice to make range increase only while you move. But when i think of it, Why not just give Range limitation to GoL place on ppl who stand still for a while. Like if you stay still for 10 sec, Range of GoL will reduce by half (but apply same range form disarm to fire range first), apply this to prevent ppl do cheese mode, and profits ppl who use him as moveable turret.

     

    • Like 1
  18. More suggestion for QoL

    1.Please remove Gaze target form Grasp of Lohk target, Yes, we can Accuse then Gaze to do so, but it's very trouble when you try to use 2 quite slow casting skill which need to rotate a skill wheel in the same time.

    2.Please remove "Wild animal" form Grasp of Lohk target. Now Grasp of Lohk is kill any wild animal that we run pass in open world. I quite tried to heard one complain me about killing them when i use Xaku.

    3.Please add some effect when Vast Untime duration end, This cause form Vast Untime now main skill that Xaku use to extend other skill duration and for sake of Energy consumption. But when it timer end, only effect we got is Xaku will be on armor again. Sometime during fight it's very hard to notice until "very low" duration of other skill has passed. So please add notice sound, or flash effect when Vast Untime duration end. This help us notice it even in busy time to alarm us for recast it.

    4 For Xata's Whisper, I know Dev team think it's bubble effect was quite strong since it's both add defend and attack in same effect. Enemy will act as bullet shiled while got damage form bullet that drain in. I'm no object about how it work. But as many ppl already notice this bubble act like 2 edge sword. Yes it's effect good for both defend and damage. but it's also reduce headshot chance in the same time. Also to get good enough void proc form Xata's whisper you need high status chance weapon to do so, And it's damage add was not significant. By totally it's become (+) (-) = 0 That why many ppl say this skill is not worth right now. Please consider to adjust more about Void effect, Easiest way to do so imo is "Make Void effect center it self on enemy head than center of body. (Same to Scourge's effect)" Just this little adjustment will make void effect not cause problem on head shot while increase total damage without any real damage output adjustment. I'm sure that no one will complain about void effect anymore.

    I can say now Xaku now is fun to play frame, I play him a lot lately compare to when first release that I'm not want to use him even to forma but I think Dev still need to solve 2 main problem on this frame.

    1. Grasp of Lohk - Increase shooting range.

    2.Fix Lost by move Deny to Xata's Whisper,  We will better with both Xata's whisper and Lost be "click and hold skill" than skill wheel. or just get rid of "Deny". We can live without it.

     

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