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AthosTheGiant

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Posts posted by AthosTheGiant


  1. 6 minutes ago, [DE]Rebecca said:

    We will have an endorsements feature that allows players to acknowledge fellow Tenno for their honor and actions in-game. Stay tuned for more, it's early days still! 

    Finally!! So many times I wanted to give some kind of honor status to other Tenno for their good actions but nothing seemed to make much difference. Hope this does. Good luck.

    • Like 1
    • Upvote 6

  2. Kick boxing based animation :

    Trigger : random or 3 sec after combat ends or during player starts one of the emotes - Aquarid Narta, Eclipse Narta, Fathom Narta

    Sequence : two right foot forward kick > small back step > left foot 360 degree kick > both leg muscle flexing while squatting (slight increase in thigh volume?!) > get up and go back to doing normal stuff

    -- include animation parts as different kicks and jumps as the mentioned sequence may be short


  3. 6 hours ago, [DE]Drew said:

    Orb Vallis Excavation missions now spawn Excavators that will equally match player count, with the exception of a full squad of 4 players where only 3 Excavators will spawn. 

    why reduce power cell spawn with it? it actually made sense to have that many power cell carriers before as it was supposed to be a corpus excavation site. now its back to the old 'wait for power cell' bounty again 😞


  4. 6 hours ago, [DE]Rebecca said:

    Absorb:

    BEFORE:
    Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge that deals Magnetic damage. Magnetic Damage doesn't always perform well, and a single damage type doesn't really feel like an 'Absorb'.

    AFTER:
    Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge - but now we've made the damage type output dynamic based on incoming damage types. If it is fed in, it feeds out!

    Please consider letting Nyx move completely freely with augment (no slow walk), otherwise the small change means little . Also please increase the explosion range based on damage absorbed.

    6 hours ago, [DE]Rebecca said:

    Lantern:

    BEFORE:
    Lantern was a single-target ability that could result in wildly bouncing enemies making it hard to achieve the core function of attracting witless enemies.  

    AFTER:
    Lantern can now be cast on up to 4 targets with better 'tethered' victims. You will be able to 'explode' all targets by holding the Lantern cast.

    Still seems weak, would be better if enemies were running towards the lantern, within a reasonable range of course.

    Other than these abilities, the remaining reworked abilities seems good. 👍

    • Upvote 1

  5. 1 hour ago, [DE]Megan said:

    Synth Reflex and Vigilante Pursuit are now Exilus Mods. These Mods currently have similarly functioning Exilus Mods (Streamlined Form and Enemy Sense), therefore utilizing a Mod slot was counter intuitive.

    FiNalLy, what took you people so long?!?!?!


  6. 20 hours ago, [DE]Megan said:

    Defense: You're protecting an NPC and have much less downtime between waves!

    RIP defense Arbitrations and the AI-less defense NPC. Sorry, but the defense NPC is annoying.

    Edit: The NPC is tanky enough to take a lot of hits. But an NPC doing nothing other than moving and shooting without any purpose is still annoying.

           It would be really nice if defense missions made more sense like most other missions. Please consider it.

    • Like 2
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