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Lord_Drod

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  1. The two load screens take 40 seconds after a oneshot. You can't be serious. Maybe if you fell through to the outer basement of the tile. Loading out and downing the angel and back into the void does not take more then 15 seconds. Edit: That's not exactly what you said, but the point is you might beat me by 10-20 seconds on first phase and you'll lose it on 2nd phase which makes it not worth switching to madurai from my point of view.
  2. Weird double post. Adding to the topic; I'm not sure I'd want this to take over other survivals, but its a nice mixup game. I also don't have issues with LS in solo SP survivals. I'd have to be purely looking for voca or something. It's bad on normal mode though.
  3. LS still drops some from enemies though and it also drops from containers.
  4. Oh, void sling is a universal distance now? I didn't realize that. I've had it maxed in forever and didn't really pay attention to those changes. Also, I never run madurai so its a challenge to phase it on SP solo without that, which I haven't done, but I've been close a few times. You can only use void strike once though, so it's not really any faster solo. The orb phase is a quick two, set down and fire a few shots and done. Of course you can easily phase it with whatever on non SP.
  5. It's also easier to just dash into the angel, and it like slows your sling down where you just like hop around the orbs. I dunno, it seemed that way for me anyway. I usually forget to to do this and just line up my slings or miss them. It could be harder on players without a maxed operator.
  6. I mainly play this game to sit at baro's spawn point like everyone else. In my spare time, I have compiled a list of blessers, and a list of those WHO HAVE REJECTED MY DELAYED GRATITUDE (this list I am using for something else, just something casual). You better think twice before blessing when I'm in the relay! It won't be too hard, I'm at baro's spawn usually just dancing in place until he comes (LITERALLY IN YOUR PLAIN OF VIEW, NO EXCUSES), what else is there to do? Alright, don't encourage me. It's nice you're thanking people.
  7. Just take a screenshot or jot it down on pen and paper, then wait a month or two and DM the person in game. "yo" "?" "blessing" "??" "says here in my notes you blessed the strata 13th relay on february 18th, 9 am for credits, Thank you very much" "but I didn't bless?" "YES YOU DID, YOU BLESSED, MY LOGS SAY OTHERWISE" "no I was on vacation" "YOU WILL ACCEPT MY GRATITUDE"
  8. In archon assassinate this week, I was changing orientation, by rotating a bunch of degrees each time I used transference. I haven't seen it in a while, but I just wanted to inform you it is still around in the code somewhere. It was impossible to ignore vs Boreal, since he is extremely quick to cast his sentients or other things, and I have to use operator to shoot his blue shield thing down, then I have him lined up and go into frame and I'm facing the opposite direction. I was stuck like this for the entire mission and it definitely slowed me down. I'm sure the void blast bug still exists as well and I hope you do intend to eventually fix it, as it is harder to use a side mouse button to heavy attack as I'm currently doing, as opposed to the middle mouse button, since it has a conflict issue with other bindings that initiate the void blast bug, due to automatic melee being added to the game. If it has somehow been fixed, then ignore this part, although someone let me know, as I haven't seen it in the patch notes.
  9. It would be cool to have a toggle to compare. Sometimes you can't really see the differences as clearly until you run with something on for a while and then go back. I mainly don't use void sling to get around because parkour velocity is more accessible and enjoyable. I also need enemies around to replenish my operator energy, and they aren't around in large tiles like sanctum. They also need to bring back the ability to derank or turn off things in focus schools, so you could adjust the void sling range if you desired to.
  10. This is a negative QoL adjustment. These stats need to be hard shown. If people don't want to see these for whatever reason, then you could implement a way to hide them. Now I have to hover over to the far right of my screen every time I want to see the reload speed of a weapon when browsing through my arsenal, as if that's some kind of irrelevant information, along with max ammo and pickups, that I wouldn't care about. And also each time I swap mods, or arcanes that effect those stats, I also have to move to the left to see what the are! Imagine if this was for every stat, critical chance and whatever. Yeah, that would suck and it also sucks for reload speed and magazine. I also would rather see the old accuracy stats like before, but keep the deviation stats on hover. Very, high etc is useless to see on glance. I know what the old accuracy stats mean and how to compare them across similar weapon types. Seeing High or very high, medium, doesn't add anything of value I want to see. Please stop trying to dumb down the system while instead making it more cumbersome. Is it helpful to mislead people into thinking synoid simulor has very high accuracy? No, it's not. The only enemy you directly aim at with this gun is the second phase of a whisper. I mean that's great, its accurate, but you don't want to be accurate with it. The old numbers just showed the spread, which is comparable across the same weapon types, unlike how it is now, where it basically means nothing. Buzlok is not accurate and it's an automatic last I checked. It's nowhere near as accurate as a karak, but I'd have to hover to get those stats. At the very least, give a toggle to turn off "very high, high" generalized useless accuracy, to their actual accuracy numbers, "numerical". And sorry if this feature is hidden somewhere in the UI already.
  11. Seriously? Why would they do that? What kinda change is that? A negative QoL change? Note: DE, anything affected by mods, should show off to the left, this includes magazine and reload speed modding. Who wants to hover over these things after every time they swap mods or arcanes? QoL changes should only be positive. When I'm going through my arsenal to pick weapons, I have to then scroll over to the far right on every weapon I select just to see the reload speed and pickups? What's the advantage to this?
  12. I decided not to derail your thread, and just add to this one that's already derailed Kat: It has been fun playing this mode trying different fodder against the rogue voidrig eximus units in survival. I have spent a bunch of time just optimizing things like a dark sword after I've already completed the mode. It's fun yeah. Those things don't exist in simulacrum, so I'll be more prepared if I have no gear, no operator, or simply want to engage more with my fodder restrictions and have them output more in the mission. I know I'm not alone in this aspect. Do I want rewards? Of course, but I don't have to receive rewards for every minute of play. I didn't want the RNG initially, but it has been fun experimenting with things as a result of being restricted by RNG. Also, just because people are using gearwheel, companion, necramech that doesn't mean they are going around bad RNG, but just additional tools to help. The mech is kinda slow getting around compared to your frame, so having to stay in the mech 100% of the time would be more of a challenge than a work around and its easily oneshot in assassinate or by even another voidrig. On call does not last forever. Other specters just aid you, not complete the mission for you. You still have to deal with the mission parameters. I don't think very many people are doing 2 by 2 tradeoffs, but if they are good for them. I'm sure there's some people that do it again in pubs, just for the purpose of helping others get through, because its an enjoyable mode. The challenge of helping unprepared people get through a mission like that and help them to the rewards is your reward. There's no other mode that compares to it as far as the challenge it brings. Solo is different since the enemy HP is lower, so if you wanted to test things for groups, you'd have to run it again in groups. I just want you to be aware of other people that do enjoy the challenge DE presents and minmaxing their fodder, swapping mods around to beat a challenge. Of course I won't use the builds anywhere else. I also, change most of my builds around for every other mission, swapping mods around since I usually farm certain things repetitively for a bit, I like to optimize for whatever I'm doing, like running loot mods in sanctum, running avenger in netracells, faction mod swapping, etc. Health tanking is also not really needed outside of these missions either, so I'm not going to overgear a bunch of survival mods to crack relics.
  13. I'd like naramon to be deleted and built in or something. It's annoying to need naramon to utilize melee or constantly lose your combo, since I prefer unairu. The focus system still needs some tweaking I guess. Or that's just how they want the focus schools to cater to different playstyles. There are some weapons that can attack faster, doing multi hits, and mods that help ramp it up, like quickening, true punishment, relentless combination. Arcanes, like Secondary dexterity to help with combo duration. Arcane strike for attack speed. Exodia Valor and triumph for zaws and a number of incarnon melees have different perks related to that as well. It's hard to fit some of those in a max damage build, but for most missions you can combine somethings to make them work effectively without having to use naramon. Also, if you use any kind of grouper, it helps ramp up combos very fast. There's a bunch of things that can do that like melee vortex, nautilus, pull, larva, coil horizon, ensare, exodia hunt etc
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