Jump to content

sunderthefirmament

PC Member
  • Posts

    3,296
  • Joined

Everything posted by sunderthefirmament

  1. Yep. You're not the first person to bring up this issue, and I doubt you'll be the last. But I also doubt DE will do anything about it. It's mystifying why the Zariman has this extraction model in the first place. What was wrong with the models already present in the game? Why did DE decide to give the host what effectively boils down to a "grief" button, immediately putting everyone through host migration and jeopardizing their rewards? My personal theory is that the Zariman is unfinished, and went through several iterations before DE settled on this weird, half-baked extraction model. My evidence is that occasionally the extraction marker will lead you to tiles that look like they should be a place for our landing crafts to pick us up. But these tiles aren't functional as extraction, and you have to hoof it back to the elevator or the orb. It's just a bizarre situation that has persisted since the launch of the Zariman update. I hope it gets fixed, but again, I doubt it will at this point.
  2. It's probably worth mentioning that the Wolf of Saturn Six is immune to status effects, so weapons that rely on those for damage will prove ineffective. I seem to recall Valkyr being a popular pick against him with her claws, but that was years ago and we likely have better options now.
  3. This is patently false. The very same suggestion you are making here has been brought up time and again by other players. It's something I would certainly welcome for exilus, but I doubt we'll get it. It would, indirectly I think, make Primed Surefooted even easier to use, and that's probably not something DE wants to do. It's already widely regarded as good to the point of being mandatory. Again, I would welcome your suggestion for a universal polarity exilus forma. But you aren't the first person to think of this.
  4. Thanks for posting this. I had my eyes on the Anku, but anything with an "on slide attack" effect is dead to me. Still, I like the Anku's stance well enough, and I've learned from previous incarnon melees that no amount of stat boosts and weird projectiles are going to save a melee with a bad stance. I'll probably pick it up the next time this rotation appears. As a diehard fan of the gammacor, I was excited for it and it remains my top pick, but that description is making me think of the simulor... in a bad way. Hopefully I'm wrong. In any event, this will be the first time I hold off on engaging with the SP Circuit for a few days. I'm not interested in facing the jackal pre-hotfix. I'll let the rest of you brave explorers hit the worst of the progstops, thanks.
  5. I think it's more about finding the right tool (frame, in this case) for the job. If someone is having trouble soloing any of the three mission types you mentioned, they might need to switch tactics or builds, at the very least. Interception: Nova. High duration, decent power strength. Just cast 4 every now and then and avoid or kill enemies. People want to suggest Limbo or Vauban here, but they don't have the range to cover the map unless it's on the Hydron tile. Nova does. Hijack: Hildryn or Inaros. Hildryn used to be insanely hard (grind after grind after grind) to get, but she has a prime now. If neither of those frames are available, switch your build for high shields and bring a sentinel that restores them. Defection: Volt or Wisp to speed things up. Wisp, Oberon, or Garuda for healing. I'm not opposed to changes to age old game modes. Certainly defection is terrible, and hijack is binary: either difficult or braindead easy, depending on the frame you choose. And interception is too slow for my taste. But I don't think these game modes are nigh insurmountable barriers, as your post seems to indicate.
  6. Agreed. I did a double-take on that post lol. The only time I've put an Umbra forma into a melee was Baruuk Prime's Desert Wind because it was needed for my build.
  7. I love it. DE should put in consoles we can hack to force-spawn more Ambulas. If a team can kill, hack, and defend all of them, let them. It's not like Trinity is especially valuable these days.
  8. The wiki states that: Sevagoth's physical body is invulnerable to damage and untargetable by enemies while taking control of Shadow. So it could be a bug? Perhaps you had Gloom active and a recent update has made it so that transferring to the Shadow leaves the frame vulnerable if it has an active buff (like frame to operator)? This seems especially likely because you mentioned Mot, which has that enemy damage multiplier. I like Sevagoth, and I routinely use his Shadow while Gloom is active, but I don't think I've ever had what you're describing happen to me. I haven't played him since the most recent (Echoes of Duviri) update though.
  9. Shield gating, while flawed, has allowed us to take a wider variety of frames into higher level content. As almost everything DE creates these days pushes us into higher level territory with more dangerous opponents, shield gating has become even more valuable than it would be otherwise. I do think that the decaying dragon key's effect on shield gating is unintended and I would classify it as an exploit. No, when other people use it it doesn't ruin my fun or experience in any way. That said, I think it should be removed. I like what the OP suggests, at least on a surface level, about larger shield pools granting more benefits. I also think DE should disable the shield gate mechanic while the decaying dragon key is equipped. Essentially, two changes: Increase the length of the invincibility by some miniscule number for every 100, 500, or 1,000 shields the player has. Something like that. Disable shield gating entirely while a decaying dragon key is equipped.
  10. It is absolutely a thing, at least for older consoles. Every time I load into ESO or some area where I know how many spawns I should be getting and see that spawns are reduced, I check, and there's a crossplay symbol on the host. It's especially obvious when you're playing as Saryn and you have an effective enemy counter. I first noticed it when crossplay first dropped, honestly. With Lua's Prey. The SP conjunction survival would be frenetic and fun with a PC host. Get a console host, though, and there would be nothing to kill. Absolute snoozefest.
  11. Yeah. I'm betting her 4th ability was really expensive to create. And... no one uses it. I like Protea quite a bit and haven't even used the Helminth to replace her 4, but I still don't find myself using it most of the time. Recall works in Overwatch because you can use it as a response to something and it's pretty quick. Protea's 4 needs to be set up beforehand, and takes forever to finish, pulling you out of the action too long. A sexy new augment, even one with something as useful as armor strip, isn't enough to convince me to use her 4.
  12. Did you turn off crossplay? I have it enabled, sadly*, because the game is basically full-on singleplayer without it enabled. And that's not because there are no other PC players. It's because DE has made it so if you have crossplay disabled you won't match with anyone else except people who also went into the settings and disabled it. *No shade to console owners/users, but you take longer to load on average, you don't spawn as many enemies to kill/loot when you host, and you're less likely to have a keyboard and be able to communicate quickly.
  13. We know DE has the stats on how often what abilities get replaced. I think you're right- this augment is supposed to reinforce her time looping playstyle. And honestly, I'd be fine with using her 4 more if it actually worked. It seems like it has a 25% chance to just flat out fail, not to mention how it gets stopped by allied walls like Frost's globe. It's an appallingly unpolished ability, which is saying something in this game.
  14. Saryn's spores are the one that I notice the most. Edit: I did a little reading and it seems like Peacemaker might not affect them. That might line up with my memory. I know there are more. Maybe some of Mag's abilities?
  15. There's no excuse for this. Past a certain point, I mean. Once a player has reliable access to augment mods, Mesmer Shield should be stapled to their Revenant builds. There's no reason not to. It's not as if he's starved for mod space. Get your strength around 200 and you're basically set. Hell, I even have room for what some would call a useless Vitality on my Revenant build simply because I have the space and I like when my cat takes two hits to kill, not just one. I use Mesmer Shield on both of my Revenant builds: normal and Silence to prevent Amalgam MOAs healing Nira. As for the OP, you're entitled to your opinion, but it's a gross one to have. Wukong isn't disruptive to anyone else's experience. Even in the height of clone zarr spam, he wasn't anywhere near as bad as encountering a Limbo on your team or an out-of-place Slowva on defense. Wukong is one of my favorite frames to see in random missions for two reason: I probably won't have to revive him. I probably won't have to wait overlong at a friendship door or extraction. If you're going to complain about people using a frame, make it a complaint about something that's actually disruptive. I agree that Wukong isn't necessarily an optimal choice for much of the content you described. But there's a difference between disruptive and not optimal.
  16. For me, the Phantasma Prime is the right weapon to use with Gyre due to its ability to crap out status effects. Shotguns have that primed electrical mod, after all. I, like basically everyone else, immediately tried the Amprex on Gyre, but found it lacking. The Phantasma Prime might not take the most advantage of her 3's critical boost, but enemies just melt either way.
  17. True. I'm not defending DE's boss design in general. I'm not sure anyone would claim that boss design is DE's strong suit. I just feel like there's usually something for me to do in archon hunts. I can't say the same for the bosses that I listed above. Should back-to-back invulnerability phases be looked at and fixed? Absolutely. No argument here. I'm merely commenting on how terrible bosses are in this game, and how there are far too many encounters where all players can really do is wait and stare at a gray health bar.
  18. Mutalist Alad V, Tyl Regor, Sargas Ruk, Kela de Thaym, Lech Kril, and Vay Hek:
  19. Good suggestion, but "Reduce Teammate Visual Effects" is inconsistent at best. It works really well on some, like I can barely even see ally Thermal Sunders. But others, like newer incarnon explosion effects, are unaffected. My guess is that it's something that DE has to program on an individual basis. and that they sometimes forget it exists. Nightwatch Napalm used to completely ignore it. Eventually DE fixed that.
  20. Of course. It's nothing unique, but it works for me. To start, 5 crimson archon shards for power strength. I don't have tauforged on her. I tend to save those for primes. Arcanes: Arcane Energize + Molt Augmented Aura: Brief Respite (Corrosive Projection is another good option) Exilus: Primed Sure Footed (just for defense, as I don't use a true AOE on her) General Mods: Blind Rage Umbral Intensify Transient Fortitude Primed Flow Rolling Guard Archon Stretch Primed Continuity Cathode Current Helminth: Pillage on the 2. I "finished" this build with 8 forma. It may be possible to use fewer, but I had already sunk a forma or two into her before I decided what I really wanted to do. I did not put an umbra forma into her as she is not yet primed, and that's my personal policy. For weapons, I highly recommend the Phantasma Prime. I also use Praedos as a speed boost and a Kuva Nukor in case I run out of ammo.
  21. I'd support this, with or without a change that only awards the clamp if you've already maxed all of your intrinsics. It could also just be a chance for it to be awarded. I don't have much skin in this game though. Well, this particular part. I've collected every adapter I can, but I've only bothered attaching them if it's for a weapon I'm legitimately interested in. As such, the pathos clamp cost hasn't hit me that hard yet. That may change though.
  22. Did the community ask for a tiny menu of rotating missions with zero progression or meaningful variation in them? Did the community ask for their years of progression to get completely ignored? Did the community ask for weekly scavenger hunts on massive tiles with a painfully slow character whose best mobility is often just spamming the dodge button while moving forward? Did the community ask for insta-fail stealth segments? Did the community ask to be timed on missions where your speed is largely dependent upon poor AI pathing? Veilbreaker should have been a three part quest that you play through once, maybe a few times for audio collectibles or an achievement or something. Archon shards should have remained entirely in archon hunts. Kahl's other rewards could be shuffled into other areas, like the Grineer lab in the dojo or Nightwave. Sadly, nothing is likely to change with Kahl. He'll remain an endless grind (for those who play a lot of different frames and want every shard they can get) with deplorable gameplay and zero variety. He was barely tolerable in The New War. And now we're stuck with him until we can't stomach his cringe-inducing grunts any longer.
  23. Just one of many QOL suggestions and improvements that I hope we get with an eventual pet rework. Apparently we're supposed to hear something about a pet overhaul/update later this year. Who knows? Maybe you'll get your wish.
  24. Her damage is utterly dependent on an armor strip in high levels, which her kit does not provide on its own. I bounced right off of Gyre until I realized this and invested enough into her to get a 400 strength Pillage build online. She's absolutely amazing and a blast to play. Her new augment is permanently stapled to my build. But she can't do this alone. She does have a unique scaling system, but it is not enough to cope with how egregious armor gets in Steel Path. I commonly refer to Gyre as the most Helminth dependent frame in the game. I also think the physics experiment that is her 2 (Coil Horizon) was a failure. It's too clunky for this game. You can't aim it as high as you want. It performs unpredictably on the tangled level geometry we are so often met with in this game. And it's too delayed to function as reliable CC for a frame as squishy as Gyre can be. Her sound direction is absolutely top notch though. And I'm not easy to please with sounds in this game. I think they miss the mark a lot and make effects that hurt my ears. Gyre sounds delicious.
×
×
  • Create New...