Thural
-
Posts
1,067 -
Joined
-
Last visited
Posts posted by Thural
-
-
28 minutes ago, (XB1)Cubic Clem said:
I'm not sure >_> is this a buff or a Nerf <_<
for most buff abilities it's a quality of life change, since range doesn't really affect their effectiveness, only the annoying aspect of getting teammates to get in range, and having it be based on affinity range gives an indicator of who's in range.
1 hour ago, zoobmer said:Hollowed Grounds is an ability that suffers from the "self buff" build, hence its inclusion.
that's the way of min maxing though, if you build for buffs, it hurts your offensive abilities. Harrow is a perfect example, if you're building around his 4, you don't need range, but if you don't have range, his 1 is made worse. So you could max out his 4, or make a more balanced build. if you just made all his abilities based on affinity range, building for range would have no benefit.
- 1
-
1 hour ago, zoobmer said:
these numbers are place holder, and aren't the main point of the thread.
I based it on the fact that Hollowed Ground's range is 60% of Renewal's range. the stats I gave for Oberon without Vazarin are equal to 200% power range at current; which, let's face it, is more than anyone gets on him.
endorsing the post is not endorsement for the stats, but for the general change. feel free to add stats you belive to be better suited for these abilities.
I think this should only apply to buff and support abilities, whereas abilities that affect enemies should still be based on range mods.
-
3 minutes ago, Walkampf said:
Well, if you were leveling weapons, you weren't fighting hard...
It's really your own fault, if you don't take a single powerful weapon with you to save time by leeching off of other peoples kills.
So you basically got what you deserved.
How is it his fault that the wolf dropped something useless? If it took so long to kill him, then nobody had strong weapons, so I don't see how he was leeching if he was just as well equipped as everyone else.
-
some guns can, let's make that all guns, please DE
-
they would still be weak to radiation though.. unless they're changed back to ferrite armor
-
*its
On topic, I feel like if they add other methods to get open world materials, it would have to be less efficient than what we have now, or be event based like the exploiter orb.
-
Look brothers, tits!
- 3
-
Can we also make elemental ward a 1-handed recast-able like vex armor?
-
8 minutes ago, Lutesque said:
What two Crit mods ?
Point Strike and Critical Delay barely push it to 70%.... is isn't even enough for this type of weapon.
it would appear you've completely forgotten about the existence of deadly sequence.
-
because deadly sequence, and it's mostly slash damage
-
-
1. Stop, I can only cringe so hard
2. You can't destroy ayatans
-
It will unless things have changed.
-
1 minute ago, THeMooN85 said:
Eghm... you play WF for attractive character? I feel sorry for you.
Eghm... you judge people online for their opinion? I feel sorry for you.
- 2
-
-
why not just use a sniper, or do you just want it to use the worse mods?
-
-
16 minutes ago, frenzy64 said:
All the other orb-mother fights which they have to keep on par with the profit-taker fight
>on-par
I don't see how that's hard, just make an equally tedious and unrewarding fight
-
You're trying to recruit people based on their sexual orientation? I don't see what you have to complain about.
- 1
-
uh oh, have I been doing things the wrong way this entire time? I guess I'll stop carrying every mission and reviving everyone.
-
1 hour ago, RobWasHere said:
Remember that Elude ignore the damage only if you are not attacking.
I am aware of that
-
6 minutes ago, --Q--Sleeping said:
Elude is invulnerable to even melee attacks, only area of effect damage affects him.
I guess trencher attack count as an AOE
-
Just now, Azamagon said:
Elude makes you immune to melee attacks too though.
1 minute ago, IceColdHawk said:Not true.
I guess something broke for me, because I was constantly dying with full coverage to trenchers
-
So as it stands, Baruuk's 1 and 3 make each other worse when used to together.
If you build for max range to get the most coverage on Elude, you'll lose all your Desolate Hand charges when you are in the same room as an enemy, add on top that Elude doubles its range
If you build for minimum range to keep all your damage reduction, Elude only covers 60 degrees.
If you have Elude (an ability that makes guns useless since it blocks bullets) active, Desolate Hands is more likely to disarm enemies of their guns, meaning they are now able to damage you with melee.
Luckily, there's a simple fix, make Elude disable the disarming effect of Desolate Hands. With this change, it would no longer be detrimental to Desolate Hands to have Elude active, and building range is no longer bad for Desolate Hands.
- 2
Split Sword concept suggestion
in Fan Concepts
Posted
of just finally make the dark split sword do this