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acetylhydrolase

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Posts posted by acetylhydrolase

  1. I LOVE this game-mode, and honestly hope to see it get integrated into Sorties, Arbitrations, etc etc. Few to no complaints about the execution of it itself. The rewards however are a v different beast.... Hexenon drops everywhere in the mission and in the Ropalolyst, so it's completely unnecessary to be (in such small amounts!) in the round rewards.. After farming w my friend for Wisp, I already have more Hexenon than is needed for the limited equipment that uses it, and my Dojo will take five days yet for both of the amalgam guns. I'd rather take endo even, was hoping for chance of kuva pockets maybe to push me for long runs but while I could see lore arguments against that, with the winged Eidolon around I'm not sure if they stand up entirely. If Hexenon is non-negotiable maybe it could be used for something else, some wildcard resource that can be converted for a fee into a select set of other resources, (maybe Nitain at the least, since there's the whole rare gases thing going on with both and Nitain availability is way bad in the inter-season Nightwave situation). Otherwise we have something that will literally have NO use to gain once you've built the new equipment, which is a hit against players wanting grofit from returning to a v fun game-mode... 

    Moreover, you'll get tons of the new modsets off amalgam corpses anyway, so them being in table "makes sense" for ppl who wanna get the mode over with and not return but will also become v wasteful for repeated play, esp as they're common enough I can't imagine decent plat values on any of it except, maaaybe, the rares on C. Which brings me to..... no Axi on rotation C, never minding the lack of current unvaulted relics in table. Consider making a rotation D in that case? Maybe add Battalysts/Conculysts by that point even, so there's grofit moved from the unpleasant Lua exterm sentient farm; I'm glad they can drop during last phase Ropalolyst but even that's not endless. I'm mostly okay w the idea of a one-place fits all endless relic farm if that's all this was going to be, but we'd need Axi's even if the Void remains the Only option for the unvaults. I want an excuse to run this for ages, see how awfully it can scale, get slaughtered by level 120 Demolysts!

    Just some suggestions, I deeply love this gamemode and hope more stuff like it comes in the future, but it's the love of the mode and not the rewards that has me interested unfortunately... Feedback seems pretty in-agreement about drop tables so I rlly hope this can be reworked in some way to make it worth coming back to in perpetuity, the way Arbits and ESO already are for me even if their tables could use tuning too 😛

    • Like 2
  2. This should ideally be a pretty simple fix, but looking at items in the market no longer has any indication of whether or not they have been mastered, even in all the scroll-overs with arbitrary info snuck in behind them (weapon stats behind the generally never-used "buy with plat" option? seems like an accident waiting to happen, hopefully not the goal here 😛 ). It does show "owned" or not, but with limited slots and weps being used to build other weps, it should make sense why that's not sufficient for clarity.

    Also, I was hoping that this UI rework would fix the annoyance that research weapons can't show stats in Dojo, but, again, since it's stuck behind the "buy with plat" button, no improvement here as in the Dojo you only get the "replicate BP" button. 

    The syndicate screen is very pretty and now quite useful for the relay/openworld syndos, but it seems like it would be possible to either show all the Standing Rank info on one screen without scrollover, or if it is going to be Minimized like this might as well just fuse it with the Offerings screen and save us some clicks? Last bit here may just be something I'll get used to, but it does feel a bit weird at max rank to have this lil box saying I'm max rank before moving thru.

    All in all, v grateful/happy for the update and willing to Get Used To whatever's integral to the UI stuff but there are a couple QOL regressions with the lack of "mastered" indicator and an easy missed shot with the lack of stats in dojo. Good luck with the usual horde of hotfixes :3

    • Like 1
  3. Thx for responses, I understand her mechanic a bit better now after looking at this and a little experimentation. I had incorrectly assumed the cast of her 3 snapshotted her light/dark status for duration, where instead it does seem to swap depending on momentary light conditions... Forgive me, my eyes can do somewhat poorly discerning VFX shifts like that and I thought it was just, randomized visual flair, esp considering that the light conditions of the room seem to hit it pretty, arbitrarily-seeming.

     In that case, yes, the concern would mostly be that there's no indication (or uhh, reason) for the INTENSITY of the light/dark effect, so it all implies we are getting much stronger buffs than we generally are and again, makes her have a lot of inconsistency, especially with how lighting in different tilesets seems to skew v differently. I will also say that none of this info was even added into the "tips" section etc on the abilities screen; I know this is kinda just a game you need to read the wiki for, but minutiae this central to what may be her most attractive ability should be a bit more obvious I think. The fact that there's dispute in this thread about how it works even tho we all prolly looked over the wiki before joining the discussion is kinda telling, no?

  4.      Mirage is a frame with some very extreme potential, but she is generally poorly thought of due to her dependency on what the engine perceives as light vs dark environments so that she suffers from what feels like v random inconsistency, especially considering (unconfirmed?) reports I've seen that the strength of her 3 also depends on the INTENSITY of the light. It's also unknown whether she's meant to be able to force light conditions with her 4 or not, much less how to pull that off properly.

         Short of a look-over on the actual mechanics there, which may be worthwhile, I think a simple start to making people stop treating her as MR fodder would be some addition to her UI that clearly tells you whether she is currently in what is considered light/dark, as well as the intensity of that light/dark if that is in fact a mechanic at play here. Some clarity on all this would go a long way to improving her general viability !

         Thank you.

  5.      The Twin Kohmak's max ammo sits at 240, vs a similar-functioning weapon the Kohm's max at 960. While at full spool-up the Kohm ammo-per-second at 4 rounds is worse than TK's 1.67, the TK does have a much higher fire-rate in general so it feels like there should be a bit more parity there. Maybe they don't need the SAME max, but secondary weps like Akstiletto Prime getting a 400 max ammo despite not having increased ammo-drain on spool-up still convinces me that the Twin Kohmak is under-served at 240 and could use some gain there.

         I make a point of pride usually of not being wasteful with ammo such that every wep I hear "oh you need Carrier Prime or Primed X Mutation on that" I can get away with fine, -max ammo on rivs is almost always a free negative to me etc, so still having to run Trick Mag on it with my usual carefulness feels unpleasant... (That said I do want its riven dispo to keep climbing so maybe I'm shooting myself in the foot here 😛 ). Either way, please consider some improvement to this!

         Thank you v much, whoever sees this. It's a lovely weapon I'm grateful to have gotten into either way

    • Like 1
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