GA30060
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Posts posted by GA30060
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when kuva flood meets assassination or sortie 3 assassination, heavy attack build gets the job done quicker than any other builds. also with a good enough riven, for some weapon, you can even go for max combo heavy build. Why choosing one, when you can have both?
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Just an update, after contacting support for about a week back and forth, plus the fact that I was really lucky that I snapped a screenshot of that victory screen where i got 3 riven mods returned from the defeated lich, eventually the support did the justice by adding 2 riven mods to my inventory.
So please remember to kill your lich fast, if you are a riven collector like i am
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I got mine back after contacting support for a about a week.
Initially, support wasn't too hot about it. but I just kept on harassing them. and also posting links about other players having the same issue eventually getting their riven back via contacting support
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imo, nox is a good example
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same thing happened to me. I have been contacting support for longer than a week, and still no resolution. The victory screen showed 3 riven mods, and only returned 1 of them to my inventory.
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same thing happened to me a few days ago, and I contacted support, but they won't give back my 2 lost riven.
Did you get yours back?
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5 hours ago, (PS4)Shaun-T-Wilson said:
Most likely a bug, since liches return item outside the normal loop so it didnt prompt to buy more slots, and since it was 2 surplus it didnt lock you out of sorties etc.
Goto support, also might be an idea to buy/make space for the lost rivens.
I think it's a bug too, and already talked with support back and forth. I already spent a week contacting them. They just won't admit it's a bug.
120 riven capacity is currently the hard cap. I cant spend plat to upgrade beyond that. The system wont allow it no more. I transmuted 4 rivens and get it down to 117/120, but still not seeing the missing riven.
I simply don't have hope on getting them back, and the only thing I can do right now is to let more Tennos be aware of this
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1 hour ago, Darklord_Tou said:
This is definitely a bug... report on bug section aswell as contact support for your rivens.
I did report it, but I didnt know whether they will fix it. In the meantime, just want the community to be aware
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I had a lich on me for a long time. I didnt defeat him fast enough because the kuva weapon he had is bad with low elemental percentage.
But I didnt know that keeping him too long could somehow eventually cause me to lose 2 riven mods.
The lich has been there for 2 weeks. During the time, he took away 3 riven mods(not all riven mods I got, only when the sortie 3 happened to be on his red zone).
I was at riven mod capacity 119/120 right before going into the mission to finally defeat him.
I defeated him, and was told by the victory screen that i got my 3 riven mods returned to me.
I checked back at my inventory, and found out I only got 1 returned to me, displaying my riven capacity at 120/120
I thought if I clear space to make room for the 2 extra riven mods, maybe they will show up, so I transmuted 4 of my other riven mods into a new 1. Then I was at mod capacity 117/120, got the new transmuted one, but still to seeing any of the 2 riven mods to show up in my inventory. I restarted the game several times with the same results, 117/120
I contacted support. They said, by logic, the riven mods should show up once i got more space. That's all they can provide. They did't even bother to report this to anyone else in the company.
I'm just here to warn people about this: if you are running close to mods capacity limits, you should always be careful with riven mods being taken away by liches. Should always try to get it back ASAP. Transmute in time to get enough room, or you might lose 1 or 2 like what happened to me, just because the system is not polished.
This is not a rant. I just hope no more players will lose riven mods the way I did. It's really frustrating.
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Before we had kuva lich system in our game, if we have more than 120 riven mods in our inventory, the system will stop us from entering a sortie game.
After having Kuva lich in our game, things have changed.
About a week ago, i was at 119/120 for my riven capacity, so naturally the game wont stop me from playing in sorties, so i kept on playing the sorties every day for about a week.
During this week, i was rewarded 3 riven mods, and all of the 3 riven mods were taken away from my reigning kuva lich.
Eventually, i was able to defeat my kuva lich, and i remembered clearly that i got 3 riven mods back, saying on the victory screen, but i only saw 1 riven mod returned to me, because my capacity was at 119/120 going into the last mission defeating the lich.
I thought if I clear space to make room for the 2 extra riven mods, maybe they will show up, so I transmuted 4 of my other riven mods into a new 1. Then I was at mod capacity 117/120, got the transmuted new one, but never seen any riven mods show up in my inventory ever since.
I restarted the game, still not seeing them
I contacted support, the support said: by logic, the riven mods should show up once i got more space. That's all they can provide. They did't even bother to report this to anyone else in the company.
I thought this must be beyond their control.
Can someone plz test the game? cause I think it's there's something wrong with the system. You shouldnt let your players losing riven mods without even warning about it.
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6 hours ago, LostSeeker0 said:
In all honestly, I'm at a loss on how to build the Quellor modwise... The full auto mode is good for applying status due to its heavy status bias, but underperforms critical wise. And then on the other hand, you have its secondary fire, which is VERY crit biased. Seems building for critical pigeonholes you into relying on the secondary fire, where in many cases, said secondary fire is unreliable and forces you to use the primary fire. (which does not crit well mind you.)
I do love the feel of the weapon, but the stats of it just look wrong compared to its functionality.
same here, really like the feel of alt-fire. I'd like to use it throughout the entire game, but it's not that useful in any scenario I can think of.
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The quellor alt-fire do need some work for players to start using it.
The fall-off, the ammo efficiency, the 4 shots magazine size, put together made this weapon a bad fit for the average content of this game.
Most of the bosses in this game doesnt need such a heavy hitter like quellor's alt-fire
The only end-game boss that might need this level of fire power is the tridolon fight, but unfortunately it also needs long-range and smaller projectile with good accuracy to be viable.
So please, at least make the alt-firing mode useful in one of the in-game scenarios without changing its identity.
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ivara navigator not working on quellor alt fire. is this a bug or an intended design?
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23 minutes ago, DrivaMain said:
ran out of ammo during the Hydrolyst fight.
some grineer camps have that green ammo icon that you can use to replenish ammo. you can make a run there in-between fight. this might help a bit
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17 minutes ago, DrivaMain said:
I tried taking The Quellor to a tridolon run, ran out of ammo during the Hydrolyst fight. Medium ammo restores only restores 50 ammo while one charged shot requires 75. The low fall off makes the secondary fire even worse over the primary one.
i brought a Quellor to tridolon as well, and I found that landing a shot on the limb is extremely hard. but once it lands, it deals a lot of damage. In the final phase though, quellor deals large amount of damage easily. i unlocked the exilus for a flight speed mods of 60%, that gives an extra 5.4 meters to my initial falloff range, adding up to 14.5, which is good enough for eidolon fight.
any idea why is it so hard to land a shot on limb? is it because the quellor projectile being too big?
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3 hours ago, MirageKnight said:
Just a quick FYI: You can buy the BP for 30-50 plat in trade chat if you want to avoid farming the captains.
thx for the heads-up
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the stats for alt fire can be good for eidolon. has anyone tested it yet? i havent got my hands on the blueprint.
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Just now, GA30060 said:
slash is one of the most beneficial procs if modding a weapon for longer status duration
Corrosive wont be affected by status duration at all, because it's a permanent status
impact status only last for 2 sec, so the effect of status duration on it is minimal
not saying status duration is worth modding for though. imo, the way the game is played now, it's always better to mod for initial damage than total damage over a longer period, because most enemies under lvl100 are 1-2 hit.
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8 hours ago, Leon-Darkheart said:
like which if i may ask?
slash is one of the most beneficial procs if modding a weapon for longer status duration
Corrosive wont be affected by status duration at all, because it's a permanent status
impact status only last for 2 sec, so the effect of status duration on it is minimal
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5 hours ago, Skaleek said:
Smeeta's charm sets your crit chance to 200%. Period. If you're above that crit chance, it sets you back. If you're below that crit chance, it sets you forward.
thanks for the reply
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please test smeeta's critical chance charm with heavy attack critical chance.
if i have a melee setup where i put 2 critical chance mods on, 1 from sacrificial steel, 1 from riven (+240% critical chance). the weapon im using is a rapier kripath zaw with critical chance of 29%.
So.. when im heavy attacking without a critical chance bonus from charm, im getting a lot of red crits and occasional orange crits. but when the smeeta cc bonus charm triggered, instead of having more red crits, im having 0 red crits, and all my crits are orange crits.
plz test this
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Neptune is the first place where i started to have troubles with, then i googled around and found out that i really should start building myself up if i wanna keep soloing the rest of the content or being a carrier instead of a drag of the team. Once i was able to leveled myself through that tough period, i had a different mindset playing the game. it's like i understand the core of the game, and know what i am playing for and always have a goal to play for, even sometimes i got lost in a day or a week, i always found my way back. and there are a lot of things to do in this game.
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So, if i do a heavy attack with a weapon type like nikana or rapier, it's gonna force a slash proc. At the same time, if RNG decides that heavy attack is also procing a regular slash status. I know im not gonna get 2 separate slash proc icons, because we have seen 1 attack procing 2 different statuses, but never seen 1 attack procing 2 of the same. but what about the bleed damage number, is it gonna be that of 1 slash proc or is it gonna be the total number of 2 slash procs?
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