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iSmallfry

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Posts posted by iSmallfry

  1. This is utter nonsense.Gunplay,or rather primary weapons,are op as is.Giving rifles something similar to stances-which were added with the intention to buff the somewhat underpowered melee weapons-would wreck the balance.That said, melee is still waaay inferior to gunplay.As of now,it's "high risk little/no reward",as guns can deal just as much/even more damage,from a safe distance.

  2. I'm sure everyone is aware of the issues with the current melee auto-targeting.Assuming that everyone is,i'll keep this one short.Personally, I've never understood why there'd be a need to lock us in place to ensure that all our combos are able to land properly.Enemies do have collision, right?So, why not guide our attacks to a point where said collision applies,rather than placing an invisible wall in front of us that screws us over once the target moves backwards or when we use shorter melee weapons?That should be more than enough to ensure that even our leaping/jumping/dashing combos hit the enemy.

  3. This is about Blind Justice's Heeding Call combo,specifically.Right now, the second last attack of that combo features a ragdoll.If possible, I would like for DE to remove that ragdoll effect.Not only is it totally unnecerssary (as the final attack is already a slam attack (ragdoll/knockdown), it causes the last hit of the combo to miss.The final attack of the combo does consist of a leaping animation but it's very hard to follow-up,as the direction the enemies are being ragdolled in can be quite random,at times.That said, things get even more irritating if you have the melee auto-targeting enabled.The auto-targeting locks you in place preventing you from leaping, altogether.

     

    EDIT:Things seem to get crazier if you use the Blast damage type on your weapon.Apparently, it makes you kick enemies accross                      the whole room,from time to time.

  4. AFAIK Finishing touch is +60% from overall, while elements are +90% from base damage. And its worth for ground finishers.

     

    Combo multipliers on normal attacks are sick but work best with fast crit weapons.  

    Stealth finisher attacks are a waste of time and need a buff/rework.

     

     

     

     

     

    Do you even math or logic?   +100%  =  x2   and you are proposing a nerf, as of now 15 hits =  2X multiplier

     

    Melee doesn't need an overall buff in damage, you can kill lvl100s with Ichors faster than with Soma.

    finishing touch is useless as any elemental mod adding an additional 90% would net you more damage on finishers

  5. last night oberon's hallowed ground protected players from eximus auras and eximus attacks as well as ancient harpoon knockdowns....  today, no more.  if all this thing is going to remove is bleed procs and the like, it's fairly useless again.

     

    What are you even talking about?It never protected me from Eximus auras and Ancient hooks.It did protect me from magnetic procs of Disrupters,though.

  6. Lol, how can you not count the stances?That's exactly what they're there for.Balancing S#&$ out.The best example for that are those heavy-type weapons that lost their power with melee 2.0,as charge attacks were removed.Weapons categorized as axes,namely.Those weapons got their original damage tool taken away but got compensated with a stance that brought back their powers.Stances are exclusive to their respective weapon type and add unique playstyle,effects and strenghts to your weapon.So yeah, they're a balancing tool.I mean, it's not like any other weapon type can spin2win with a x4 multiplier on every hit.Imagine if axes had the same base damage as, let's say ,dragon nikana.Now that would be unbalanced.

  7. Copy&Paste-ed a post i made on another thread.

     

    Some issues regarding the hitbox/range might be related to the melee auto-targeting system.Since lunging,leaping and dashing attack animations tend to go through mobs i usually have it turned on to be able to pummel heavy units without having to walk up to them over and over again because a combo made me dash through them.Now what the auto-targeting does is planting you right in front of your target adding collision to your lunging moves which prevents you from going through enemies.In the Kronen's case it seems to be quite buggy,though.Normally, you would be able to move around freely as you swing your Kronen which makes it easy for you to position yourself properly so you don't miss your attacks.With the auto-targeting which is supposed to "guide" your swings so they hit their target enabled though, you often get rooted a few steps away from your targets resulting in your swings missing.It seems the system registers the distance between you and your target incorrectly and places an invisible wall in front of you that makes you unable to move forward as you execute your combos.

     

    P.S.:Sorry if my post is made up of ghibberish.I'm pretty tired and too lazy revise it.So yeah,bear with me.Hope my point came across,nontheless.

  8. Some issues regarding the hitbox/range might be related to the melee auto-targeting system.Since lunging,leaping and dashing attack animations tend to go through mobs i usually have it turned on to be able to pummel heavy units without having to walk up to them over and over again because a combo made me dash through them.Now what the auto-targeting does is planting you right in front of your target adding collision to your lunging moves which prevents you from going through enemies.In the Kronen's case it seems to be quite buggy,though.Normally, you would be able to move around freely as you swing your Kronen which makes it easy for you to position yourself properly so you don't miss your attacks.With the auto-targeting which is supposed to "guide" your swings so they hit their target enabled though, you often get rooted a few steps away from your targets resulting in your swings missing.It seems the system registers the distance between you and your target incorrectly and places an invisible wall in front of you that makes you unable to move forward as you execute your combos.

     

    P.S.:Sorry if my post is made up of ghibberish.I'm pretty tired and too lazy revise it.So yeah,bear with me.Hope my point came across,nontheless.

  9. I do agree that he's much better than before but he's nowhere near a level where you'd be able to take him to a high-level run.The knockdown immunity is very gimmicky and let's face it, that alone does not justify the frame slot it costs you.First of all,it doesn't even protect you from those acient and grineer scorpion pulls-pretty much the only things that can knock you off your feet from a distance and the only real danger,in that sense.As for heavy units for example, you just keep your distance.If you have to insist on going into melee range with Oberon -which isn't a very good idea lategame, as Oberon's "tankyness" is still no more than mediocre and he lacks a potent survivability tool- there are plenty of melee weapons that grant you knockdown immunity mid-combo.As for Smite and Reckoning,the damage is still irrelevant for anything above lvl30.That's not surprising though,as damage abilities don't scale well,in general.Yes, Smite and Reckoning have been given more utility but they're still weak abilities compared to other frames' abilities.To begin with, Smite is mostly single target and doesn't have all that much impact and Reckoning just pales in the face of other cc Nr.4 abilities.Heck, even Saryn's Nr.4 provides better cc.Not to mention the radiation proc is pretty short-lived and unreliable and is made obsolete by just 1 ability of Nyx.Chaos,namely.As is, there's no reason to take Oberon over any other frame in lategame.I hate to say it but he has no redeeming feature.Well, except for looks and swag,maybe.

  10. That does sound like a very interesting mechanic, indeed.Your concept would not only solve the problem of Oberon being too weak in lategame, it would prevent the ability from being too overpowered for "low-level content",as well, since you would have to have a pretty high-leveled steel fiber before the armor bonus gets strong.Though,i wouldn't  mind a higher bonus value.I really like Oberon and wish to take him to high-tier runs but right now he just isn't viable.As it stands, Oberon has no outstanding abilities.He has nothing other frames can't do better.That being said, I don't think giving him the ability to make him and his mates extremely tanky within Hollowed Ground would be that bad an idea.

     

    P.S.:Another way to make Hollowed ground more viable would be replacing the armor bonus with a buff that reduces damage by a certain percentage.

  11. Qite frankly, I believe the armor buff on Hollowed Ground should be drastically increased.In exchange, you could take away the scaling to make it a fixed value and make it unable to stack.I feel it would be so much more useful,that way.Not having a scaling prevents the buff from reaching ridiculous numbers and also gives one so much more freedom in modding Oberon, at the same time.As for the armor buff being stackable,I think that wasn't the best idea,to begin with.Hollowed Ground is a skill with a somewhat limited duration and area of effect.Expecting players to bother to layer mutiple casts of Hollowed Ground in a game that requires you to always be on the move is just not very realistic.Not to mention you would have to stack quite a few Hollowed Grounds before you get a buff that's anything near decent.That said, it also decreases its duration as each additional cast would eat away at the previous cast's duration.Now add the kind of sluggish animation that renders you immobile,Oberon not benefitting from Hollowed ground immediatly after the cast since the AoE appears a few meters in front of him and the fact that it "cages" you in a very confined area to gain any benefits at all, and you have one of the most inefficient skills,in the game. In my opnion,anyway.I mean,even Valkyr's

    Warcry has a base armor bonus of 50% and that's a skill coming from a frame that already has a base armor value of 600.Another thing to note, would be the fact that survivability in form of "tankyness" loses effectiveness real quick, as you make your way to lategame.Long story short: I wouldn't mind the near non-existant damage,the duration,the very limited AoE or whatever else you could complain about if the armor bonus had an appropiate value,making Hollowed ground a skill that turns a small area on the map into your "domain",for a limited duration.

  12. Yeah,Shade won't cloak you while Loki's Invisibility is active.For some weird reason, Shade's Ghost will go on cooldown,once Loki's Invisibility wears out,though.So as of now, Shade is not the best choice for loki.In my opinion,anway.

  13. I don't mind either way. In the end,I just wanted to point out a bug.I just thought adding some kind of synergy between sentinels and Loki would make him more appealing to other players.Even if it's just by a tiny bit.Now personally, i don't think Loki is useless,either.As I said before,I'm pretty much a Loki maniac.Nonetheless,he does need a buff.Loki's abilities are by no means weak, but there are just sooo many better options.As for Invisibility,at some point (+/- lvl 75) Loki will get 1-shotted by pretty much everything,due to his poor stats.Even a few stray bullets or some melee running up to you while you're casting Invisibility mean death.Now compare that to Ash's Invisibility:Yes, it has a shorter duration.On the other hand,its costs are lower and it provides a stagger around him,preventing the issue with melees running up to you while you're stuck casting.Also, Ash's base stats are far superior to Loki's,naturally giving him more survivability.It's not about Loki being weak.It's about how his abilities/stats fare, compared to other frames(keyword: balance).Just my 2 cents.

     

    Edit: On a side note, Radial disarm is Loki's ult and as such has very high costs.That aside,it has very limited range and will never be able to cover all enemies.Also,enemies who got their guns taken away, deal insane amount of damage.Not to mention that Radial disarm is completely useless against Infested.Speaking of which,once again due to Loki's underwhelming stats, he's super vulnerable to poison.i'm talking about the " touch it even once and it's certain death" kind of vulnerable.

  14. I consider myself one of those "Loki fanboys" and at no point I felt he was useless.Yet, he is deemed so.Let's just say he's not the most popular when others recruit for high-level runs.

    Edit:Well,unless you don't want your sentinel to use its ability,at all and set "shooting" on a higher priority than using "abilities" or just take out the mod, it will use its "ability",either way.Even when cloaked.

  15. Hi,

     

    I'm not entirely sure if this is a bug or not.Recently,Loki's invisibility has been reworked and it now cloaks sentinels,as well.The thing is,once they are cloaked they cease to attack.They will still use their unique abilities (e.g. Crowd Dispesion, Vaporize,Vacuum,etc...),though.Now this is not the part that bugs me.When I found out that they'd still use their abilities, 

    the very first thing that popped up in my mind, was the chance to actually control when your sentinel triggers their ability.

    Let me elaborate: As everybody knows, sentinels have certain priorities to their actions (precept system) and if you place your sentinel's "shooting mod" in a precept slot with a higher priority than your "ability mod" (e.g. Swinft Death in front of Vaporize) it will result in your sentinel not using their ability and just shooting non-stop,instead, as the sentinel will always confirm whether it can shoot before confirming whether the requirements for it to use its ability are met.My idea was to make use of exactly that.Using Loki's invisibility makes the sentinel unable to shoot but it should still be able to use its ability. However,if you put the "shooting mod" in a precept with a higher priority than the "ability mod", that is not the case.Your sentinel won't do anything ,at all. In theory, if your sentinel ceases fire it should be able to do other things, such as using an ability.Being able to trigger sentinel's abilities at will would  be especially  useful for the Djinn.Djinn tends to randomly charge up its Fatal Attraction without enemies being remotely close or without enough enemies being in range, resulting in Fatal Attraction to go on cooldown without Djinn having released the actual ability.Being able to actually decide when Djinn is able to charge up his ability would be pretty cool.I guess it could be considered a tiny buff to Loki who is deemed useless as of now, as well.

     

    tl;dr: Sentinels are acting up while cloaked by Loki's invisibility.

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