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Ebonslayer

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  1. If they didn't want another teleport ability, they wouldn't add another teleport ability. Kullervo's 1 could've been a projectile added to an automatic heavy attack instead of just being Rift Strike as a 1. I also imagine if they didn't want players to not use the teleport function of the ability, they wouldn't encourage empty teleports by giving the absurd crit bonus. They likely wouldn't also apply all of this logic to an ability, make it Kullervo's helminth, then halve only the targeted heavy attack range while the normal teleport range remains the same.
  2. Except that not being the case is the exact issue I'm having. If you don't inverse the functionality and don't have a target, your tap will not teleport. It only reads the so-called "primary effect" and doesn't trigger the secondary. The hold function will trigger the primary if possible and the secondary otherwise.
  3. This functions really, really oddly in my testing to the point of near-annoyance, and it doesn't make much logical sense either. Alright, we know how this power works. When you tap, you target an enemy and teleport to them to shove a ceramic dagger up their ass via heavy attack. When you hold, you can place what I like to call a "blink marker" that you teleport to at the end of the hold. When you tap the button without any target you will not teleport at all, you'll just get the "invalid target" prompt, which makes it rather awkward to use. Now, the simple "solution" to this is to invert tap/hold inputs for Kullervo in the options, but this is precisely where my problems begin. When you tap to teleport it does work well, absolutely 0 issues, but I've noticed something: if you tap to teleport and your destination is near an enemy, you will do the heavy attack. The same happens with hold to teleport, where if your marker is near an enemy it will force you into the heavy attack. My problem is as such: why not allow us to teleport via both taps and holds and use the function I was just talking about to heavy attack as required? As it is we have to choose whether we want sporadic or precise teleports, when we should have access to both. The existence of a dedicated "tap/hold exclusively to 'nothin personnel kid' someone" is meaningless when, again, we can just look at an enemy, press or hold the button, and do the same; more tactical flexibility at no cost.
  4. I've noticed they actually have added a new keyset for Drifter (only tested on PC, dunno about consoles).
  5. Drifter really needs its own control scheme to work well with gamepad. I have not found a way to make both normal and drifter gameplay feel good, something always needs to be sacrificed.
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