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(PSN)Inteth

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Everything posted by (PSN)Inteth

  1. I don't think DE deserves this level of... intensity... they received from this change. Their three worst ideas over the past few months, pay to skip, original Eclipse change, and now this hotfix, were all met with valid criticism, and the first two were addressed in what I feel is an acceptable way. P2S wasn't the boogyman the community immediately framed it as. They were trying to find a solution for new players to get into the new content with their friends. It wasn't the best solution to a problem they admitted to creating for themselves, constantly expanding the story by adding on to existing story new players must clear through to get to the content they're seeing advertised, but I understood their issue and wanted feedback on what would be the best course to take. It would set the precedent for the future. P2S already exists in the game, but the original proposal was a bit much. Mirage just didn't work in the new lighting system and a change had to be made. The first draft was bad, they listened, and her current iteration is in an acceptable place. The subsume is substantially worse and Exodia Contagion might as well be dead, but I don't dislike the change within that framing. Hydroid, Inaros, and Grendel were recent reworks and they all feel great now. Hydroid became a top tier, Grendel is a more than viable endgame frame with a lot goofy abilities and it makes him fun to play alongside his powerful kit. Inaros' rework succeeded at their intended goal; make his abilities good without making them powerful, since if he got a Hydroid tier rework, he would be Hydroid with way more bulk. And I agree with that limitation. He's great now. Still bulky, base kit augment was pleasant, Elemental Sandstorm is a slow but viable nuke option... They have, in my opinion, been nailing updates the past year. Not always, but way more often than not.
  2. When I read it would be a small change to Dante, I was expecting Overguard to be replaced by Overshield, and the range on his damage to get a slight nerf or something. Maybe 15%. It was weird to me that most every Overguard frame was a mid to close range brawler, Frost being the exception but through augment. That would make sense. Team-wide Overguard with Regen tied to it also took away build diversity. Sure, not needing P.Sure Footed, or modding for defenses is nice, but it just leads to one-dimensional loadouts as there is no reason to not run the best mod options for ability stats. Overshield could still make him immortal in a similar way, but there would be some risk-reward in building for added survivability. It also makes sense for a caster mage to utilize shield over Overguard, as much as I like the value OG provides. Instead, the "nerf" exacerbated the issue of Overguard to the whole team shutting off builds that rely on taking damage by increasing the rate Overguard regenerated. It made his Dark Dark 4 have janky detection. They admitted it's a bug, but why release it in that state at all without properly testing it? That was such a reactionary change. I liked that 4 didn't use LoS. It made 3 feel like a mark and felt flavorful. The birds adding Status Damage in addition to the Status Chance gave him the option to make 1 worth keeping or giving him an alternative Weapon Platform build that felt like a great alternative to the 4 nuking that everyone else ran. None of these changes were healthy downscaling of the overwhelming options he had. They collectively made him feel so much worse to play. New enemy Overguard buff guts CC entirely. There's little to no reason this change should have gone through. I can't think of a reason to justify building for CC now. Nezha augment rework just takes his 4, removes what little CC it had, and puts it at the same range as Marked For Death. At MAXED range. There is now less of a reason to run Nezha when new MfD Loki outperforms the same role. Dante was a great frame introduction, but how he was handled just leaves me disappointed.
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