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DameDameNingen

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Posts posted by DameDameNingen

  1. 8 hours ago, -SDM-NerevarCM said:

    No. We already have 3 Nikanas, and 2 are extremely powerful. We don't need a Dual Nikana to make all Dual Sword useless like Nikana Prime and Dragon Nikana made single swords useless.

    Most single swords are useless on their own merits to be honest.

  2. She's pretty good, but she does have a few problems.

    1) Molt has the life expectancy of an ice cube in an oven by the end of the star chart, and it only gets worse after. Not suggesting snowglobe/iron skin style scaling, but it would be nice if it benefited from health/armour mods.

    2) Spore is a bit cheeseable with high RoF area weapons like gas ignis and concealed explosives.

    3) Toxic Lash's defensive function is feeble, and doesn't even apply to a lot of weapons. It could do with with something else, say a very short range gas cloud that staggers enemies as they get into melee range (like a mini-maim).

    4) Miasma is boring. Changing it from a nuke to a conditional nuke doesn't really make it feel distinctive. Some minor crowd-control or damage mitigation would be a nice addition, as would splitting the damage over a longer duration (3s doesn't really feel like a DoT ability).

  3. They're a heavily telegraphed, slow moving projectile, it's appropriate that they do a lot of damage. And they're not that strong, I can't see how you're getting one shot unless you're literally just standing there and eating a direct hit from the whole cluster.

  4. I did have a similar idea for an ash rework a while back, where his passive involved always using his hidden blades for finishers, teleport and bladestorm being merged into one ability with a chain function BUT I couldn't think of a new third ability and gave up. Anyway, yeah it's a pity everyone just sees him as one-trick cheese monster because his other abilities feel pretty good to use.

  5. 2 hours ago, DawnThade said:

    Instead, making it so that the humanoid enemies actively run away from the tenno making you have to chase them down would be better. They would still attack you but only when you come too close to them(defending themselves).

    This would be more realistic but horribly unfun from a gameplay perspective. There's a reason you almost never see a a terrify nekros, despite it being quite a good cc ability.

  6. 22 hours ago, (PS4)Magician_NG said:

    Easy answer.

    Limit survival to 20 minutes, defense to 20 waves, interception to 8 waves, and excavation to 500...then force extraction (or leave earlier if you'd like).

    Okay, maybe not such an easy answer, but removing endless missions looks like an obvious answer to me.

    I'd like to see this. Maybe increase reward density a bit and keep the original endless modes as a sort of challenge mode (without content gated behind it, but it could be a good way to farm affinity + cores).

  7. 16 hours ago, (PS4)robotwars7 said:

    yeah it's kind of meh. I'm not a fan of Hydroid's either; how is ONE Tentacle gonna do anything? and ground slamming everywhere not only looks silly, but it isn't guaranteed to spawn Tentacles, so what's the point?

    I think he should have a resistance to Impact damage, since Water is impossible to compress.

    What if he turns into a puddle when he gets knocked down?

  8. I'd rather rakta venka or rakta cerata to a dagger, but I can see the reasoning behind rakta heat dagger. And it's not too bad, unlike dual daggers.

    Or machetes. Pls no.

    'Conditional' weapon effects seem to be in atm, so maybe they could have extra benefit while the syndicate proc is active.

    Vaykor Brunt - reflects a ton of damage while parrying

    Telos whatever - free channeling (the only way to make channeling viable)

    rakta things - temporary invisibility on kill

  9. I'm gonna say seekers. Not so much because they're hard (annoying tendency to oneshot you from across the room, but ballistas do that too), but because I refuse to believe they're supposed to work this way. Their sole defining feature are latchers, which are so weak even the squishiest frame can safely ignore them completely. There must be a few misplaced decimal points in their code.

  10. I for one would decrease their spawn rate to about 1/4 of what it currently is. As it stands the only time I have had a real problem with how nullifiers behave and act is when 5 or so appear all at once. Their bubbles overlap providing far far too much to shoot through before they manage to surround you. 

     

    I agree with this, with the addition that they should be replaced with more combas and scrambuses (scrambi?). Seriously, those guys are some of the coolest enemies in the game but you can go whole missions without seeing even one.

  11. the Kestral would also make sense as they have a Syndicate mod for it

     

    As a SM supporter, can I just say NO NO NO THAT IS THE OPPOSITE OF TRUE. A SYNDICATE WEAPON SHOULD NOT RENDER AN AUGMENT FROM THAT SAME SYNDICATE DEFUNCT.

     

    Anyway, I would say:

     

    SM: We'd be kinda pissed off with a machete (because they're pants). Vaykor jat kittag, amphis, or a new sword'n'board.

     

    AH: Come on, their symbol is a sword. Telos galatine, nikana, or dakra.

     

    CS: As has been said, it'll be some new cephalon toy. Maybe a throwing weapon, gunblade or whip.

     

    PS: Don't seem quite so puritanical about corpus tech as SM are about grineer, which is good as there aren't many good corpus melee weapons. We know we're getting a rapier soon, so a secura version of that might fit (maybe executives settle disputes through duels).

     

    RV: Claws and throwing weapons both fold up when not in use, so they might be good assassin weapons. Rakta venka, rakta cerata, or rakta karyst.

     

    NL: No idea.

  12. You want to know why?

    Back in 'ye olden days,' back in the days of cooldowns, people would literally destroy a room, [bold]wait for their ability cooldowns to end[/bold], then proceed to the next room. It was incredibly boring and hurt the game as a whole.

    DE switched to the energy system for a reason. Cooldowns hurt the game more than energy ever could.

     

    Not saying I want cooldowns (I don't), but I don't think this makes much sense. In current WF the most challenging and worthwhile missions are endless, which all have some external pressure. Try squatting in a corner waiting for your skills to recharge while the enemy destroys your pod/caps your towers/breathes your air, see how that works out. And if you try to do this in an exterminate then you are officially a wuss and I will leave you behind.

  13. Mag, Hydroid and Limbo are probably most in need. A lot of frames could do with a few touch-ups rather than a full rework, like the ones Rhino is getting.

     

    where is saryn=? they reket it another rework would be nice

     

    I believe Saryn is still being worked on. DE probably just didn't want to risk releasing her in an OP state and having to nerf her, repeating the Exalted blade debacle.

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