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Kaliphear

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Posts posted by Kaliphear

  1. Some quick thoughts, as I slot my second forma:

     

    Passive: It's barely noticeable, which I guess is neither a good or a bad thing? It feels like it needs a more pronounced effect or a slightly wider radius.

    Enthrall: His worst ability, by far. Since it's capped at 4 units with no way to easily cycle out "poor" choices I almost never wind up using it. The pillars it leaves behind, while thematically cool, don't seem to do much. Not enough to warrant the power expenditure of mass enthralling, anyway.

    Mesmer Armor: So we went through with the charge system? Seriously? I guess it's fine as long as you're not staring down the Grineer or anything that produces a DoT effect (hellow Toxic Ancient), but it just feels unsatisfying to use, especially given the cast time and animations.

    Reave: Ugh. Just, why? It's SOOOOO short range, I almost spend more time in the animation to cast the skill than I do actually mist-dashing around. Why isn't this ability a toggle with energy cost per unit moved?

    Edit: I almost forgot to add. It is borderline unacceptable for a game that looks this good to have Revenant's 3 ship with a giant mist-filled square. Like, it just looks bad. There's gotta be something done here on the visuals.

    Danse Macabre: Mixed feelings here. Damage seems solid, but the ability range is inconsistent (seems to be two hemispheres pushed together, with the wider one covering the arc of his outstretched hand. Makes range stat in the arsenal utterly misleading). In general, the only thing I hate about this ability is its goofy animation. Why is he doing a laser pirouette? Why doesn't he just hover off the ground while the lasers either come up from the ground around him or down from the sky? You know, LIKE THE EIDOLONS.

     

    All in all, he's got great visuals, but just a poor execution on his design that winds up feeling frustrating to play.

  2. 29 minutes ago, (XB1)GearsMatrix301 said:

    Poor Rathelius, poor Vauban, poor us. Vauban requires more than a simple look over and minor adjustments. So far the only thing that looks good is the augment change making it more reliable.

    Yeah, it's more reliable. But with a 4 second tick rate the only thing it does reliably is let enemies walk in.

  3. Idea regarding Khora's Kavat: Decouple the Kavat from Khora's mods and integrate it into her passive.

     

    Explanation: I was thinking about the potential balancing "nightmare" that Khora's Venari can/might feasibly represent from a developer standpoint (because it's based on two completely independent mod pools of two completely independent sets of mods, oh yeah and also it's part of the AI), and I saw that Scott had mentioned making Khora's Kavat permanent on Twitter. To that end, consider the following:

     

    Passive: Beastshield -> Venari

    Khora gains an a kavat as a constant ally that can be modded separately. When downed, the Venari enshrines itself in a steel cocoon for X seconds before re-emerging.

    Explanation: This both deals with Venari's current duration issues (which, while not a major problem per se, just feels weird from a gameplay perspective) and also dictates how to handle it dying WITHOUT adding a new button press or feature to her current 3. Some mod interactions with Venari like Pack Leader may also warrant visitation.

     

    3rd Ability: Venari -> Command

    Khora issues a command to her kavat, changing its battle posture to one of three modes (default is attack). When issuing the command, both Khora and the Venari gain a small buff for X seconds depending on the command issued (I'm thinking press to execute command, hold to cycle).

    Attack: Venari and Khora gain a buff to melee attack speed and reload speed of Y% for X seconds (keyed off duration and strength)

    Protect: Venari and Khora both gain a buff to their armor of Y (flat armor, given Khora's starting value) for X seconds. (keyed off duration and strength)

    Heal: Venari and Khora both gain a buff to their movement speed of Y% for X seconds (keyed off duration and strength)

    Explanation: This helps to compensate for the loss of the power strength interaction (sort of) with Venari since it is moved to her passive. I'm still not sure I like the speed increase being tied to heal posture, but I figured the ability to increase (temporarily) the reposition speed of the healing aura for an energy cost was something worthwhile without getting into problems of overhealing (Khora's kit suggests she is a trapper, NOT a healer, so she shouldn't be amazing at it).

     

    Anyway, those were my thoughts. Something obviously needs to be done about the interaction between her 1 and 2 (right now they have anti-synergy) and the fact that her 4 can be somewhat unreliable in acquiring and capturing targets as well as being frustrating since dead ragdolls look identical to live ones, but those issues are harder to consider quickly.

    Thoughts?

  4. I think honestly if you want to "normalize" Nidus a little bit (make him a little more forgiving in non-endless missions and a little less overwhelming I endless variants) then attacking his stacking mechanic is a good option. However, I think going from 100 down to 10 is totally out of line, and would make his endgame level far too easy to reach. If this is an avenue you want to explore, I think maybe capping his stacks at 50 instead, and redistributing his power growth via an exponential fit (keeping his lows low and his highs high) would be a good place to start. I think fundamentally the only problem Nidus really has is that reaching a reasonable power level for a given mission (I'm loathed to use the phrase "power fantasy" here but it fits) is unreasonable.

     

    But all that assumes that Nidus even needs changes. Personally I'm happy with his level for the most part.

  5. 2 minutes ago, usedtokio said:

    shoot the ice above it

    No, that's the first time. I'm back on the mountain after beating the queens, with all my spiffy new powers unlocked. The ball is spinning and there's 3 platforms raised around it, and a door that's like 50% open, but I have no idea what to do now.

  6. 5 hours ago, TaylorsContraction said:

    I'm not sure it's a laser canon, probably a gauss gun or a rail gun. It does mostly puncture damage, and requires a charge, both trademarks of rail / Gauss guns. A laser can only deal heat damage.

    The gun's description says it focuses light into a beam to deal damage. That's not a gauss or rail gun.

  7. 1 hour ago, Serinexxa said:

    Really, really looking forward to the Lecta. Though Serro would have been fantastic, it would have overshadowed it's original which I love so much.

    As for the rest summed up: Stop, Hammer time!

    Since we're getting the Sydon as a decent polearm I can forgive them not giving us a Secura Serro. At least it's not another Prova.

  8. 1 hour ago, Chipputer said:

    Why not? We got two shotgun primaries. We also have two dual pistol secondaries. These are both functionally different, sure, but we don't know what they're going to do with the Synoid Heliocor to make it feel different from the regular, nor do we know how much of a buff the Sancti Magistar is going to get.

    It's more the fact that there are already plenty of very usable (if not great) hammers in the game. Jat Kittag, Fragor Prime, Sibear, and not to mention the new Heliocor (which necessitated a synoid version of itself). We are literally awash in a sea of perfectly good hammers. What we don't have a lot of (and most players don't use frequently) are things like sword and shield, sparring weapons, claws, dual daggers, nunchaku, glaives, or scythes. Heck, we could probably have done with a new staff since the last new addition to that category was the Tipedo (though since the Tipedo is amazing and the Trinity Strega pack came with a Bo skin, those are probably seeing a fair amount of use compared to the others).

     

    That's the problem. DE stated that they wanted to use syndicate melee to reinforce some underrepresented melee archetypes, and then turned around and gave us our bajillionth hammer. (I intentionally neglected mentioning the Blade and Whip, Nikana, and Rapier categories in listing underrepresented weapon families, as while these weapon families are small, they are widely beloved and used heavily already).

  9. 4 hours ago, Naftal said:

    The charge attack is strong enough to not need any interaction with combo counter, however the shots in melee combos really need it.

    This, right here. The charge attack is already fantastic, and it doesn't need help being moreso. But the individual blasts inside of High Noon's combos? They could maybe use a hand.

  10. 1 minute ago, (PS4)DBR87 said:

    I am glad the Lecta got a syndicate version, and the Heliocor makes sense because it's a Cephalon weapon... But the other choices are highly questionable.

    Like the original poster said, why 2 hammers? Heliocor had to be so why Magistar? We have PLENTY of powerful hammer weapons. Did we really need two more? I thought Rebecca said they were trying to pick weapons not used often? Hammers are used frequently thanks to the selection of Jat Kitty, Ice Hammer, Fragor Prime and Heliocor. If she meant more specifically that weapon Magistar not getting used a lot so that's why they made Magistar a syndicate I still would of opted to go for a less used weapon of a less used weapon type.

    Dark Dagger, I am not too mad about. Single Daggers are pretty niche in that most only use them for stealth runs or taking advantage of Covert Lethality. Would rather they syndicated a dual dagger but Dark Dagger is alright.

    Boltace.... I mean I saw it coming: everyone should of. But cheesus h crackers WHY!? Their freaking emblem is a sword! Telos Destreza! Telos Nikana! I guess not Nikana because they're popular....but ugh...Boltace....

    Sydon for Steel Meridan is ok. I don't think the weapon fits them as well as some other weapons...like Machete or Ack and Brunt but this choice is fine.

    I am more of a melee player and I am just have no excitement for these choices at all. Lecta is a cool choice, though. I am hype for that.

    Ugh.... freaking Boltace.

    I'd go one step further and argue that Heliocor didn't have to be a thing. DE made a conscious decision to design a cephalon-style hammer in a world where we already have a metric ton of hammers. The Heliocor could have been anything, and instead it's a hammer. And because it's a hammer, we're forced to get a Synoid variant hammer.

  11. It's a shame that the Opticor (a masterpiece of intricate and interesting weapon design and PBR) is wholly outclassed by the Lanka (a skinny plastic stick).

     

    Please make the Opticor great again. ;~;

  12. The developers originally stated that they wanted to use syndicate melee to bring out some of the underused weapon type, and like others in this thread, I find this in direct opposition to the inclusion of not one but two syndicate hammers into the game (and consequently the implementation of the standard Heliocor). Why not a thrown melee weapon? Why not a scythe? Why not a sparring weapon? All underused weapon categories that haven't seen a substantial new addition to their ranks in quite awhile (the most recent was the Cerata).

     

    The other weapons made sense and fulfilled their purpose. Polearms as a whole haven't had a truly great entry thus far, and tonfas have wanted for something more than slide-spam cheese since the original boltace's implementation. The inclusion of a functional whip is fantastic, and at least the new dagger is thematically appropriate with the rest of the rakta equipment released thus far. But two more hammers to add into the throws of the Jat Kittag (one of the strongest and highly-used melee weapons since its buff, at least until the War and Scindo Prime came along and outclassed it) and the Fragor Prime (the latest king of damage)? We have enough hammers. We are drowning in hammers.

  13. Stradavar's secondary fire appears to still be working off pre-Specters values. According to the wiki it should be:

    7.5 Impact

    30 Puncture

    12.5 Slash

     

    But on the site its secondary fire still has:

    4.5 Impact

    15 Puncture

    10.5 Slash

  14. Just now, alexbug15 said:

    well in the big update notes they didnt specify that they lowered the syndicates missions standing rewards and probably they also lowered something else, maybe focus idk.

    It feels like they either put in a cap per mission or lowered the conversion of affinity to standing. I used to be able to run  void defense mission and cap out standing in 2 20-minute rounds. Now I'm lucky if I can do it in 8.

  15. Not a fan of this solution. Granted nobody knows how the key -> relic conversion was actually supposed to work, but it definitely feels like I'm missing 200+ keys based on the relics I have. DE is usually pretty good about fixing stuff like this, and I can't believe that this is their solution this time. It's uncharacteristically... I don't even know the word. It almost feel like arrogance on the part of the development team. As if they're saying "Yes, our script messed up. Here's a few scraps as an apology, and you're lucky to be getting that!"

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