Jump to content

Doomelf

PC Member
  • Posts

    52
  • Joined

Posts posted by Doomelf

  1. The line of sight nerf is too much. It going through walls was one of the most satisfying things about playing Dante. It nerfed fun more than anything else. And that happening a week into his release is mindblowing. Could have instead reduced the range of Final Verse to 20m so matches his other abilities or a bit lower, for example. The other nerfs are just fine.

    • Like 10
  2. 41 minutes ago, Captain_Dark21 said:

    That's too much of a nerf for Mirage 200 is fine that's her purpose. She's a weapon buffer she can make bad weapons viable

    At 200% is fine, without the toggle. The inconsistency and extra steps you have to take keep it in check, such as using an invisible frame to snapshot the buff and benefit from it even in dark areas. They said if eclipse is going to have a toggle will get nerfed so doesn't make sense to be left at 200% on mirage. For example, garuda's passive, primed chamber, and beguiling lantern also give a 100% multiplicative increase, similarly to eclipse. It also becoming 100% would be just fine.

    Bad weapons are bad for a reason. Instead of buffing them massively just to make them viable, use better options. Just because someone wants to use bad weapons, doesn't mean eclipse staying at 200% on mirage is fine. I get people are attached to it and don't want a big nerf, but that's not objective.

    • Like 1
  3. 20 hours ago, Ace-Bounty-Hunter said:

    Clearly you've never played Styanax. Using his 4 suspends him in midair and effectively makes him a sitting duck. You can't cast other abilities or dodge roll until he's done throwing his javelins. It doesn't take much for enemies to completely shred through his overguard, shields and his health in between casts, because he also needs to land on the ground to recast his 4.

    Having a lot of overguard was at least a nice buffer. Now he's about as useless as a chocolate fireguard, 

     

    Final Stand limits his movement a lot, but can increase it with sprint speed bonuses such as those from Amalgam Serration and Praedos. Will be getting overguard from Intrepid Stand constantly so won't need Primed Sure Footed and can go with Rush for even more sprint speed. It's quite noticeable so won't be a sitting duck anymore. This also helps with survivability as the additional freedom while moving makes Styanax even harder to hit and enemies don't have good accuracy to begin with.

    The most important factor to keeping Styanax alive and preserving his overguard is killing enemies fast. On a min-maxed Final Stand build will be using Holster Amp, Arcane Arachne and Vigorous Swap which affect the ability's base damage and are multiplicative to ability strength. At base steel path enemies will be dying instantly so Bleed procs won't even have time to shine.

    For even more survivability have the option to use the uncharged shot of Epitaph before casting Final Stand for additional CC with forced Cold procs and Blast ones which reduce enemy accuracy even more. Since will be used as a primer, the Viral procs will contribute for even more damage as well. At base steel path is unnecessary, though helps against eximus and acolytes.

    There are players who have reached and maintained over a million overguard in steel path before the Intrepid Stand change. How do you think that was possible if Styanax had issues preserving his overguard? And here we have people complaining they can't maintain the amount Intrepid Stand can reach after the change.

    With overguard having a 0.5s invulnerability period when broken and another from the shield gate the only way Styanax can die is if the one playing him has skill or build issues. Even if are playing at high levels such as in the thousands where overguard will be breaking frequently still won't have survivability issues if are using Vazarin with its amazing Protective Sling and Guiardian Break nodes.

     

    • Like 2
  4. Ever since the new Excalibur Umbra update, there has been a new bug in Fortuna missions, at least one I encountered. Every time I queue into a mission and the task is to find the missing agents their bodies do not spawn. I have circled the whole yellow area and there are no bodies to be found. The bug persists regardless if in a group or solo.

×
×
  • Create New...