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(XBOX)XLambentZerkerX

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Everything posted by (XBOX)XLambentZerkerX

  1. Edit, I will accept as updated: +Critical Damage or Attack Speed, Range, Cold Must have Range and Cold
  2. I'm looking for a Gram riven with the following: +Critical Damage, Range, Cold -Melee Combo Efficiency, Slide Crit, Finisher Damage -Impact/Puncture (last resort) Shoot me some offers, but I am ONLY after this specific combination. All 3 positives, must have a negative.
  3. We're passionate about our Valkyr lol
  4. Now something like this I could get behind, have a built in Duration/Efficiency factor. I still wouldn't use it heavy myself, but it would be a nice change Eh, as tanky as she is I've never personally had problems with the damage. But again, I don't use it often myself for actual mission objective purposes, and I usually don't take a lot of damage while in it. Claws go brrrr like a blender lmao
  5. Other Exalted weapons don't give you complete invulnerability for any time (that I can think of, don't hold me to that 100%). But consider this, Valkyrs Hysteria is one big adrenaline rush. After every rush there is a crash. Her crash is potentially suffering damage, it would be different if it always damaged you, regardless of whether you were near enemies or not
  6. The damage is rough, I agree, but like I said to the other guy we can't be running around with our Exalted weapons out all the time lol. I'd personally find it a little boring, gorey but boring
  7. While I get what you're hitting at here, her claws like any Exalted weapon are gonna have a limit. Can't just have them on all the time
  8. Hulk is also a fairly straight up brute that just uses raw power as his weapon. I'd like to think Valkyr isn't as dumb as Hulk. She would know whether it was a fight or flight situation. Are you referencing the end-of-Hysteria damage here, or my bullet jump comment? In all reality, if you can avoid damage by doing something, why wouldn't you? Why would you just take it on the chin?
  9. When you come out of Hysteria there honestly shouldn't be anything around Valk anyway, unless its something sudden like a Nullifier. You can always just bullet jump away or up too
  10. Hypothetically the benefits from a passive based on the counter would be small, we wouldn't and shouldn't be rocking a crazy 10%+ bonus to anything. I was thinking more alone the lines of "Gain ~1% bonus to Crit Chance and Damage per Combo Level, X amount to Melee Range (% based would ve difficult here, make it like +1 range at 12x or something) and the proposed Lifesteal would have to be ridiculously low. Make it like 0.5% per CLevel
  11. That's why we'd discussed it afterwards, and (IMO) determined that a passive based on the Combo Multipier would be a better fit. Again, not my idea, but a good one. This is why I looked for a way to implement it into her kit altogether, as the aforementioned leap ability. It would function the same, just without having to target anything to do so
  12. Even with your proposal it's a single target ability, something like that I just don't have a need for. There are gonna be players that like it though, I'm only one guy
  13. Paralysis isn't a bad concept of an ability, it just needs a little bit of an incentive to use. But Ripline to me isn't useful
  14. Through a series of discussions on this post and another, I feel like this is an interesting (updated) concept. Not all ideas shown are my own. "Bloodlust" passive: (subject to change) -The higher Valkyrs combo multiplier, she gains X amount of additional Melee range, Critical Damage(?), Critical Chance and Lifesteal(?) Ripline Replacement: (subject to change) -Change to "Meteor Leap"(?). -Tap to leap forward X meters in an arc, enemies struck are staggered. -Charge for 1.5x energy cost, activates aiming reticle (grenade throw style with landing area shown). Does X amount of
  15. Through a series of discussions on this post and another, I feel like this is an interesting (updated) concept. Not all ideas shown are my own. "Bloodlust" passive: (subject to change) -The higher Valkyrs combo multiplier, she gains X amount of additional Melee range, Critical Damage(?), Critical Chance and Lifesteal(?) Ripline Replacement: (subject to change) -Change to "Meteor Leap"(?). -Tap to leap forward X meters in an arc, enemies struck are staggered. -Charge for 1.5x energy cost, activates aiming reticle (grenade throw style with landing area shown). Does X amount of
  16. I was using "Rage" in quotation just to establish the general idea, but I do see your point. The Combo Counter idea is something else I never considered, it would be almost like incorporating the Heavy Attack mechanic into her directly. That's a neat take on it I feel like melee range, damage and ability efficiency would be a good take on it. It would need to have a limit though, can only proc once per X amount of time and so forth
  17. I was in the middle of replying and I refreshed the page on accident, so heres one big reply lol With her 1 I agree, I would like to see it do multiple things. Maybe make it a charged ability instead, not targeted. You tap it and Valk automatically leaps in the direction you're pointing for X amount of energy for mobility only use, and have the charge open up almost a grenade-like aim with a landing area highlighted that shows what you'll damage. Make the charged cost like, 1.5x the base cost or something like that. This is true about Garuda, but I like to think Valkys has a differen
  18. My thoughts on her 1 are pretty much the same. I think it should be a targeted leap attack with an AOE damage on contact. I feel like that roll idea would be spammed a little, but interesting thought. Wall latch however I barely, if ever, use. Gotta think if she had infinite WL that would make opening Rivens with the Challenge more trivial than they already are I feel that she should be more of menacing presence than an apex predator. While I enjoy her already mildly boosted agility, when I think Berserker I imagine the typical Nord whose doing good on the field but getting
  19. I was referring to the idea of using HP drain for Hysteria vs Mana specifically, I know you can (sort of) keep it going forever currently. But that requires a specific mod setup to do so, and as of now I don't personally see why you would
  20. This is actually one of the more solid suggestions I've seen. I personally don't like Ripline, I think it's hot garbage. I've suggested elsewhere replacing it with a targeted leap ability that does AOE damage on contact. Your Warcry change I had never considered, as the only problem I ever really had was that the slow is relatively useless ( I'm in the whole "it should act as an aura" boat myself). But, swapping LS in would be problematic considering the augment. You'd effectively need no healing source, even if it only gave 1% due to the damage you can put out. However, if they cou
  21. I had a thought rereading this. What if we took the concept for Gauss, Ember, Baruuk, Protea etc, and applied it to Valkyr? Each ability cast adds "Rage" to her meter. Casting the same ability more than twice in a row will give diminishing "Rage" to avoid senseless ability spamming, make people change it up. Rework Ripline and Paralysis still, maybe buff Warcrys slow. But when the Rage meter fills, make it do... something. That's kinda where I trail off. The melee burst is a decent idea IMO, but I feel like the heal and range are a bit much. Especially considering the crazy damage
  22. I personally don't run Hysteria as my primary ability as is, it's my last resort. I use Warcry obviously as I mentioned somewhere I use my melee almost always over anything, even in Steel Path. Even in SP I only ever get nuked occasionally by Corrupt Bombards when I'm not paying attention While this is true, and I'm more on board for an augment slot itself, the Hysteria augment in question fits on the Exilius slot doesn't it? The only downside to this is that you have to be using Hysteria to get the gap closer. Replacing Ripline altogether with my hypothetical ability would
  23. Ah I gotcha, I misunderstood how you felt about EW. Not gonna argue that Warcry in general could use a bit of a buff, but overall I feel like it's about 90% perfect. The speed boosts are great, I like the additional armor, the slow is all I mentioned really changing. But you are right about the augment slots, to be honest its more of a pipe dream to get it. If all else I think it'd be cool to have.
  24. But in your own words, Warcry as is isn't effective enough and needs a hypothetical rework. That would mean the augment is arguably useless, and would be a form a QoL right? I personally feel it's a great ability, but I also go through 90% of gameplay using melee as my preference. Even if DE did add an augment specific slot, they could always put a handicap on it of sorts to affect ability synergies that would be game breaking, much like with the Helminth system they nerfed a few abilities to keep the original frames relevant. This could ensure that it remained a QoL and not just an
  25. Even adding only 100% armor in the instance of 125 base becoming 250, the ally would still experience a damage reduction increase from ~29% to ~45%. In terms of energy cost I feel it's justified for that, especially if you use the augment. Pop it once and unless you hit a nullifier bubble or fall through the map, you're golden. This goes into my suggestion at the end, off topic, that augments should have their own slot in the config. If it did, in my case as an example, my 45% efficiency from Blind Rage could be offset by being able to run my current build and add Primed Flow. As f
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