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(PSN)BillyBobJoeBro1

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Everything posted by (PSN)BillyBobJoeBro1

  1. Look, you shouldn't need to run both initial combo AND heavy efficiency. Initial combo shouldn't be "eventual combo". With regards to the self-stagger, maybe it could do something like the Acceltra? Where the shots / daggers don't explode unless they've flown a certain distance. I wouldn't actually like this, because I run PSF on everything and so it would cost me DPS on close range attacks with no benefit, but it might work as a compromise.
  2. That kind of annoyed me too (either good crit chance with 1.5 crit damage or good crit damage with 10% crit chance), but I figured the enormous initial combo would make up for it. Then I found out that initial combo doesn't work like it's supposed to. I hadn't noticed the explosion interrupting me, though that's probably because I run Primed Sure Footed on everything.
  3. I will often use melee builds focused around heavy attacks. In fact, the Hate was my first real Steel Path-viable weapon. One mod that finds its way onto almost all of these builds is Corrupt Charge. The initial combo from this mod empowers heavy attacks significantly. After each attack, the combo will reset down to 0 before building back up to 30 almost instantly before the next swing. There was no problem with this. With the new Incarnon Ceramic Dagger, you can have 120 initial combo purely from its evolutions. At this point, the initial combo does not fully restore itself before the next swing, which results in a dramatic loss in damage on some attacks. In my opinion, initial combo should be modified to instantly restore itself on weapons after heavy attack, or perhaps just shouldn't be consumed at all. The stat is intended to be "how much combo you retain after heavy attacking" (since let's be real, you don't use initial combo in a light attack build), so if it's not living up to that it should be changed to compensate.
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