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Telogor

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About Telogor

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  1. I think a good idea for a daily task would be to fully loot all containers (and lockers?) in a mission.
  2. Killing an enemy with a Hushed Invisibility shotgun, a silenced Tombfinger, or any type of multishot will break the stealth multiplier. If they get hit with 2 different damage instances even at the exact same time, they count as alerted. This has been an issue for months at least and needs to be fixed.
  3. This week's Nightwave tasks are much better than last week's. The removal of the 5-sortie and 8-bounty tasks is great. The 3-forma task is the only questionable one this week, since it requires having a weapon/frame you want to forma in the first place.
  4. I'm very disappointed that the glitch that allowed me to lock myself in melee mode was patched. Can we please get a toggle option to lock ourselves in melee mode, or at the very least bring back the "Switch to Melee" keybind so I'm not pulling out a gun every time I try to aimglide while in melee?
  5. Nezha can no longer apply Warding Halo to his own sentinel with Safeguard. I use this functionality all the time to keep my sentinels from dying. Please fix.
  6. The more I use the new system, the worse it feels. Weapon switching is janky as heck and makes me drop coolant/datamasses/etc. way too often. The "melee flow" changes NEED to be reverted. The slam attacks are the only good change made in the last patch, and not being able to properly equip a melee weapon feels so awful. Being stuck with a melee weapon after using quick melee and pulling out a gun whenever I try to aimglide in melee (a vital part of mobility for melee weapons) screws everything up.
  7. It's sad that I have to use a janky unintended workaround to restore proper functionality to the melee system.
  8. The block combo on Wise Razor is absurd, especially considering they knew they were removing block. The thing that annoys me more than it probably should is that the Tatsu can't seem to hit Corpus cameras.
  9. The animations on Cutting Thrice and the last 3 attacks of Threshing Grain are very awkward. The third attack in Threshing Grain is the one really great part of the stance, but it knocks enemies far enough away that they often don't get hit by the last 3 attacks of the combo. Calling Thunder might be really good (the effects and multihit on the last attack are great on paper), but it's impossible to fluidly use it because it's a block combo, and DE just got rid of the block button. (Yes, I know that you can hold aim before pulling out your melee to trigger the combo, but I think the best way to use the weapon would be defaulting to Threshing Grain and using Calling Thunder when you need mid-combo mobility.)
  10. These are all terrible ideas that take away player agency. This is literally just a regular sortie condition.
  11. What kind of melee main doesn't use M1 for melee attacks?
  12. These changes are amazing for quick melee, but the worst thing ever for equipped melee. I can't aimglide in melee, which makes it impossible to hit drones and ospreys. It's absolutely impossible to use block combos now, as hitting block makes you equip your gun. Sure, you can hold aim before pulling out your melee, but that locks you into using a single combo. Additionally, Vagrant Blight (one of the best combos on any stance in the game and by far the best combo for tonfas) is absolutely impossible to use now, since if you're holding block, you perform Baleful Sin instead. The only way I can see this system working is bringing back the Switch to Melee keybind. Using this keybind would put you in locked melee combat, letting you use M2 for aimglide and combos. While in dedicated melee mode, there could be a system implemented where the Quick Melee keybind turns into a Quick Fire keybind. It would pull out your gun with the same "flow" rules as the Quick Melee: M1 fires, M3 secondary fires, Quick Fire also fires, etc., but you can't aim. Instead, trying to aim pulls your melee weapon back out. This would let people use the full functionality of the melee system while still being able to pull out a gun for a few quick shots. The one really strange thing about the new system is using certain melee weapons for quick melee stuff feels wrong. Gunblades with Bullet Dance start firing instead of doing a quick slash. Thrown melees with high attack speed too easily start doing the Falling Star combo on the second hit instead of Midnight Cloud. Recovery time for air melee has always been way too long, and feels even clunkier now with the quickswap implementation. Hold back combos (S+M1) are still really awkward to use. These should be replaced with a different keybind, either hold forward (W+M1) or hold M1. Any hold forward combo (W+M1) needs to fork later in the hit sequence than other combos to avoid accidentally triggering it when you're just trying to move forward while meleeing.
  13. I've been working on a Razorwing DPS build on Titania. You'd think Arcane Velocity would be amazing when paired with a crit build on the Dex Pixia, but it turns out that the Dex Pixia cannot proc arcanes. If you have the buff before going into Razorwing, it works great. Somehow, your Razorwing Drones can crit and proc Arcane Velocity, which also works great. However, the constant stream of crits I'm putting out with the Dex Pixia somehow doesn't count towards activating Arcane Velocity. This interaction doesn't make sense, and it should be fixed so that the Dex Pixia can proc relevant arcanes.
  14. 1-hour survival is fine, but it can be reduced to 40 minutes for the same effect while reducing frustration. 5 sorties in a single week is way too much. 1 was good, 2 would be okay, but 5 in a single week is over 2 hours of time investment and a daily requirement of half an hour. Sorties aren't even fun or rewarding in the first place. We need some indication of how much progress we need to complete the battle pass by the end. I can't tell how many of these garbage challenges (like 5 sorties in a week) I can afford to skip. Nora's voice is annoying as heck. She has too few lines and a very distinctive vocal style that just pisses me off with repeated exposure. Can we get a mute toggle for her?
  15. The 1-hour survival challenges are fine. It's the only time I can get a group together for a nice long survival, and I think it's a fair challenge. You could consider reducing it to 40 minutes to make it easier on people, because that keeps some of the length while not letting the enemies level to oneshot territory where it gets tedious for a lot of people. The "complete 5 sorties" challenge is way too much time investment. It takes at least a half an hour to complete a sortie, and I don't enjoy them in the first place. Expecting players who aren't interested in sorties to do 5 of them in one week to keep up with Nightwave levels is absurd. 1/week is fine, and 2/week would be okay if the 1/week isn't "enough", but 5/week is just awful. There should be some indication of how much we need to progress per week to complete the battle pass by the end of it. I can't tell how many of these stupid challenges I can afford to skip.
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