Jump to content

PsiWarp

PC Member
  • Posts

    5,099
  • Joined

  • Last visited

Reputation

9,095

2 Followers

About PsiWarp

Recent Profile Visitors

17,135 profile views
  1. Razor Saw - Razor Gyre augment, Caliban and his Conculysts spin when Razor Gyre is activated, vacuuming in enemies and striking multiple times with his melee weapon/their batons increasing damage with each successive hit. Teleport with Razor Gyre to teleport all Conculysts to Caliban's target. Fusion Artillery - Fusion Strike augment, Caliban and his Conculysts sweep lasers toward Fusion Strike's targeted location. Lasers apply the defense strip immediately on hit. Each enemy struck by the lasers increase the final implosion's damage and range of the lingering fallout zone. Lethal Replicant - Lethal Progeny augment, on death each Conculyst fragments into two Vomvalysts with ranged attacks and convert into Eidolon form when killed. Two Eidolons link to each other to merge back into a Conculyst with diminished duration.
  2. Played with new Inaros for a while, some likes and dislikes: Likes: The thematic change from radial 5 meter spread to an actual flying swarm of insects looks awesome. Swarm Kavats! Cat army at your command. Interesting how the damage per half second is tied to Inaros' max health instead of Ability Strength. Half second to apply Corrosive procs also stacks the status up to 10 or more very quickly. Dislikes: Line of sight and cone-shaped targeting are wonky, especially when there is height difference and when my Inaros is in middle of a bullet jump (his model is facing away from enemies therefore no targeting) On cast, swarm projectiles have a slow travel time, and dissolve away too fast when their initial targets die before they are hit by the swarm, which happens a lot when in squads. Swarm Kavats has very short lifespans not affected by Duration mods. Suggestions: Expand the cone to 180 degrees similar to Desiccation, and LOS based on where the camera is facing (not where Inaros' model is facing). Faster swarm projectile speed. Let them linger around for time like Oberon's Smite orb projectiles, and home-in on new enemies walking nearby. Increase Swarm Kavat duration from 20~ seconds to 45 seconds. Let this apply to Desiccation's Curse as well. Since Swarm Kavats need time to position and claw at enemies to apply their own Scarab Swarm, and that doesn't spread on its own unlike the base Scarab Swarm ability, give the cats' AI more time to do something. Alternative suggestion, give the Swarm Kavats a 5 meter radius, which launches a swarm projectile to spread Scarab Swarm to a nearby enemy in intervals (like the base ability). This compensates slightly for their AI attack algorithm delays.
  3. With such a massive range on Tragedy I don't imagine LOS going away. However, I fully support Dark Verse and Pageflight Slash procs, and even Wordwarden hits by allied players marking enemies for Tragedy detonation, since those are the enemies you want blown up anyway and our Paragrimm trio can go scout ahead for any ambushes that you can then surpise to death.
  4. Tried Inaros rework and I gotta say, loving it so far. Especially happy with Sandstorm, since its ragdoll and pull effects are actually bringing enemies from behind cover to Inaros, then vacuum them to the floor when he melees or ends the ability. For abilities like Vauban's Vortex, Mag's Pull, Zephyr's Airburst, Styanax's Axios Javelin, Gyre's Coil Horizon, etc, I hope their pull effects can use what Sandstorm has, which can alleviate some of the frustrations of enemies being stuck in ragdoll state against a wall not budging an inch.
  5. Kneejerk reactions all around from both sides, gonna wait 'til the dust settles.
  6. Hmm. Overguard on players should have more mechanical difference than on enemies. Vs enemies is simple to understand, remove the guard then not CC immune. For example, Overguard generation on Dante, at least for allies, should be dialed down so not everyone of them can be a pocket Kullervo with twice the Overguard cap (Light Verse and Triumph are using separate caps). IMO, status immunity/prevention on Overguard shouldn't outperform dedicated status immunity abilities by simply existing (Spellbind, Disometric Guard, etc), there should be a felt impact, like a flat 15%-25% max Overguard drain per status prevented. That alone keeps players on their toes since a few knockdowns and Lancer Slash procs could knock out the Overguard gate. And there are abilities/Augments that depend on functioning without Overguard due to shields or health taking hits. I hope they figure out a way to make it work, so Overguard doesn't remain an involuntary drawback for squadmates.
  7. It raises the cap but doesn't affect how many Scarab Swarm spawns. Only adding Kavats when you use finisher kills with Dessication's Curse.
  8. I miss Skyanax, the Superhero Spartan was short-lived.
  9. I hope this is both a weapon and ability status chance increase. Noctua and his weapons would deal more status for Condition Overload/Galvanized priming. Dark Verse, Tragedy, and Pageflight would theoretically have more Slash stacks and with Tragedy's active proc detonation damage the big purple numbers oh my.
  10. Two of the guilty pleasures of mine with Citrine: Fly with Preserving Shell Spin 360 when casting Crystallize She's so beautiful and horrifying at the same time. I love my Void Angel cosplay on her.
  11. Saw it, but felt it to be slightly on the low side. Citrine's Fractured Blast rose the bar on HP drops, and before that we had Desecrate, both are cheap to cast so why not give Oberon's 100 energy ability some oomph.
  12. I'd suggest making Hallowed Ground affect allies several meters above the grass (parkour is core) and become an extension of Renewal (gain Renewal's buff whenever they stand in HG, wherever Oberon casts it), so Iron Renewal kicks in automatically without needing to toggle 3 so often. The HP orb chance on Reckoning should be changed from kills by Reckoning into kills by any source during the blind, so he and his team can mass produce health during that window.
  13. Probably not that much. Dagath was dead simple, Qorvex was a bit more engaging, and Dante again has one ability that can be cast-and-forget, then three actives that requires enemy interaction (Dark Verse, Tragedy, and Wordwarden), two actives for self and allies (Light Verse and Triumph), and 3 other egg timer powers. He's comparable to Equinox's two forms and kits, but with less clunk since all Final Verses can be active at once giving him real-time access to 7 abilities.
  14. It'll come when it is... Al Dante.
×
×
  • Create New...