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Crusher4881

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  1. The reason for the line of sight checks appears to be concerns with Dante being able to nuke content without having to interact with that content first, but it overlooks the fact that in most content, Dark Verse is already needed to mark enemies. Dark Verse already has a line of sight check involved, meaning that in order to hit an enemy with it, that enemy had to be in your line of sight. The LOS changes did not have a significant impact in most game modes, because it doesn't really change what Dante can do, but instead adds inconsistency: if a LOS check fails or an enemy gets into cover during the cast time of the dark verses used for setup, they could dodge Tragedy and then require either another full rotation to catch in the next attack or weapon damage to take down. The fix seems obvious: if an enemy is affected by a Slash proc, then Tragedy should not require line of sight to that enemy. This will get rid of the potentially-problematic "Dante sits in Hydron and spams his 4 to nuke the map" gameplay without affecting the consistency of his core combo, and should be a reasonable compromise between DE's position and the community's position.
  2. Tragedy doesn't need a line of sight check because it's a combo finisher ability, and the combo setup does require line of sight. The only potential concern is its ability to nuke low-level enemies (it does have exceptional range for a radial damaging ability), so maybe make it so that LOS checks aren't needed if the target has Slash status effects on them?
  3. While the devs have done a good job of cleaning up the drop tables for netracells, they have completely overlooked tome mods and tennokai mods, which have absolutely atrocious drop rates from incredibly slow game modes, and were left untouched. Putting 8 mods into a single C rotation at only a 5% drop rate each means that it will take, on average, 50 C rotations for a player to acquire all 8 of the mods that they need, a 20 hour farm given the 24 minutes per rotation in both modes (technically alchemy could go faster, but it seems to on average be slower than survival). At minimum, these drop tables should remove all of the other junk from the C rotation to give a 100% chance of getting one of the mods you need from each rotation, but even that would still leave an 8 hour farm. Something far more drastic will be needed to truly fix this issue, such as putting the drop chance into all rotations, not just the C rotation, or even just making the mods obtainable from alternate sources such as Sanctum vendors.
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