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(NSW)HydroBlade

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  1. ngl, I think the companion changes are good. I use vulp's so im bound to be a bit biased here but.. I think the argument of "incapacitation is disabling vacumm is bad" "my sentinel not instantly reviving sucks" etc etc, is a bit odd. and I dont get the issue if your blitzing through stages with speed and room clearing frames (usually at MOST 2 min's for captures)(4~7 minutes for exterminates depending on mission and frame) your either doing one of two things, speeding past all of the enemies or smearing them off the map the moment they spawn. chances are a sentinel is probably not gonna get incapacitated during a run as short as captures or exterminates especially considering your blizting through them and killing enemies before they even reach your screen, let alone shoot you. and if you are running past them all, what is there to loot at that rate? for endurance missions more often than not your probably holed up in just one area, maybe rotating across two or three others at most. in these scenarios its more understandable that a sentinel dying is a certainty rather than a possibility during an endurance mission, However, considering your running regen (40 second down time) or probably primed regen (25 second down time) thats only going to be a very small portion of an endurance missions duration of downtime. For example, a sentinel dying once during a 5 minute mission with primed regen is 8.3% down time for the total run, being downed twice during a 10 minute run is still only 8.3% total downtime, and dying a third time in a 15 minute run is literally also just 8.3% downtime. now, if your sentinel has already died 3 times in fifteen minutes during a run, maybe consider a different build or companion all together. realistically sentinels can last a much longer portion of time than just 5 minute intervals when built properly and with the right warfame ie: turbulence, strangle dome, volt barriers, invis skills, cc skill effects, etc (or just do the funny map clearing builds so they dont even get to hit you ) Also consider this, before the update comes out and your sentinel dies 4 times (or twice for normal regen) immediately after your sentinels fourth death its just gone, no more effects, nada. but the new system makes it so even if it dies more than four times it still can assist you, isnt that an upgrade? lets not forget that if you run the new hard reset + primed regen its literally gonna be a 15 second c'd. If DE really wanted to cuck us, they would've given no alternatives to reducing the downtimes, now that? That would be hell. fortunately they do, and also make it so our sentinels dont get banished to the shadow realm after their fourth or second death. the literal only con for sentinels that is apparent for me is the fact that for the first 3 revives (or 1 for normal regen users) its not going to be instant. and if we ignore the sentinel bit and look at all the other companions they all got buffs essentially. there is literally only one, one, tiny thing that occurs with sentinels which is just the downtime in comparison to the old regen I for one see the companion rework as an absolute win (ps, I just remembered pack leader change, I do actually think that one is a nerf and should be different than flat 50 healing. Hopefully they realize that and change it to be %hp healing proportional to how many targets are hit (ie: 1 hit on 1 target heals 8%, 1 hit across 2 targets heals 10%, 1 hit across 4 targets heals 22%) or some other nicely balanced effect or something thats preferably anything but flat hp healing)
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