DawnFalcon
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Posts posted by DawnFalcon
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I'm not too keen on the new Spores. Now, yes, I didn't have a problem with the old ones...but there's a big big problem now.
They need *way* too much attention given to the corner of the screen. Either, please, move the UI element far more centrally or - better still - go back to the older model where they didn't grow infinitely but didn't start off with negligible damage either.
Also, not spreading on death via ticks means that it rapidly self-limits. I'd rather it did go low and ramp back up, but ONLY when it spreads via death. That way it'll take ages to do decent damage if you try and rely on only that, but it'll still spread nicely.
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4 hours ago, Pizzarugi said:
If you ask me, the ramp up should be beneficial. Slow wind up, but provides bonus damage instead. Would do nothing against hordes of trash, but heavily armored eximi and bosses would see higher damage numbers.
That's the sort of niche mechanic it'd be cool to see on some themed weapons...say...spectra/flux rifle.
Not generally for beam weapons. "Heat" isn't really fun in a fast-paced game like WF.
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10 hours ago, iceyShardZ said:
NOT WITH THE WEAPONS UNAFFECTED BY THIS CHANGE,
nobody has to aim with the @(*()$ ignis..........
Actually it's area affected has been reduced, and this does really hurt some builds like Spore Saryn.
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16 hours ago, DrBorris said:
After using the new Ignis... what? Hell no, Ignis was overall buffed.
Damage is up.
However, it affects a smaller area. The "beam" of the flame is a bit thinner, and the sphere at the end is now 3m rather than 5m.
I still think it feels fine, but it /has/ been reduced.
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edit; removed then as I won't make unwelcome commentary.
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edit; removed then as I won't make unwelcome commentary.
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It's suitable for some weapons, with a CD on losing it, but not others.
Area weapons? Fine. Aiming? Uhm - especially if there's already other aiming mechanics like the Convetrix and Phage!
I've definitely felt the difference even with the Amprex - if you don't hold the trigger down and right on target...
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Exce
1 hour ago, ganjou234 said:- Introduce Ramp up decay. Simple. Problem solved.
- Increase Ignis & Ingnis Wraith's cone.
Ramp up is pretty similar to a heat mechanic.You build it up per target to do damage.
Except those usually decay, often after a timer, rather than instantly falling off.
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40 minutes ago, ZSHAN said:
since yesterday i have been runinng all the mission sorties endless axi/neo and also bounties but never ran out of ammo . But did go down to 100 cause i dont use sentinels i alwz run adarza kavat. As in the current game state u rarely have to go over thn lvl 100 you will be fine with QV's ammo consumption.
I just ask when people only show simulacrum testing.
If it's working in endless missions with reasonable enemy levels, that's great. Do you use secondary fire much? (Honestly, I used to manually detonate a lot and that feels pretty poor...but it's not one of my primary weapons so I'll just use things I prefer)
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Harassment? Yes, about your speed, as your multiple accounts...
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Previously 260 amo with a RoF of 5. Now 370 amo with a RoF of 8. Effective cut of ~11%
So a slight cut. Still needs carrier.
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14 minutes ago, DeckChairVonBananaCamel said:
as for ammo consumption, the atomos may actually be considered part of the "single beam" beam weapons, and therefor only consumes 0.5 ammo per "shot" resulting in an increase in ammo efficiency. (the only beam weapons that use 1 ammo per shot are "multi beam" weapons like the convectrix, quanta, phage and the flamethrowers)
Hm. Not listed...sounds like a test is required. I'll try and remember to do that later.
(If it does, though, then it makes the synoid gamacore pretty much entirely obsolete...ah well, testing!)
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Yea, my problem with simulacrum testing is it's mostly damage testing, not mission-sustainability testing.
There's been weapons with great DPS in the past which wee rarely used because you just went out of amo very quickly. (The embolist used to fail both, so hey improvement, but...)
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2 hours ago, ObviousLee said:
Embolist is... Well.... Hideously, disgustingly, sacrilegiously good now.
Go corrosive on that bad boy and just watch your troubles melt away. Literally.
Isn't it still very low amo?
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6 hours ago, ZSHAN said:
After the recent hotfix Quanta Vandal melts enemies like butter . Specially with corrosive damage
-Okay, but what's it's sustainability like in missions? Do you always need to pair it with carrier, or even then is it an issue?
Simulacrum testing is only for damage, not sustained use!
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5 hours ago, Periselene said:
I use carrier 99% of the time because ammo is a really frustrating thing in this game. I routinely run out when I'm using a smeeta.
Ah, right. I suspect it might be a weapon which rather /needs/ it, which I find a bit frustrating.
It's nice weapons are getting more defined roles through - the Atomos is useful versus a relatively small number of enemies, versus something like the Amprex which you can make scale in non-linear way vs crowds... (And so is a clearer against infested...)
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edit: Removed, "Fallen Echo"'s accounts keep replying to me despite my ignoring them.
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edit: Removed, "Fallen Echo"'s accounts keep replying to me despite my ignoring them.
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It's 27m stick, then a 3m ball on the end of that.
It is a nerf, as the stick's thinner and the ball's smaller (from 5m). But... it feels okay to me for Saryn gas build. (Of course, I'm going for the CC/AoE Amphis..)
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9 hours ago, OvisCaedo said:
The funny thing is, it doesn't even necessarily TAKE play testing to see that the changes are fine. Just math. But people are so attached to the mere concept of "red numbers" that they're not even willing to LISTEN to the math.
Yup, just blocked someone who really didn't like me doing analysis. Well. Some stuff needed to be tested for feel like the Ignis*, but most things...
(*Feels fine. But the Amprex is just better)
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9 hours ago, CorerMaximus said:
I genuinely thought the reduced crit would hurt it, but it's overall a pretty impressive buff.
You can also make the Amprex a CC and AoE clear monster with gas/electric 60/60 mods. It scales in a non-linear way...
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1 hour ago, Periselene said:
HOWEVER when modded for corrosive or gas the Atomos is now much more powerful than before, I should have waited until playtesting to voice my concerns
Honestly, I don't think you were, in terms of playing missions rather than just simulating small batches on them in the simulacrum. It drops off heavily against higher level enemies because of the magazine and amo limits. If they were increased by 25-30%, it'd be a much better weapon.
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edit: Removed, "Fallen Echo"'s accounts keep replying to me despite my ignoring them.
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Okay, tested.
The Ignis feels fine. Amprex feels op, though.
And not impressed with the Atomos or Gamacore at all.
Abyss of Dagath - Dev Workshop: Accessibility + HUD Improvements:
in Developer Workshops
Posted
Please put the highlighting on/off on a keybind! There's times I'll want it on/off without having to go into settings.