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Posts posted by Kinetos

  1. 15 hours ago, (PS4)marcellusg90 said:

    1.  Have the unused reload button be used for special moves with the particular melee or be an interactive ability.  For instance it can be the stealth finisher button that way when ur in a horde of enemies you wont have to stop and stealth kill someone while meleeing

    How would you do a finisher with a gun equipped and using quick melee?

  2. 17 hours ago, IAmTheFutureFlash said:

    - mouse wheel scroll up/down : 


    please keep in mind some people use scroll wheel to select powers, and some people reconfigure their controls away from default so naming keys by physical letter isn't as useful as naming the function. Also controllers/consoles have to be able to do the same functions.

  3. 4 hours ago, (PS4)marcellusg90 said:

    It should still work i said reload would be for finishers mainly meaning certain conditions needed to bet met.  Enemy has to be on the ground, blind or sleep

    Then why not use the contextual action button to do this contextual action?

    I've heard controllers don't have a leftover "reload" button in melee mode,so how would it work for them?

    I'll be against suggestions to add functionality to specific bindings that do unrelated things.I'm in favor of adding new bindings that happen to share default keys instead. If a new finisher keybind is added with the default key R,that would be superior to just making reload and finisher the same binding. It would allow people like myself to rebind their controls without undue restrictions. Imo this is one of the biggest problems with Archwing, it doesn't have separate control settings and bindings, everything is just tacked on to ground bindings and can't be separated.

    But in this instance I think the contextual action key is appropriate. Finishers *are* a contextual action,so adding to that binding is appropriate. It is available in gun and melee mode AND on m+kb and controller

  4. 3 hours ago, Kaminarion said:

    What if channeling increased attack speed and range while keeping the energy drain per second.

    I know I would use it then.

    And I would stop using it. I avoid dynamic changes to my melee attack speed like the plague. I choose my attack speed in the Arsenal based on timing, not raw speed. Changing the speed changes the timing. Not maxing speed has not resulted in me failing missions.

  5. 3 hours ago, sechedinquechofanchofan said:

    it could be used with double click of the direction buttons and that at the same time it could be used in a fluid way w

    I absolutely hate this control scheme. It's the default controls for dive rolling in STO and it triggered all the time when I didn't want it to, and was anything but fluid. Disabled it in options as soon as I found out I could.


  6. 1 hour ago, sechedinquechofanchofan said:

    I had not thought about it and you are absolutely right, it is a simple idea that would give a quick solution to the problem.

    Or just the context interact button. But at least don't bind it to the reload keybind. If not the context button, make it an entirely new binding that just happens to default to the same key reload defaults to.

    But context interact would be better, because it is available in melee and gun modes. Make a new melee mode only binding for finishers and now you can't finisher while holding a gun.

    • Like 1

  7. My first post in this thread was concerning channeling and the general uncertainty regarding channeling and mods, and stuff. Was maybe a little negative on my first impressions.

    In this post I'd like to say that the animations shown looked really good and the idea of unifying and updating the stances sounded good too. Hopefully more of them will be useful and fun and fluid so there's more variety to be had.

    I am looking forward to that stuff for sure, I just wish we had more details about some of the core mods and things. And also how Exalted melee will be affected. I have been wanting Hysteria updated for years, imho it hasn't been worth using because of the combo and animations it currently has, regardless of its stats.

  8. 1 hour ago, viperveteran said:

    I too use channelling builds and would also like some clarification on what they meant because, I am guessing here, most of the people who used channelling builds don't even care about channel blocking and most of the people who even choose to channel only do so for lifestrike.

    I use channeling builds if I want to do a stealth mission so that there are no bodies to be discovered. I also use channelling builds on my melee brawler frame loadouts like my Ash and Excal, they need lifestrike to survive so if melee attack channelling is being changed it will make their builds less self sufficient.

    Please clarify DE

    Same for me. I never channel blocked. I almost never block at all. I Take damage to gain energy to fuel abilities and lifestrike, throwing energy away on blocking damage is counterproductive. The only reason I block is shockwave/hook spam if im not midswing with one of the weapons that ignores it while swinging. Oh, or if I'm aim gliding. Putting 3 different functions on 1 button is not something I would consider ideal...

    1 hour ago, Oreades said:

    I got the impression that the channeling exclusive mods would be converted in some way to work with a post channeling melee system. 

    Yes they made an incredibly vague statement that they would be looking at mods.

    So they have no idea what they are doing yet, and it doesn't help us prepare ourselves at all whether ingame or mentally. They don't even know how blocking will work. If it drains energy by default, what happens when it runs out? Can't block any more?


    For myself, I don't care too much about channeling and modding channeling itself, as long as lifestrike survives in some way whether it remains tied to channeling or not. Because that's all I use it for.

    would be a shame to lose the visual fx and the disintegration is supposed to be useful for stealth, but making them always on would be too much.


    Random speculation time:

    What if blocking charges a channeling meter based on how much damage blocked, which drains over time, but attacks with meter charge available are considered channeled, damage bonus = percent of the meter filled, and the fx show when meter is not empty. Stealth finishers could also charge it perhaps.

  9. Please remove orbs. I stopped focus farming on the same node all day before 2.5 came out, after which I was 1 daily cap away from unbinding a node. One day. I played other missions, bounties, events, every single day for hours, and until just this week I was still just barely within a single daily cap of the same node unbinding. No appreciable progress at all. I did use the same lensed frame for a lot of it too. This week I boosted and farmed. I didn't make any progress in the weeks since the update by playing normally.

    Orbs ruin progress while having fun.

    Fun and progress are mutually exclusive.

  10. 1 hour ago, (Xbox One)OTF SERENiTY said:

    Would you consider the death orb passive a benefit throughout the entire game now that the void is only used for argon crystal farming?

    I wouldn't consider death orbs a good passive that should be mimicked. Prime passive is useless... So Umbra passive must be useless? Why? Why not make Umbra passive useful and rework Prime Passive to be useful? 

  11. Questions:

    1) Please allow underclocking focus nodes or remove all increased energy costs from them. If a player finds value in a node with increased energy costs at a low rank, but after they upgrade it they decide it just costs too much to justify the upgrade, they can't use it at all. Corrupted mods at least have the workaround of duplicate mods at different ranks. Focus nodes do not. 

    2) Melee Amps?

    2017 Memory:

    I think PoE reveal and Hok's Anvil.


    Looking forward to Corpus getting stuff done and modular guns. 

  12. 7 minutes ago, ptilulu83 said:

    and the worst thing is if i upgrade that node leaving void mode will consume more and more energy (up to 50 for 10m and 5s) with no way to go back to the 25 for 4m and 2s (same goes for every node that when upgraded increase the energy cost per cast / per seconds)

    Exactly why I'm never going to touch any focus node that trades an increase for a decrease. Underclocking is absolutely necessary, and would be great for mods to have it built in too, but at least mods mostly have a workaround in duplicates. Focus nodes do not. 

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