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DrBorris

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About DrBorris

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  1. And... this is inherently a bad thing? I still can't figure out the difference between a "farm" and "sustainable content."
  2. I never sell anything. Not Mk-1s, not event dupes, and when a new weapon requires another weapon to build I won't consume a weapon until I have a duplicate. I don't even sell Ayatans or burn mods for endo/credits. "Why?" you ask. Well, it is quite simple actually, I might need it later. help me, I have a problem
  3. Kohm being 5/5 disposition was broken the day it happened. Kohm has never been that bad of a weapon. And as for nerfing Kohm's disposition, now that DE has set the precedent that it won't be nerfed there will be some very unhappy people if it is nerfed. Personally I would just say screw them, balance is more important than your toy, but in general DE avoids doing stuff like that. So then the other option is to just buff Kuva Kohm's disposition so that it is better... which just reinforces the problem of Kohm Rivens being broken. Also power-creep. DE is stuck between a rock and a hard place on this one, unfortunately I feel they will take the path of least resistance and just leave a Riven'd Kuva Kohm as inferior to a Riven'd Kohm. I don't like that outcome, but it is what I expect.
  4. Add this to the list of reasons why Kohm being immune to disposition changes is bad. The OP is a bit misleading because of that fact, Kohm sits in a weird place where DE won't nerf its disposition despite them basically admitting that it should be lower. And as for Ogris, well, Kuva Ogris is just kinda bad in general.
  5. I mean, DE's intention with Valence Transfer wasn't to make subsequent weapons useful, it was to make sure effort you spent on a weapon wasn't wasted. It being worthless if subsequent weapons are worse is not a fault of the design because it was not the intention of the design, Valence Transfer does what it is supposed to do. DE can't "just" add a form of progression to Kuva weapons, that will take intentional design and conversations as to how it will be balanced. It is a separate issue to making sure your effort isn't wasted and could completly change the gameplay loop of Liches. There was nothing controversial about preserving a players effort so DE could move full speed ahead. *That all said*, I think there should be some form of progression for Kuva weapons. How it should be done though is a bit more complicated, for example if you can infuse one weapon into another should you be able to change the element? Should the percent scale with the infused weapon? Maybe Kuva could be used as a intermediary resource.
  6. I think this may be the single best change I have seen made to the Riven system. I still have a long list of gripes with Rivens, but this is great.
  7. But is spending a chunk of your combo to put a DoT on an enemy really the better option when compared to just swinging your normal attack 2-3 more times? Heavy attacks just don't have a purpose. Stances already have dedicated single target combos, heavy attacks in their current form are just redundant. And some gimmick Exodia that can only be used on a tiny fraction of melee weapons is irrelevant to the greater discussion of heavy attacks. Heavy attacks should be useful on their own, no dedicated modding (or Exodia) needed. Then if you want to invest in heavy attacks (at the cost of basic combos, cause that's how modding works) you can do so. Requiring Exodias to make heavy attacks useful is just a band-aid solution. Sorry about coming off so aggressive there, but I just don't think now is the time to be saying "it is fine". Now is the time we need to be hot on DE to fix the broken parts of Melee 3.0, being apologetic for a mechanic you don't think is great is not helping anyone.
  8. I can follow being upset about some of the changes to the moding aspect of Melee, we lost some build diversity and Status melee are mostly dead. That said if you are having trouble killing enemies with Paracesis I think you may be doing it wrong. However, I don't know what you're on to think that stances are worse. The only stance that I personally find arguably worse is Clashing Forrest, but even then I am in the minority from what I have gathered talking with others. But where you completely lost me was with " I guess I'll just use heavy attacks only now... " You saying this makes me thing that either your builds are absolutely busted or that you only spent five minuets with the rework. Heavy attacks are hot garbage on anything that doesn't have a special mechanic. They are slow, have bad range, lock you in place, and don't have nearly enough damage to justify burning combo. To think that you complain about stances preventing walking forward (when nearly every stance now has vastly improved movement) but then say "I'll only use heavy attacks" is questionable to say the least. Also, it is important to note that far more weapons got buffed (nearly every class of weapon is on the same playing field now) than nerfed. The weapon diversity in the melee meta will be considerably better now (the modding diversity is hot garbage though), you can now use prety much every melee class and not feel like you are gimping yourself. I can't possibly disagree with you more. Take off your tinfoil hate and actually look at what DE has done. You now have more choice in what you use, not less. And when it comes to direct nerfs those are far and few between. DE doesn't nerf the "best", the only ever nerf the "makes everything else irrelevant". If you can't tell the difference between those two things than that is on you.
  9. Much has already been said about the numbers on Grendel's 2 and 3, which to me feel like his two abilities that need the most help (as far as numbers go). When playing Grendel the one big part of his kit that feels missing is some form of knockdown immunity. For such a big, stout boy he sure falls over quite a bit. Possibly adding an aspect of knockdown immunity to one of his Nourish buffs could help. Maybe even have it apply to all of his Nourish buffs.
  10. Yes. We can discuss how that is maybe a bad mechanic and how there probably should be a way to make your Lich go away, but this is what we have at the moment. A questionable game mechanic is not an excuse to be selfish. As someone mentioned earlier, just ask the chat. If you don't want to kill your Lich run it by your team, they very may well be happy with that decision so they don't have to kill their Lich either.
  11. Heavy attacks need simple fix, Have the combo multiplier also multiply (or add) range There, done. The largest issue with heavy attacks is that killing single targets or even small groups isn't worth burning the combo or waiting for the wind up. It doesn't much matter how much damage heavy attacks deal, normal melee attacks deal enough damage to get the job done. Heavy Attacks need to not only be good, but be amazing to justify modding for them. While you can make a heavy attack build, it isn't very rewarding or even that different feeling than a what normal melee combos provide. And if Heavy Attacks were more worthwhile, it would also 'fix' some of the problems with the combo changes.
  12. Have the combo multiplier also multiply (or add) range There, done. The largest issue with heavy attacks is that killing single targets or even small groups isn't worth burning the combo or waiting for the wind up. It doesn't much matter how much damage heavy attacks deal, normal melee attacks deal enough damage to get the job done. Heavy Attacks need to not only be good, but be amazing to justify modding for them. While you can make a heavy attack build, it isn't very rewarding or even that different feeling than a what normal melee combos provide. And if Heavy Attacks were more worthwhile, it would also 'fix' some of the problems with the combo changes.
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