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(PSN)kawamojrt

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  1. I think one way to make Loki's kit more interesting without giving him any new abilities (as that takes more dev resources to make than buffing), would be to give Switch Teleport the ability to steal eximus abilities. This idea is similar to Duskblade777's post with the proposed "Guile" ability, but doesn't replace any of Loki's existing abilities. Most of the eximus abilities function as passive auras, but eximus abilities such as Blitz or Arson could be manually activated by hold-casting. If we wanted to be extra, we could even give the ability some strength scaling by allowing him to strip some overguard (for example 50% or 60% at base strength). I think this idea keeps Loki the same and maintains his identity as a trickster, but gives Switch Teleport a new purpose in combat.
  2. Feels like the 3.1 Hotfix update made the game less stable. Had the game crash a total of 3 times during Kuva Lich hunts today and yesterday, when before I would rarely ever experience crashes. Can't seem to pinpoint any exact cause for the crashes. The latest crash happened as I shot a thrall with Corinth Prime as Qorvex.
  3. I'll follow up on this post with more images. I used the Color Room Scene to better present the issues of the model All throughout right between Carnivex's torso and jacket, there is a thin line where you can see through the model Additionally the top bits of the jacket that rests on Carnivex's shoulder have physics and flow with the model, however the lower parts connected to the jacket located on the back around the lower torso and waist do not move, which sticks out like a sore thumb when moving or hip-firing. This is not as visible during the default noble idle, however the jacket clips around that area on the back of the jacket Lastly, on the back of the shoulders on the jacket, there are small triangle holes on the model which you can see through I do really wish for these issues to be fixed, as I have a friend who loves Valkyr, but really dislikes the deluxe skin due to these issues.
  4. UPDATE: This issue has (as far as I can tell) been fixed in Duviri Paradox, Hotfix 14 What is the bug?: Zephyr's tornados stop absorbing and redirecting damage after receiving elemental damage once until the end of ability duration or recast. Most of the time, the bug persists until the end of the mission. Tornados continue to work normally if it only receives physical damage. Sometimes only one tornado is affected, while the rest work. Has happened in all 8 missions of testing with Zephyr (3 in SP Ani, Void. The rest in simulacrum) Reproducing bug: I am unable to find the definitive cause of the bug. I was playing solo in all the missions where I noticed the bug. However through various tests, it seems companion projectiles which deal elemental damage, namely Synergized Prospectus, may be the most common cause of the bug. Have seem the bug occur while using Panzer Vulpaphyla with Viral Quills, but this could be a coincidence. Cannot recall bug having happened when no companion was present. Simulacrum showcase of Tornado bug Loadout: Zephyr Prime modded for 179% (+36% from Molt Efficiency) Dur, 130% Effi, 280% Range, 40% Str. No augments were used. Kuva Chakkhurr modded for crit, internal bleeding and viral Vasto Prime Incarnon modded crit and corrosive Dokrahm zaw modded for crit, corrosive and Exodia Contagion (was rarely used during testing) Madurai Hound using Null Audit, Synergized Prospectus and Evasive Denial augments, alongside synth and survivability mods. Game version and settings: Playstation 5 (PS5 version of the game aswell) The Duviri Paradox, Hotfix 13 Default settings except lighting and sensitivity as far as I am aware
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