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Arbitrary

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  1. I've yet to see them do any worthwhile damage. The "can" really says it all. Maybe they can, but they certainly don't do it often enough then. All they do is a mediocre job of spreading Scarab Swarm, which it already does without the Swarm Kavats.
  2. What? Do you mean mobs? Swarm Kavats are just as ineffective at killing as the rest of the ability.
  3. In particular, Scarab Swarm still feels underwhelming. Damage isn't affected by strength, only Inaros's max health This makes it it extremely poor as a damage tool. Even if you're stuffing every health mod on, it is only doing ~1000 damage every half second. Proc rate isn't quite high enough. 7 seconds for 14 corrosive procs with no way to speed it up just feels a bit too slow. I get that due to the AoE nature you're supposed to have it debuff an enemy by the time you reach them, but even so it just doesn't feel quite there. Swarm Kavats aren't affected by Duration, and feel like they don't really do enough. Seriously, let ability stats be affected by mods please. Melee-based companions feel completely useless except as very mild aggro draw. You could honestly delete Swarm Kavats and the ability would feel the same. They currently don't enhance the ability. None of Scarab Swarm's durations are shown on-screen I have no way of knowing how long is left on the Scarab Swarm, or on the Swarm Kavats. Another thing is that Inaros lost his ally heals. Neither were great, but it would nice if he had some way of directly healing allies.
  4. Undercroft Portals still don't have their drop tables listed. It's been almost 10 months since they were introduced. . .
  5. This is a Kogake Prime with 200% status chance failing to proc a status on a heavy slam. Picture in case you missed it Not only do I not double proc, but I completely fail to proc at all on an enemy. This is just one example of many melees whose status chance on slam doesn't match the value in the UI at all. This is because most melees actually only have 10% base status chance on slams. There are some exceptions, like Volnus and Arca Titron, but the majority don't. This noticeably impacts any status based builds trying to utilize slam attacks,
  6. The Hollow Vein's laser beam attack can hit defense objectives (and players) multiple times within a single sweep, which can result in defense objectives getting nuked, seemingly out of nowhere. Making the laser only able to hit defense objectives (and players) once would go a long way. Blitz eximus had a similar change done in U31.6
  7. "Single use case" It's literally showing that the LoS check it always had is even more generous than before since it counts enemies that aren't in your actual LoS, so long as you've seen them in the past ~second or so. But you won't accept that maybe, just maybe you're wrong. After all, you've already made up your mind it seems.
  8. Lol. Lmao even. All that video shows is Pillage working perfectly fine, perhaps even better than before. Here, have a video of Pillage (made mere minutes ago) being extremely generous with a LoS check. After seeing an enemy, they are considered to be in LoS for a bit after, even if you cannot see them.
  9. This was always how Pillage worked. Unsure what part of needing line of sight doesn't make sense to you. You can't see the enemies while you're behind the pillar, so they don't have the effect applied. It was like this since introduction, the patch just makes it a bit more generous even.
  10. On the topic of Mesa, there's a longstanding bug where Arcane Awakening, Arcane Precision, and Arcane Velocity have their bonus applied multiple times to Regulators. This only happens on base Mesa, not Mesa Prime. It's fairly easy to notice with Arcane Awakening or Arcane Precision since you can see that the damage numbers are different. With Arcane Awakening active and no mods on Mesa or Regulators, the Regulators do 376 damage on the first burst to Overguard. Repeating the same process with Mesa Prime and Regulators Prime yields only 296 damage on the first burst to Overguard.
  11. When playing as client, the elemental symbol on the Elemental Barrier from Alchemical Invulnerability does not show.
  12. It's still there, just moved to the magazine hover menu.
  13. Grimoire and Noctua will pick up ammo drops even when their meter is completely full, wasting the ammo for future use to recharge the meter. It would be nice if they didn't consume ammo drops while the meter is full.
  14. It has an Expedite Suffering effect in addition to its status spreading. When a spear retracted from an enemy, all Slash, Heat, and Toxin procs on that enemy would would deal their remaining damage at once, multiplied by the listed status damage multiplier.
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