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God_is_a_Cat_Girl

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Everything posted by God_is_a_Cat_Girl

  1. Worth noting this bug isn't on Tragedy, it's on Dark Verse. It's very easy to test by only using Dark Verse and you will see that the enemies behind his model will have less slash procs or no procs at all (I keep casting until enemies start dying, and enemies behind his model either die last or don't die at all due to not being hit properly by Dark Verse). Another thing you can do is use a weapon to deal Status on the enemies (I use heat because it's easier) then use Tragedy WITHOUT hitting enemies with Dark Verse, the enemies in the area that previously "survived Tragedy" or weren't hit properly by Dark Verse got their procs consumed and got damaged by Tragedy just fine. If you look VERY closely on those clips, you can see that after using Tragedy the enemies that survive have no procs, that's because Tragedy did hit them but they didn't have enough Slash procs to die or weren't hit by Dark Verse at all (if you slow down the clip you can see the enemies getting hit by Tragedy as they stagger 'cause of it). To also note that changes were only mentioned to affect Tragedy and not Dark Verse, so taking shots at the new LoS tech or Pablo seems... weird.
  2. The thing is that Dark Verse isn't what makes Tragedy work, Status does. Dark Verse is there so Solo Dante can make Tragedy work without weapons/pet, but in a team you could have Dante in a closed room while someone else did the status procs and then everything died. The writing was on the wall and it got shut down, Solo Dante took a tiny hit, barely noticeable most of the time but easily solvable with a tag system on Dark Verse. Also, Tragedy LoS is more consistent than Dark Verse. If you see videos showing Tragedy being blocked by Dante himself, well, it's not, it's Dark Verse that isn't hitting enemies properly when, seemingly, blocked by his body (I only got to replicate that when camera is on the right, when on the left it tends to work fine).
  3. I wouldn't mind if Dark Verse tagged enemies for Tragedy on top of current Tragedy functionality (no LoS check for Dark Verse tagged enemies, LoS for status from other sources), but from the Birds? Nah.
  4. You can go to much higher levels and kill enemies with Tragedy without hitting with Dark Verse, simply because you can have someone else deal the statuses for you, which can be very easily exploitable with a pre made squad. Now with LoS checks, not so much. But I'd say if Dark Verse also (added functionality) tagged enemies for Tragedy, then it would solve the issue of casting 3>3>4 while moving leading to enemies not being on screen anymore (no more issues for Solo Dante) while also preventing automation/exploits.
  5. Funnily enough the LoS issue isn't on Tragedy, it's Dark Verse that is missing enemies blocked by the model not Tragedy. If you look at those videos very closely you can see enemies that survive have no Slash procs, this means that either tragedy consumed the slash procs (it worked fine) and/or enemies weren't hit by Slash procs. On my own testing I never got Tragedy blocked by the body, so I tested I tested it by proc'ing status with a weapon instead, used Tragedy on the same place and angle and the previously unaffected enemies (by dark verse) were affected by Tragedy just fine (did multiple times, the LoS bug never happened). Then I tried to ONLY use Dark Verse until enemies die, the enemies in the area that survived Tragedy before were once again the last ones to die or didn't die. Dark Verse is the issue right now, not Tragedy.
  6. This is cool, HOWEVER, frames that have shields but also use rage will still get screwed because OG is consumed before shields, so shields won't be down until you burn the entirety of OG, luckily they aren't a lot and even fewer do lose the reason to need Rage with OG (Oberon for example benefits from Rage but with OG he can turn off his healing) which sounds good, except if it's in matchmaking then you just go in with useless mods.
  7. The change also targets how Dante doesn't need to even hit with Dark Verse for the ability to work which in a squad it becomes quite the the ridiculous tool, while if he did hit with Dark Verse then he's fine unless the player repositions themselves to a place that intentionally makes Tragedy not work.
  8. You didn't read anything did you? Like I said, it's replacing it with a "Currency" that allows to trade for Adapters and other items as well. Instead of getting 1 adapter you would get 1 "CURRENCY", then in this new shop they would let you trade 1 "CURRENCY" for 1 adapter, or something else. The ability to get Adapters would remain unchanged, it would simply expand the things you can get but also give the player agency, plus future proof those game modes so people that no longer want or need adapters don't get a virtually useless item and can keep running the mission for other rewards that even if minor are more evergreen than adapters.
  9. +1 I far prefer being able to adapt rather than forced into only one or the other. Plus the new augment is so ridiculously good that the K-drive part now is pretty much... just that really, the only advantage is speed on some maps, companion is quite ridiculous as it keeps DR, allows to use all guns AND ABILITIES, free 1 cast every 2 seconds.
  10. Was about to post this too, it would make Yareli feel really good and a lot more tactical. The augment rather than just removing the K-drive, it would allow people to do that but also allow to adapt to situations in real time, rather than having to leave the mission, change build, then start mission and be unable to change/adapt until you leave again. To also note that the augment only removes riding, you keep the damage redirection to Merulina, so the augment is a massive improvement when you are fighting things, which is... nearly always. The augment is so good that it pretty much outweighs the ability to ride Merulina, but if we at least kept the option to ride any time we wanted then even with the augment there would be uses to riding. In fact, the augment is so good that Tap/Hold for ride/companion might as well be default and she would feel like a very complete and fun frame, better yet if you could switch without recasting (tap to cast, hold to switch between ride and companion). But considering how in WF people fighting against making the game better... yeah, it's RIP for that.
  11. I like the mod, just not the way it works. If the mod turned her 2 into a tap/hold ability, tap to ride, hold for companion, I'd love it because it would allow me to adapt to the situations, it would make Yareli able to make more tactical decisions, she would feel like a more complete frame. Instead the all or nothing is... just that, you either ride or not, it leans too much into 1 crowd rather than being for everyone, it wastes potential and I hate that. Don't like riding? That's fine and the mod now fixes that, but I like to ride it but there's times I don't quite need it, so perhaps I'd like the companion, but then maybe there's 2 or 3 Eximus and I can't CC them so I'd rather play safe and ride again, but I can't without leaving the mission. This is Gara's glass all over again. D; Meanwhile I'd love to cast abilities while riding too, because then I could stop using Gloom as my 3.
  12. In short, make a new currency that drops in that slot (and in place of Arcanes in Netracells too) and can be traded for Melee Arcane Adapters, Melee Arcanes and other evergreen items (maybe even shards for higher amounts of currency), give more agency to the player rather than turn (some) players away. For some players Netracells ends up being very frustrating due to how one sided the rewards are besides the Archon Shards, worse yet is that Melee Arcane Adapters have an extreme level of varying longevity for each player, which can easily make extra frustrating when you get an item you don't need but also cannot do anything else with (and is the most likely to drop too). While Arcanes also suffer of the same issue, they can be traded for Vosfor or other players which at least makes it slightly more useful, so unless Archon Shards are VERY common in Deep Archimedea, chances are the droptables will simply add frustration (even more when you already got many adapters on Netracells) and turn a portion of possible players for that mission away if they simply keep getting Adapters they can't use or don't want to begin with. The solution already exists and is easy to implement, Substitute Arcanes/Adapters for a currency and add a shop to trade it in. It's a simple change that will remove the frustration from the drop tables and will increase the longevity of those missions, which will result in more players playing those missions as well, and the best of all, it keeps people's spirits up rather than down. Said shop would have melee arcanes, adapters (should keep current rate, 1 "Currency" drop = 1 melee adapter/non legendary arcane) and could (or rather should) have other evergreen items like relic packs (limited amounts), Kuva (also limited), Endo or Statues, and maybe even add a bit of pity system and allow to trade for Archon Shards but require higher amounts of "CURRENCY" (and since regular shards are now just 1/3 of a Tau Shard, there really isn't much on an issue), this allows for those less lucky on the shard department to still get 1 shard at some point. Vosfor could be arguable. All in all, I do believe these missions could be much more enjoyable if grievances were addressed in a way that benefits all, or at least most, but as it stands, Melee Arcane Adapters feel too one sides of a reward that only affects 1 weapon type and not everyone really needs many, so it's a limiting factor for those missions, if not a detriment. New currency is a win win, players will be happier and devs won't really have much work to implement it to begin with. Edit: Adding an example to avoid confusion. You do Netracells and lets say you get an Adapter, with the new Currency you get 1 "CURRENCY" instead. Then on the shop you can buy the Adapter or non legendary arcane for 1 "CURRENCY" which keeps the 1 reward for 1 common item. Then maybe you can buy a regular shard for 3 "CURRENCY" (NOTE: Shards still drop in netracells, this is a soft pity method for a more rare item).
  13. I have that setting on minimum and it's still that bright. Worst part is that they made things that aren't as visual intensive tied to that setting, like Radiation hazards and one of the mobs in Duviri become invisible with that setting on minimum, but too many things still have intense flashes, it's just too inconsistent and in some cases (as mentioned) affect gameplay negatively for no reason.
  14. Every time you fire it there this screenwide muzzle flash that can almost feel blinding in darker spots, it really could use a tone down (pretty much the same issue Hildryn has had for a long while really). Here's a quick example: https://i.imgur.com/TSBD3Lf.mp4
  15. Stop doing this, it's awful. The Void Angel mechanic is also... confusing. So you need to defeat them to keep the curse? Then why call it a bonus? It's convoluted and unrewarding on a mission that already feels like it drags itself too long in the first phase making it also feel somewhat unrewarding. If it's a bonus, then add a bonus (besides the default kill reward which can be done elsewhere anyway, and we could use some voca instead). Arcanes are cool but it feels like they are used to shift the public perception away from how it offers nothing new besides cosmetics, which most being glyphs and such make the event feel cheap (which already feels cheap when it re-uses a lot of content, and should've been released on day 1 of the update). The boss fight is already, plenty of flaws but some nice things, but everything you strap on to it feels cheap and forced to drag it on, it ruins the initial good feeling it had and it's such a shame to see it go that way, stop sabotaging yourself, please.
  16. All that does it add to the tedium which it already provides with the poor reward structure and how the mission drags itself. What would be a good portion of the update ended up being the worst part of it and inaction will only kill it in the long term.
  17. For me the drop tables will likely kill the mission entirely for me, so in a couple of weeks I will either not run it or hate running it. Melee items feel far too hyper focused of a reward, and they also have other non limited (or not as limited) ways of getting. For me as someone who avoids melee since the changes in 3.0, it just feels awful to see all 5 chances being wasted and feeling a huge waste of time. At least they should've added a weekly pity, but as it stands it will just feel mentally exhausting to run it, but also feel bad to miss potential rewards. I'd honestly much prefer to get standing tokens, since it's limited they could even make them not use the daily cap. Then a few months down the line add new items to the shop and even some more evergreen items. It's pretty much a huge feel bad on a rather enjoyable update.
  18. This is cool and all but since you took the chance to do changes, maybe it would've gone hand in hand with fixing it only dropping Naramon Lens (been an issue since it's initial release), or that Revenant Chassis being haphazardly strapped on to the drop tables and at lightning speed becoming a crappy credits cache.
  19. Only change that IMO should be in the rework but isn't is Beast companions should get a moddable "weapon" like the Hounds got. Hound weapons were a really good QOL as modding Beast Companions is a massive pain to increase their damage and keep utility/survivability.
  20. Would be nice if this meant completely changing the drop tables of T5 bounty on Cetus, because it's beyond awful (too many rewards, most not evergreen if you don't trade) and the drop chance of Eidolon lens is far too low. Same thing with other lens on Cetus, drop rates were tuned down to cater to "veterans" complaining about getting Lens (instead of Gara) because they already got them from Sortie, but that change instead ruined focus for newer players that don't want to spend plat on those, and not to mention that the Zariman rewards blow Cetus away when it comes to lens, it also makes the build requirements of Greater lens completely ridiculous.
  21. Uh? What damage? You easily cover the entire enemy in numbers without dealing that much damage at all (many damage instances doesn't always mean lots of damage), yet the numbers will cover the view right in the place where they shouldn't be placed at all. Plus the way Warframe works you do need to see the numbers and even we did not need (not up to you to tell me what I do or don't need) it would still be an aspect of the game that should've been fixed long ago, the numbers should not get in the way of aiming on a shooter, even if they aren't needed.
  22. Damage number legibility improvements are nice, but from what I see there's no improvements in being able to see numbers but also being able to see where we are aiming. Nowadays we deal so many different instances of damage so fast that the numbers cover the entire Crosshair area, and when we have mods/arcanes/abilities that also require headshots, the experience becomes very frustrating. None of the new additions help keep the numbers legible but also prevent them from disrupting gameplay (removing or making them less legible isn't a solution), and seemingly we will continue to have non solutions to that issue which really shouldn't be an issue on a shooter.
  23. I have this same issue. Pretty much wasted 30 minutes looking for hotspots that are nearly impossible to find. Though it wasn't a surprise because over time visibility has been getting worse and far too many things are either barely visible (including K-drive/Kaithe race gates), or block visibility. Short video showing how barely visible they are even on a cave. https://i.imgur.com/6lG2dZx.mp4
  24. I just got the Atomos adapter and I'm beyond disappointed. It turned a weapon that created a new gimmick into a generic launcher that doesn't even have projectile animations and feels weaker than the base weapon. And honestly I'm starting to get bored with the Incarnon weapons. The concept is interesting, but almost all of them are just AoE and worse yet is that some can make builds mismatch the base gun and in those cases you can't even make proper use of both modes (and incarnon is very much anti switching modes). It feels like DE read the absolute worst posts some people made (give AoE to all guns to solve the "AoE problem") and made it happen, and it's making the game boring. I love the Latron for it's simplicity, it feels satisfying. Sure, with AoE it can kill more (and it also kills punchthrough) but it sure isn't fun to hit an enemy straight ahead only for the projectile to return to me and knock me down (screw being forced to run anti knockdown). Like I said, Incarnon is a good concept, but the mode is so distant from the base weapon that it's not even an improvement, just a completely detached mode that you either always use or always ignore. When I use the Latron I don't want to use whatever AoE gun, when I use the Braton I don't want to use the Acceltra. When I use the Atomos I don't want to use a generic launcher. At least the Dual Toxocyt, Lato and Boltor aren't too different from the base gun, and if anything Dual Toxocyst should've got full auto when the Knell for full Auto as well. And IMO Incarnon should've been expanded to remove some mods and instead add them as Incarnon nodes (or even modes). Many "bad weapons" have augment mods to make them better, but then installing the mod actually makes them weaker as many are gimmicks that don't make the gun strong enough to compensate losing a slot (or even lose extra elements),
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