Jump to content

Leon_Von_Comarre

PC Member
  • Posts

    96
  • Joined

  • Last visited

Reputation

173

Recent Profile Visitors

354 profile views
  1. Any word on a toggle off option for auto-melee yet?
  2. Probably coming with a mainline? Echoes of Whispers or 1999, maybe.
  3. My beautiful son has finally arrived. Thank you so much. <3 Sidenote, any news on an option to disable auto-melee yet?
  4. Currently have two red tauforged, two purple tauforged, and one regular purple equipped. Both the crimson shards are wreathed in flowing energy when used with the Shard Bane ephemera, while all the purple shards look inert.
  5. Some of the new options seem fairly busted already to me. 500% electric damage on primary, 370% melee crit damage, let Saryn's spores full strip and deal +45% more damage on top of that, +75% ability damage for Qorvex, Gyre and Volt, the secondary crit one, single shard replacement for Equilibrium is you're using a Synth Deconstruct powered energy economy, some niche survival tools beyond that. I'm not sure how you can look at these and conclude they're weak.
  6. I'm not sure how you concluded that, that would be like effectively over doubling the amount of shards we could equip, which seems like a pretty obvious non-starter in terms of power leap? I also never got the impression that this would be anything other than entirely new options on similar or slightly higher powers to the existing shards from the devstreams, was there any particular phrasing surrounding how they were announced that I missed that led you to think this?
  7. Great update. Still no news on an option to disable auto-melee though?
  8. Any news on an option to disable auto-melee?
  9. Anyone know this buff icon, the one with the 58% value? It appeared on my bar in the simulacrum after the patch and has no descriptive text.
  10. Would it be possible to get a list of which companion abilities are intended to activate Mystic Bond and have their cooldowns reduced by Manifold Bond? Some mods seem to be acting on hidden internal cooldown timers but don't have explicitly cooldown times listed in the mod text, and it's hard to know what's bugged when testing in order to give feedback or bug reports without being certain on the intended behaviour.
  11. I ran that minus repair kit and deflection, and plus metal fiber and the other Helios precept. With a silenced viral/rad weapon the sentinels didn't draw much aggro so I didn't need the faster shield gate refill, and repair kit seemed redundant with health orbs picked up at full health still healed your sentinel. In any case I do agree I wouldn't run synth fiber now after the changes, but currently it's multiplicative, so making it additive and giving +300% would actually be a nerf, not a buff. Maybe having it give a flat armor bonus like health conversion would be a better option?
  12. I did run actually both before because they were multiplicative, but I dumped it after the metal fiber and health conversion buffs.
  13. All I know is that before the update, while using the mouse wheel I could consistently do single attacks with the mouse wheel, and stop on a dime any time I wanted during a melee chain by changing how fast I was jiggling the wheel, and since the update and the inclusion of auto melee I'm getting an unwanted follow up attacks like 80-90% of the time while using the wheel, while I can still precisely stop attacking whenever I want when using a button or key. I just want the same level of control with the mouse wheel again as I had before.
  14. Just a heads up, Synth Fiber is multiplicative with other armor mods. So before if you ran both metal fiber and synth fiber it would make you go from like 200% armor to 400% armor. Now it will make you go from 350% to 700% when you pick up a health orb. I don't think it needs to be buffed to match the other armor mod since the effect is different.
  15. I was using the mouse wheel because it was more comfortable than clicking all day while still giving me the precision to end melee chains early and switch to different chains or go back to the start of the chain. Just holding down E is antithetical to what I want, and since the engine isn't set up to read a short mouse wheel flick as a single input like a button press, it's impossible to have that level of fine control over my combos without using a button which I find less comfortable when melee-ing a lot over extended play sessions. If the input engine was made to read a single step on the mouse wheel as a single input rather than a held press, that would also fix the issue for me.
×
×
  • Create New...