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Leon_Von_Comarre

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Posts posted by Leon_Von_Comarre

  1. 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.

  2. 5 hours ago, BionicFreak said:

    Dude I am having the same concerns. From what they said, it seemed like the new Archon Shards would KEEP the 2 stats of the original 2 shards that were fused together, and then we'd get an extra cool bonus stat, but now I'm not so sure.

    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?

  3. 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.

    • Like 5
  4. 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?

  5. 11 minutes ago, nslay said:

    If it is multiplicative... it shouldn't be.

    But it being potentially multiplicative is beside the point because you wouldn't normally be compelled to equip both Synth Fiber and Metal Fiber at the same time before... that's due to limited mod slots and near identical armor values before the patch (old values Metal Fiber: 110%, Synth Fiber: 100%). Before the patch, why try to fit Metal Fiber when Synth Fiber was just 10 percentage points shy of its effect? Or vice versa...

    So no, I disagree, it should be buffed because I can't imagine anyone using both at the same time even after the patch... especially now that we have new shield mod options and companion mod options which put more pressure on mod slots.

    And by convention established by almost all other mods, effects and abilities (if not all)... IMO it should also be additive if it's actually currently multiplicative.

    I did run actually both before because they were multiplicative, but I dumped it after the metal fiber and health conversion buffs.

  6. 40 minutes ago, --N-- said:

    I tried mouse wheel down for melee, and I think you're misinterpreting what's happening.

    It seems the game queues up one extra attack if it receives more than one single melee input. For example, Tapping E two times (while the first attack is still in progress) executes two attacks, as expected, but tapping it three times executes two attacks as well. The mouse wheel is sending single inputs, but it's sending a lot more than can be executed, so you get this one extra attack. So if my theory is correct, just disabling auto melee will not fix your issue.

    I'm not sure how it worked before the update, but I did use melee to switch back from operator to warframe, and when I pressed E multiple times, it would queue up multiple attacks (but I don't remember if it was only two or more).

    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.

    • Like 2
  7. 8 hours ago, nslay said:

    Great update DE! I've looked mostly at your Sentinel changes... it's going to take me way more time to parse these patch notes!

    Here's what stuck out to me:

    • Metal Fiber is now 250% armor
    • Synth Fiber is still 100% armor for 12 seconds.

    I think you forgot to update Synth Fiber! Am I wrong?

    Synth Fiber is what we used to use to reliably proc Health Orb mechanics because equipping Synth Fiber enabled us to always pick up Health Orbs before this patch. But now that we can always pick up Health Orbs to trigger mechanics... I think you need to buff Synth Fiber to make up for this loss of utility and also because it's really really bad compared to Metal Fiber right now.

    I propose something like this:

    • Synth Fiber should buffed to something like 300% armor for 12 seconds.

    You do better than Metal Fiber for a temporary amount of time. There is no other real benefit like before with the Health Orb mechanic. Sure, you get a small holster bonus I suppose. Something like 300% seems more fair!

    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.

  8. 1 hour ago, --N-- said:

    I think one issue is fast weapons and holding down the button just long enough to trigger a second attack (which could feel very disruptive with attacks that have lots of movement), while you still expect only one attack because to you it felt like just a press.

    Presumably you've bound melee to mouse wheel because scrolling the wheel is less annoying than mashing E. But you can just hold E now, have you tried that? Genuinely asking, I used the mouse wheel trick with Khora's 1, but I would prefer to just hold down a button.

    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.

    • Like 2
  9. 1 hour ago, [DE]Momaw said:

    Can you explain why you want this? Is it an accessibility problem of some kind?  Our current thinking is that if people prefer "tap to swing", nothing is stopping you from tapping to swing.  Auto melee is intended to be an optional convenience here that can be avoided by just letting go of the key like the way melee has worked for a long time.  Let us know if we've missed an important detail

     

    If you've bound melee to the mouse wheel, it's not precise enough to consistently do single inputs, and you keep getting unintended follow-up attacks that can be really annoying if they have forced movement or such that you didn't want to make use of at that time by ending the combo early.

    • Like 5
  10. 1 hour ago, [DE]Megan said:

     

    • Fixed cases of some Melee weapons being unable to chain attacks while blocking in exclusive Melee mode. 

    Would it be possible to add an option in the settings to reintroduce this behaviour? Being able to have more fine control over when your chain attacks ended was a nice benefit of using exclusive Melee mode, worth the cost of not being able to quick-swap to your ranged weapons.

    • Like 3
  11. 39 minutes ago, Umbriellan said:

    It asked for a Transducer for me.

     

    BV ... mmmh... maybe it's not a V, but a 5 ! Ballas V - I'm calling it.

    But seriously; the one PDA with Baro Ki'teer icon seems to be someone from Fortuna (making fun of Bizz and his crap load of Grineer artillery shell); it seems to me to be a bit more serious than something a ventkid would deal with. So my guess on an adult we don't currently know, working on Fortuna (close to the rebellion).

    Huh. I guess that's randomized as well, in my instance it was Darvo walking about a Venusian vent kid collecting K-charges. Based on what I've been from other discussion on the forums, I'm guessing it just has to do with the quiz thing where you put together the clues, and some details vary for each player so you actually have to remember it rather than looking at a guide for the right answers.

    Edit: Seems the name of the person who wrote the message for Shigg is also randomized.

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