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PlumpOpossum

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Posts posted by PlumpOpossum

  1. As the title says, when Undying triggers, the camera jerks forward in a violent FOV shift, which can happen back to back in high level content where Undying is the only way to survive. Especially on builds that forgo Vitality and rely entirely on the passive and generating stacks faster than they can be drained (Nidus's version of Shield Gating). It's extremely nauseating and disorienting, and gives myself (and a few other folks I've talked to about it) a migraine. It's even worse when you're actively moving around (i.e. playing the game rather than just standing there for demonstration purposes, as in my video below.) Can we please have a way to disable this forced FOV change? Example video:

    Yes, I recognize that this is a simulacrum demonstration using enemies that don't naturally spawn in groups of 20, and not utilizing the DR from his Parasitic Link, but it was the cleanest way to show the issue.
     

    • Like 3
  2. I just want to know if the bounty rewards per stage are going to be out before this event. I'm ready to lay down and die trying to get Augur Reach. Any idea if this will be the case @[DE]Rebecca? Also, are there any plans to reduce the amount of oxium required for Magus Elevate? I'm banging my head on the wall trying to farm up the 46,000 oxium, WITH a booster, on the currently recommended node to do this (Galatea) and only getting about 900 per run. 900. Out of 46,000. :(

  3. 1 hour ago, Alanthier said:

    I'm not able to trade ANYTHING for standing, despite standing having reset 35 min ago, and I JUST logged in.  Everything I try to trade, gets instantly put back to 0, and my standing has not reset at all, leaving me less than 400 from the amount I need to go to the 3rd rank on cetus.

    1 hour ago, Vyprime said:

    Same here, I think there will be no more fix until tomorrow :awkward:

    Yep, same: Video showing Ostron standing bug (after tonight's reset)


    12 minutes ago, NecroPed said:

    How much standing do you get for crafting the AMP components? It doesn't look like I've been given the standing I would have gotten if I hadn't built mine earlier (being punished for being early? Really?) and I want to know if it's even something worth complaining about

    Same. Seems a little silly that it wouldn't be retroactive. A bit like that murkray bait eh? Let's hope they fix it soon!

    Edit: I'd just like to say I seriously appreciate the non-stop onslaught of hotfixes and changes DE is putting out. I know that the plains might not have lived up to everyone's (that's everyone's, not anyone's) expectations, but it's an amazing baseline and I'm excited to see what more will be done, either to PoE itself or in the future. Thanks DE! :)

  4.  It sort of works with bladestorm. The wiki is super vague about it:

    Let me start off by saying that at current, nowhere on the wiki nor on the arcane description itself does it specify that it needs to be a finisher kill, and just states that a finisher attack must be performed, which matches up with some the comments on the wiki page from quite some time ago. However, after testing extensively (video link here of it not working, and here of it triggering on kill, more than once) it appears to only trigger on a kill.This seems like a bug to me. Also, I believe this to be part of the reason it doesn't work sometimes with Bladestorm, as it needs to be a finisher kill to trigger, and the bleed from Bladestorm isn't part of the finisher attack, it's just a DoT (damage over time).

    As I previously stated, bladestorm only triggers it if Ash or his clones get the final killing blow, much like the way it works with regular, non-bladestorm finishers. When testing on 20 level 1 bombards countless times, it would trigger several times each "run". However, as I stated above it does not work on the bleed proc. I tested this by marking 20 level 135 bombards and going to town. It never once procced, even after about 50 consecutive "runs". In hindsight, it makes sense, but due to the wiki's extremely vague and poor documentation on how it interacts with things, I had to test it myself. This means that if Ash doesn't kill them in his first go around, and his clones don't clean up, he doesn't even get a chance to proc it because the bleed will finish them off, making it worse for Bladestorm than before the rework. 

    Overall, this is a very disappointing and underwhelming arcane and I'm a bit upset that I was mislead to believe it would work on finishers regardless of whether they died to the attack or not, and spent 300 plat buying two full sets to test with. Hopefully the wiki info gets updated to reflect more accurate and specific information. Perhaps I'll do it myself. Who knows.

     

    Edit: Off topic, but "subpar" bladestorm? He can kill level 135 c.bombards and c.heavy gunners with 3 marks except in very rare cases that the bleed proc leaves them with a sliver of health left. He's arguably one of the strongest frames in the game for that reason. Other frames can do finishers one at a time, but Ash can do them on a grand scale. If you're not achieving the same results, your build may need tweaking :highfive:

     

  5. Just now, h4r1m40 said:

    Yeah but a frame that has almost just his puddle-ability as an damage source, which is defacto stationary, puts Hydroid at a high risk low reward position. You get up close and personal for damage that other frames do better, without getting themselves so much of a dangerous situation.

    I'm not saying that I disagree with you. But the main point was that people were saying how he was nerfed to death or whatever and I clearly proved otherwise. I'm not saying he should or shouldn't be changed. But he definitely is in a better place than he ever was before.

  6. Sorry, could you tell me again exactly how nerfed he is with the change from finisher to impact in exchange for % damage?

    • One of the highest armored enemies in the game (Not THE highest, bombards have higher, and some of the 
    • Highest EHP enemy in the game
    • Base power strength

    I realize that I'm using Corroding Barrage to negate their armor, but even without it, you can still kill them. When I nabbed 20 of those level 135 heavy gunners I started off pretty low at maybe 1k, but it scaled up at a semi-reasonable pace. With the build used in the video above, I killed them all without stripping their armor by the time i hit maybe 250 energy. It's slow, but it still scales to the point of doing pretty good (20-40k per tick) damage. Obviously, this means the augment is desired, but it isn't absolutely mandatory.

  7. After skimming through the posts I haven't seen anyone mention this: Was in Mot and was not becoming invulnerable upon going into Undertow. Enemies were absolutely melting me, and if I got knocked down by say a gunner stomp, I'd get knocked down, repeatedly and rapidly, while also getting shoved across the room by their gunfire (presumbly because of the impact procs). I was also running around as a tiny transparent ("invisible") Hydroid. I'm in the simulacrum currently and not having the issue. Without further testing I can't really pinpoint the cause, but I can take a guess and say it might have something to with client-host interaction. I was a client, as I joined an in-progress mission.

  8. 6 hours ago, Chipputer said:

    "We know that 99% of people are saying that Harrow's Thurible has issues because only Harrow can trigger the regen and only on kill, but we all know that they just want to spin that mace faster."

    Tone deaf.

     

    I'm kidding of course.

  9. @[DE]Saske I must be blind because I missed this megathread. I don't visit the forums much. I'll link to my thread, but the TL;DR is that 21.0.4 broke Huras AI and they now randomly de-cloak you when they shouldn't.

    @DarkCore

     

    1 hour ago, DarkCore said:

    hi first of all want to thx u guys for the amasing work! with last update found bug using harrow condemn and shot my panthera for some reason some shots (many of them) , simple pass throw enemys with out do any damage at all, tis just apening with panthera and only to enemys afected by condemn, also not sure if tis a bug or intended but now i can only get shields from condemn on same enemy once, if use condemn on same enemys will not giving any shields back since they give it at first time plz let me know if tis intended becose was not like so befor tis update. thx again for the amasing game and dedication fom u guys keep up the great work like always :)

    24

    This is happening to me with the Scourge. I had to hit them pretty much in the belly to do any damage at all.

  10.  

    As the title states, the Huras AI seems to be broken after this hotfix. I ran about 20-30 kuva spy missions flawlessly between last night and the day before, and my huras would make me invisible appropriately, and keep me as such through the entirety of each vault (unless I did something to uncloak, such as fire/swing a weapon etc.). I ran those vaults the exact same way, every single time, without issue. Rush + Sprint Boost, sprinting through pretty much the entire tileset, only stopping behind a box or some such at the very start of each vault for my dog to make me invisible, and for the final laser door in vault C (forgive me if C changes, but I haven't ever seen it change. It's the only Kuva vault with a magnetic door and light that you're required to shoot to progress to the vault console.) I even rubbed up against the grineer a few times and bumped into them, and was fine. 

    Post-hotfix, I've had several instances where I'm running through the vault, right next to, in front of, or behind a Grineer, as well as in the cone of the cameras, and suddenly, ✽pop✽, there goes my invisibility and my undetected bonus. I don't know why this is happening.

     

    Edit: I should mention as well, I had the same issue with the Shade sentinel before the hotfix, which is why I opted for Huras in the first place.

     

     

  11. Just now, --Q--Voltage said:

    The entire Hijack Mission.

    Fantastic. /s I ran it with my clan a week ago or so, got through almost the whole thing and the last door wouldn't open despite everyone being where they should be. I thought we messed up somewhere. Glad to know that's not the case. I think.

  12. 5 hours ago, shanman88 said:

    I have only one question really;

    1) Will there ever be a way to play higher level content other than sortie or hours in survival/defense. I would love the ability to test my builds and really see how things shake out, but i don't have hours to spend trying to grind my way up to lvl 100+ mobs. The sortie is great fun and a challenge that makes things really fun! I would love for more high lvl mob content, or at least more accessible. 

    Going to piggyback off of your suggestion/question/thought here, and bring up something that came to mind today. I was hoping that we could potentially get something for the Simulacrum where we can simulate specific mission types/tile sets, such as: Tower III Survival, and also simulate the progress of the mission. Example: I'd like to test things at 60+ minutes in a Tower III Survival, but I really don't want to waste my time getting all the way there only to: Waste my key to repeated deaths, and/or have what I was looking to test be a bust. Having the ability to simulate this stuff in the Simulacrum would be absolutely wonderful.

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