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RobWasHere

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Everything posted by RobWasHere

  1. Artax's unique trait is that it forces cold procs each tick regardless of mods on the weapon. Cold is on top of other mods' status procs, its just Artax has like 3% status chance at base. Along with Taxon, its designed as introductory sentinel for new players. Artax does minuscule damage by itself but its fine for starter planets, slows down single enemy and Taxon restores shields. Get Verglas for top-notch sentinel weapon or if you can't, buy and build either Cryotra or Helstrum from one of Fortuna's vendors.
  2. I believe my fastest run was circa 9 minutes, when I rolled 200% power str Dante invigoration, also having luck with Necramites spawn in the same node as red circle. Usually it takes up to 15m depending if Necramech spawn annoy me enough to trying to kill it or not.
  3. I haven't see this in normal laboratory missions, but it is present in DA and EDA. Sometimes when you come next to a mech dispenser you get a prompt to forcefully spawn a rogue necramech, that most likely be a Eximus on top of that. Killing him reduces the mission timer, in my case was mirror defence wave timer. Ignoring that killing eximus mech lvl 250+ with limited weaponry and all our debuffs takes longer than wave timer is, I believe it would be a great addition to other waiting timer missions we have, like Mobile Defence. Could be done by terminals or Lohk Hands that call some X level higher than mission level beefy eximus unit where killing them reduces the timer.
  4. Well it's double edge. On max range its a nerf, but it won't reduce the range to be less than a typical melee weapon when not using Overextended.
  5. That assasination modifier was real pain in the backside. Eximus spawn faster than you kill them (because you get puncture procs), with crappy rng with weaponry (I got Hikou, Hek and Ruvox only as decent choice) to the point entire arena is in Guardians and Ice eximus, practically rooting all of us in place and unable to do any damage. Those 2 mods should not happen together on Assassination tbh, even with our necramechs we managed to scratch half of first bar before they got wrecked.
  6. Exactly. Geometry of the body doesn't change, details are achieved by painting texture and its heightmap so light shone on it gives an illusion of geometry that is not physically there. Geometry of body can't change due to animation constraints. From game engine perspective, entire helmet is static in relation of the body so its allowed.
  7. Remember when you rant about something to remain constructive. Shouting "Revert because its bs" won't help at all. "Pay to skip story" and "heirloom packs" were adjusted after civil discussion. While I doubt it will help Dante anymore (only LoS change revert in the history was Excal during Rivergate) you can actually point what is wrong and why it need change and that will help designing new frames in the future. Proposed Overguard change that allows Rage/Andrenaline work is good for Triumph. Overguard itself won't last very long, but overguard regen is constant unlike shield gate, allowing almost stable invulnerability phase as long as you get kills and assists. I'd even suggest bumping up the caps since it won't be disruptive in some cases anymore. Tragedy LoS improvement sounds good on paper but it has to work, not like Khora's Whipclaw wonky hitbox. I'd opt for range reduction instead of LoS due to how buggy it often is, or make Tragedy work only on enemies tagged by Dark Verse while ignoring the LoS completely. Damage will be still the same, but will result in less coverage. Is Dante in need of kpm reduction? Thats debatable. Tragedy has practically infinite scaling in non-corpus missions (Its basically Expedite Suffering with 360 coverage) but so is Equinox in similar build-up. Comparing Dante to Saryn is not fair either, as on high level missions Miasma fall-off pretty quick and what really kills are Spores that would work the same exact way even if they didn't spread through walls, especially now with Emerald shards. Spores also need build up you cannot personally accelerate either. Having LoS check with such huge range is just a waste of processing power like Lavos has. Lavos ult have huuuge range without LoS check, but the ultimate on its own is not that powerful without priming with other abilities (or Cedo) that have significantly less range or have LoS themselves. tl;dr. LoS check on the range Dante has is just a waste of processing power. Remove the LoS and reduce the base range instead if really needed. Damage will always be very high because of the effect of DoT sum damage, if Dante has any problem is the range.
  8. Its difficulty for difficulty sake. Rewards are exactly the same, but you can customize how hard it can be for you with extra rewards. Haven't done EDA yet because I was unlucky with primary lottery (3 launchers) but when I enabled anything except primary restriction, I got 3 shards as reward. So in total got 6 shards instead of 5 from just regular Netracells. But it's extra fun with more people, without mindless room nuke at least in some cases. Game needed something that will keep veteran players for a while and this is step in right direction. For the rest of the people, customize the difficulty up to your liking then fill the rest with just Netracells.
  9. Tragedy works the same way as Expedite Suffering, combining all dot ticks into one. Since Dark Verse is slash based, Viral will boost its damage on non-corpus enemies making total damage from the slash ticks stronger. I'd keep Roar though. Wyrd Scythes damages only things around you + shooting themselves into one direction. Depending if you have one mod slot to spare, I'd try Tempest Barrage with Viral Augment, as it would cover more field.
  10. Well, 12x combo heavy slam on 7-8x Slam Capacitor was turning damage numbers into -2147483648, combined with Melee Influence causing massive electric proc covering entire room and even freezing a game for a second, so the nerf was probably warranted even if just for performance reasons. Seeing "just" 1 mil crits now feel sad though. I'd keep the current scaling but also increase the max stacks to 15 or 20.
  11. Nothing groundbreaking, just a thought. Many players request adding solo extraction for different missions, especially recent ones. So here's a concept for universal solo extraction for every game mode. We are utilizing Railjack for this. The central console in Dry Dock now has a new research - Long Range Teleporter. Completing this allows to place and use the Omni tool in the gear wheel in normal missions. Now, if you use the Omni in any normal mission, your team gets notified and a timer of 3-5mins starts. Once the timer elapses, your Railjack flies in the planet's orbit where the mission takes place, teleports you on board, and flies for your Dojo/nearest Relay Dry Dock for extraction. Using the Omni again during the timer cancels it, but using it again starts from the beginning. Obviously, this won't work in Duviri, ESO or Granum Void.
  12. Progress through all planets then do the Quests that pop out. After that all comes to picking some new shiny thing, working for it, playing with it for a while then switching to next shiny thing between new content drops. Set up your personal goals, either killing first Eidolon, getting X mastery or farming equipment Y.
  13. Sometimes nerfs are needed to keep the power level in reasonable control. Otherwise future content will always have more and more unfun mechanics like hard dps limiters and total CC immunity and it will be very hard to design new enemies and game modes that will be engaging for the players. Look at Fragmented One boss fight. Without the limiter it would go down in couple of hits unless it had hundred of millions of hp, on top of having energy drain, power nullification and soft timer cap. At the same time, you can't just buff all other things. Nourish and Eclipse were just too convenient to use instead things like Sentient's Wrath or other direct damage ability even if they would have superior numeric values.
  14. In objective game that has fail condition I'd rather focus on the objectives then pick Vocas that are along the way + check the closed room in the exit tile. Vocas can be easily farmed solo in Exterminate without any risk.
  15. Void Cascade Fissure, especially in normal mode, is practically impossible to open more than 2 relics. Reactant drops are not keeping up with amount of Exolizers that spawn above round 3, you simply have to purge new Exolizers otherwise you spawn more possessed ones and risk failing a mission. Round 3+ takes about the same time as typical Exterminate yet there are so few enemies to drop reactant from. Reactant drops should be significantly increased, to the level Exterminate has or higher. I guess Void Flood has similar issues.
  16. Totally not Deep Dives from DRG FOR KARL LOTUS!
  17. You can't, you need to find a way to force Zenistar to proc pure electric as proccing Influence with Operators was fixed. Place toxin first, heat second and electric third will result in gas + electric that can be expanded with Focus Radon with additional rad. This will work best if you armor strip with Terrify or Pillage and add Nautilus to pull things into the range. What I'm specifically use this setup for is with Saryn for Netracells. Saryn has 2 emeralds that adds corrosive stacks and the rest 3 are +% toxin proc damage. Saryn uses Venom Dose, adding Corrosive to the mix. Toxic Lash makes all hits additionally proc Toxin, that is spreaded by Influence and empowered by Emeralds. Nautilus with Manifold Bond reduces Cordon's cd if anything is killed with 3+ statuses (that is easy if Zeni is doing now Toxin, Electric, Corrosive and Gas) and keeps pulling things in. Its jank fun and I love it.
  18. I find Zenistar fine as it is. Arcanes and Tennokai (those that work), especially Melee influence helps this weapon a lot. What I'd change is to add force Heat proc on the disc damage when its deployed. This alone should level the weapon damage quite a bit. I agree with mod interactions. Spring-Loaded Blade procs the effect, but disc's aura size doesn't change unless you redeploy. Killing Blow doesn't work. Opportunity's Reach enables Tennokai, but it's range increase effect doesn't work. Master's Edge increased damage seem to work, unless its just a placebo.
  19. I usually count "You played over an hour" messages to estimate how much time has passed xD +1 for the basic clock tho. On Steam you can activate overlay to see a clock but its annoying.
  20. This also fixed Influence triggering from operator Amp if you have Virtuos Surge installed, pretty sad because I can no longer use Influence with Zenistar.
  21. Pretty sure they were all moved to cred shop. This week has Wild Frenzy and I remember seeing Efficient Beams around January
  22. Before it get fixed, you can proc Influence having your Amp equipped with Virtuos Surge proc the electric status for you. It still recommended to have electricity on a weapon because its very clunky to constantly jump into kiddo mode just to shoot the amp few times.
  23. Either tap/hold or Leave as it is, but make Prism and traps from Sleight of Hand emit light for light buff. For other frames, make some abilities that makes a bit sense emit light as well.
  24. I don't own Sporothrix, I discarded it immediately after reaching rank 30, but from what I saw on yt this makes the explosion to proc on every enemy it goes through with increased radius. This makes it comparable to Komorex mechanically with worse stats, but if you force it to crit (with something like crit cat, buffs or Avenger) it equalizes both weapons. Or you can use it as very awkward primer.
  25. Crit brace from Cetus will be enough. What really makes a difference is second arcane slot unlocked and Zariman Amp arcanes paired with Madurai.
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