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Zexicon

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Posts posted by Zexicon

  1. Grendel's third ability is very lack luster in it's current form, I believe the ability could have greater utility and usage if it left a damaging AOE toxic cloud on impact. 

    In regards to Pulverize. This ability is cool, I like the idea of rolling around as a physics based ball. I think the ability could be a lot more interesting by having the first 3 abilities change while pulverize is active . A lot of users say pulverize has very poor mobility so you could make it so that casting regurgitate while pulverize is active will violently shoot out an enemy stored in your stomach behind you propelling the ball forward and increasing damage , this would make pulverize much more interactive and I think would be a much more fun version of it's current form , Thanks!

     

    • Like 1
  2. I really like Grendel's kit as a whole . However,

    Nourish in it's current form is very difficult to swap between the buffs, it's difficult for me to tell the difference between the icons and the duration timer covers up most of the icon

    I'd like it if nourish would apply all applicable buffs instead of having to swap between the 3 and recasting 

    • Like 1
  3. Apparently my account has been banned until 1/1/2035 for a negative platinum balance. So i went onto my account on the website and it says that I have -361 platinum. How did this happen exactly?

    Did you recently purchase platinum?

  4. Exactly! His cc is pretty bad compared to other frames' cc, his heal requires your teammates to know who the hell you're going to throw the chakram at prior to you doing it sot hey get healed, and his damage is abysmal. I agree with you again with DE not spending much time on him like the other frames, We'll probably see a hotfix tomorrow or this week but I'm not gonna expect it.

    if you can't mobile, don't play ;0

  5. After playing with him and Nezha, I find that Nezha has better survivability, melee, and even better than him on close range combat as well.

     

    The only thing I can do with Wukong in most sortie is to use his 3 cloudwalk to run away, because his others abilities and 4 are so weak. Wukong shouldn't be used this way, at all. Even his 2 defy - that people wrongly dubbed as immortality, which not really... becauseTrinity's 4, which I prefer more, can do a lot better and heals the whole team. And Loki's 2 - invisibility can help Loki to very effectively engage enemies headon. I'm not sure about Wukong in China, but Wukong, with us international, at the moment is just lacking so much even comparing to his somewhat equivalent counterpart, Nezha.

    Nehza has a lot less survivability than Wukong.

    Go max duration and one stream line, have a Primed flow , Vitality and Rage. Boom. you now can't die (pretty much)

  6. Not in his current build. Abilities are weird and have no synergy. His 4th power bugs out a lot and doesn't pick up enemies sometimes, also duration and range are pretty low for it being a CC ability, Also his 4th power has another bug where some frames cant even use there powers to kill those on the spears

  7. His #2 should get the Landslide treatment. It should scale off mods, do high damage. Make it so you want to throw it all the time. Right now its only good for occasional heal and cc.

    Agree 100%

    I was able to pull off a 65 minute survival with him and only stopped because of life support running out... his mobility makes him a tank.

    I'd be interested in seeing your build, PM me it?

  8.  

    No problem. Glad I could help clear that up.

     

     

     

    You are absolutely sure of this? Players have been saying that here, but as I and others have demonstrated, the effects of the melee range bonus from the combo counter are not purely visual—the hitbox does extend.

     

    No melee range bonus (+0%)

     

    Maximum melee range bonus (+200%)

     

    Maximum melee range bonus + Primed Reach (+365%)

     

     

    Are you testing as a host or client?

    Actually After more testing, It doesn't seem to work when i go into an Actual mission, It only works correctly when i test it in the VR room

  9.  

    No problem. Glad I could help clear that up.

     

     

     

    You are absolutely sure of this? Players have been saying that here, but as I and others have demonstrated, the effects of the melee range bonus from the combo counter are not purely visual—the hitbox does extend.

     

    No melee range bonus (+0%)

     

    Maximum melee range bonus (+200%)

     

    Maximum melee range bonus + Primed Reach (+365%)

     

     

    Are you testing as a host or client?

    Intresting, I had tested this several times and it hadn't been actually growing, but now it sems that it is?

  10. So, wait, mods like Overextended and Reach don't work? Are they supposed to?

    ... wiki says yes, and so does everyone upthread. Except they're not?

    I'll watch, for potential patch notes.

     

    Those were some completely ridiculous attack ranges in the OP. Those gifs were insane.

    Yes, You can have negative power range % and the staff will still be as long as your Modded melee weapons range

    I believe range is supposed to effect the size growth of the staff and how much it grows per hit, however its not working correct

  11. This has been on our radar for a while, and investigations have taken place. Unfortunately I'm going to need to ask for a 'Wukong expert' to volunteer some time with me to really get to the objective root of the problem that's being reported, because it's not adding up to what we are seeing under the hood. Reply to this if you're interested.

    I've been testing this frame out for a while and can help in whatever you guys need to know

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