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(PSN)Schobii564

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Posts posted by (PSN)Schobii564

  1. 7 hours ago, PoisonHD said:

    I know they fixed accidentally killing conservation animals with Volt's passive using the tranq gun

    I wonder how they fixed that without "fixing" spears, maybe tranq simply deals no damage now

  2. On 2018-10-27 at 11:12 AM, Handstamp said:

    This would completely bust springloaded blade under the current system, since whips and polearms with already absurd range and fantastic status chance now get to hit even more enemies impossibly far away.

    Except hitting through walls is no longer a thing so it would be completely fine, especially after melee 3.0?

  3. 1 hour ago, --END--Rikutatis said:

    While I agree "challenging content" in WF cannot exist like it does in other similar games due to the nature of combat mechanics, I disagree endgame cannot ever exist. Take a scripted raid-like mission with coop puzzles like Law of Retribution and Jordas Verdict, except this time around don't make the entire mission revolve around puzzles. Instead mix in the puzzle aspect, with some sort of horde mode moments against high level enemies like what you have in ESO (just don't reuse those horrible efficiency drains from ESO, it ruined the game mode), and add in a couple eidolon-like boss fights that have a time limit on it in order to make it more challenging. Add a few random weekly modifiers and limitations (sortie modifiers, no gear usage, no revives, etc.). Put in some moments where players need to split up and do different tasks at the same time (like GTAo). I'm not saying people won't find a way to speedrun the thing with maximum efficiency, but even LOR and Jordas Verdict already had a dedicated fan base that ran those trials daily as their endgame, if they make it more fun and cinematic, with more engaging combat and bosses, interesting coop puzzles, add good special rewards, I'm sure even more people would get into it. 

    And that's just one option. A clan vs clan, alliance vs alliance PVE/PVP competitive endgame is another entirely different route. Dark Sectors may have failed, but that doesn't mean it can't be done in a better way. Railjack has a lot of potential for that PVE/PVP hybrid experience. 

     

    I did, I was playing Monster Hunter World until recently, and right now I'm just focusing on other RL hobbies I have. I just want to see the game I love the most develop to its full potential, and IMO that potential includes having an endgame and keeping veterans and clans engaged, keeping that social aspect of the game alive. The most successful MMOs I've played all had that. People wouldn't be complaining about content droughts so much if WF had a truly coop/social endgame with more longevity than these game modes they release where all you do is hit the node, get the rewards and never come back again. Tactical alerts offered a little taste of that with clan leaderboards and competition. 

    You do give very good examples of things that might work, but some people will argue that once you've got all the rewards those have to offer that they'll need some new endgame

    I'm also very excited about railjacks potential

     

  4. 45 minutes ago, --END--Rikutatis said:

    So because you still have things to do in the progression grind, you basically don't want DE to add endgame for those of us who already finished that grind and don't want to sit inside captura all day? 

    Endgame can never truly exist, case closed

  5. 7 hours ago, TheKazz91 said:

    Nah I just think these mods need to be better (higher percentages, 55% damage on a prime mod that costs 40k endo to max is garbo) and there needs to be real end game content that requires that extra bump in power for that specific enemy type. About the only one that is even remotely worth using are the corpus ones if you wanna run high risk index runs because the difficulty level means you need every scrap of extra damage you can get.

    Dude, multiplicative from total damage, not the base, they are really good

  6. 10 hours ago, Julian_Skies said:

    But that is literally the most well known part of melee 3.0, though, reiterated many times by the devs. (And if you can't trust the devs to do as they say why even believe there's a melee 3.0 anyway? )

    You obviously didnt read or listen well enough to what they have said, you might wanna rewatch/reread

  7. 14 hours ago, TyrianMollusk said:

    You traded four buttons for what used to be one.  You're giving up markers, gear hotkeys and whatever else you might've had there for something used on very few weapons.  That's not nothing.  Also how do you activate transference?  We have five abilities, not four.  Maybe PS4 has more buttons, but I definitely don't have five buttons to throw away.

    I mean, sure, that's an option, but these are sacrifices controller users shouldn't be asked to make for baseline mechanics that can easily not be such a problem in the first place.

    Yes i do have all of those buttons, touchpad has 5 buttons in total

  8. 4 hours ago, TyrianMollusk said:

    The shoulder buttons all do things I want sticks available for (abilities, slide/bullet, gliding, and firing).  Yeah, you can trade off aiming one of those for aiming alt-fires, but that's unusual prioritization and this doesn't need to be broken in the first place.

    I got my 4 abilities on the d-pad, no real "trade off" as i havent traded anything in for alt fire on shoulder

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