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SasoDuck

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  1. Ah yeah, that too. That'd be kinda interesting... mobile health depot :P I wonder, does Trinity's Well of Life work? I know Energy Vampire does, but I've long since subsumed WoL, and it does have a bit "harsher" CC than EV, which just gives enemies a headache rather than fully lifting them into the air...
  2. Obviously it shouldn't stagger or knock them down on impact with the target, but you should still be allowed to use it to close distance on these enemies and deal damage/charge Dread Mirror's bloodbomb. Other abilities that cause CC along with other effects still affect Overguarded targets, such as Mag's Magnetize [2], which casts the bubble while not impeding the movement of the target. There's no reason Garuda's 2 shouldn't function in the same way.
  3. Well that's one of my main points. It shouldn't choose one of the nodes as a sortie mission. It should just choose a mission type at random and then randomly choose a tileset that's compatible with that mission type. That way every mode and every map has a fair chance at appearing instead of the modes that only appear in one single node having a S#&$ chance against the modes that appear in many nodes. It's fun, and requires a little brainpower and memory. The horror.
  4. Archon Hunts are only once a week, not daily, and I still feel that more mob density is just straight up more fun. It shouldn't be limited to just one single mode.
  5. Huh... have they not been added back? Eh, ya gotta have it though right? Not everyone's gonna like every boss, but there's those who do. I'd personally take Ropy over the bullS#&$ that is Mutalist Alad V....
  6. While I have no problems with the current rewards (basically every reward is worthwhile to get in some fashion), I'd not complain about additional rewards. Not sure how they'd incorporate Archon Shards into it lore-wise, but lore be damned. It'd be a good way to get more Shards than just hunts and <groans> Kahl. Maybe just make it so the sortie ones can't ever be Tauforged?
  7. I'd asked quite a few times over the years, but DE... please. Sorties need more love. While they've fallen from end-game to more mid-game, they're still a prevalent part of daily activities and need to be maintained with current standards. MOB DENSITY With the advent of Steel Path and its gobs of mobs, Sorties have felt significantly lackluster mob-wise since they don't keep up with SP levels. They don't need to have the SP buffs to make them stronger, but for this non-standard-starchart activity, I want to wade through swaths of enemies like I do in SP. It's just flat-out more fun. BRING THE NEW CONTENT IN TO THE OLD CONTENT Sorties are like the slice-of-life of everything the game has to offer, except much of the new stuff hasn't made it to Sorties at all, such as: - Orb Vallis freeroam - Cambion Drift freeroam - Conjunction Survival (Lua) - Zariman (could make the Orowyrm of Duviri be the presiding boss here if a boss is chosen) - Jordas Golem - Zeloid Prelate - Ropadopalololalyst - Mirror Defense - Hell, I'd even be pretty cool with Railjack and Archwing missions appearing as one of the sortie components NEW HAZARD TYPES Not needed as badly, but would spice things up to have some new hazard conditions than the few we have currently Just some random on-the-spot spitballing: - Basically anything from Nightmare modes - Solo-only - No minimap - No companion - Not allowed to die (akin to Archon Hunts) - Reduced max ammo - Invisibility not allowed - Enemies move/shoot faster (like having a Speed Nova constantly active) - Enemies are equipped with cloaking devices REDO THE WAY SORTIES CHOOSE MISSIONS I believe right now, it seems the way Sorties choose a mission is by randomly selecting one of the existing starmap nodes. This is a problem because it means that mission types that have only one single node (i,e. Plains of Eidolon freeroam, any Lua mission, etc.) are vastly overshadowed by the mission nodes that appear on the same tileset in multiple different locations. I won't pretend to know exactly how the mission choosing logic is written, this is only my assumption, but if it's accurate, then we'd be much better off with a system that instead chooses first from a list of gamemodes at random and then chooses a tileset at random that is compatible with that gamemode. This way, EVERY tileset and EVERY mission type get a fair chance at appearing, and I'm not doing my 1000th Mobile Defense on Earth instead of something like Kuva Fortress survival that I rarely do since I stopped needing Kuva. I don't even remember the last time I saw Lua Spy come up in the sorties (not that I'm really complaining there, but... yknow).
  8. It would be better if they redid the Ambulas fight altogether (again). The points you made are some of the main issues with it. Mechanically, it's a cool boss, but its implementation is horrid. They should delay the waiting and instead have a dropship dispatched as soon as you hack an Ambulas so you're not just waiting around idle killing a pittance of mobs that show up. Also having more to fight simultaneously would improve it significantly as well— kill as many at once as you want, but you better be sure they're all hacked once the dropship arrives. Or give the Ambulas more HP so its more of a bullet sponge. But simply cutting it up to make it more speedrunnable for sorties (which I don't think should be speedrun anyway, given they're 1 per day, so make it the one thing you actually slow down and enjoy) is not the answer.
  9. The targeting on Voruna's 2 (Fangs of Raksh) currently has very poor line-of-sight determination, making movement/lunging with the ability slightly cumbersome and unintuitive, when a lunge that appears like it should have plenty of sightpath to the target won't let you lunge and instead thinks the target is obstructed
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