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ToolboxMotley

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Posts posted by ToolboxMotley

  1. 12 minutes ago, [DE]Megan said:

     

    LIMBO STASIS CHANGES!

     

    Limbo's Stasis has been changed to make it more cooperative! Now, Stasis only stops time for Enemies. Limbo's Gear and all Ally Gear will continue to function. But, because complete time-halting for enemies within the Rift is akin to godly power, the duration of the ability has been shortened overall - from base 30 seconds to 15 seconds. This is of course affected by Mods.

    *sob* Plz gib augment for freezing your own projectiles plox. T_T

  2. On 2018-06-04 at 2:10 PM, (PS4)gta4biosmka said:

    With Limbo you can make your bubble stop from moving and making it last 70 seconds, but yeah it should be fixed for non Limbo players

    Not a big help, as shooting through Rift-fired bubbles doesn't seem to give its boost to projectiles fired through them. :[ Some additional oddness is that, when Stasis ends, any melee attacks that hit the bubble during Stasis will stack up and send them flying.

    WELP. Nevermind THAT. :[

  3. Does anyone actually make use of this "feature"? In my experience, it's been nothing but a tremendous hassle, trying to set up the bubble to fire through only for it to go careening off into space when an ally spins by. Maybe it's just me, but I really wish the melee-moving function would just go away. 😞

  4. 2 minutes ago, Vox_Preliator said:

    If you make ideal rivens easy enough that they are at all reasonable to obtain, then players will act as though it is reasonable to assume them to be standard.

    Much like it would be strange to build a rifle without Serration, it would become the standard to "just get a good riven" and then we run into the exact same problems the current modding system has but worse

    That's a good point. :[ Elitism is a big enough pain-in-the-backside as it is...

  5. What if, for every reroll a Riven has had, you can choose one stat in either the positive or negative category that the Riven is NOT able to get?

    For example, you have a Nukor Riven, and you absolutely do NOT want the negative stat to be Critical Damage. With a Riven that has been rerolled once before, you can toggle the Critical Damage negative to "off".

    Now, say you have that Nukor mod having been rerolled 3 times. You can turn off the Critical Damage negative, and reduce the likelihood of a useless positive by turning off Flight Speed and Critical Chance, as well.

    Let's take it all the way to the end. You specifically want a Nukor mod with Damage and Critical Damage as positives, with Flight Speed as a negative. Given the pool of 24 positives and 19 negatives, you can guarantee those stats by bringing the Riven up to 40 rerolls.

    Such a system keeps Rivens as a Kuva-sink, while still giving some degree of control to the player, and increasing the value of Rivens with a great deal of rerolls.

    Just a thought.

  6. Thanks for the answers, everyone. 🙂 Looks like I do indeed need to get myself a Euphona Prime.

    Another benefit to Limbo is the ability to Banish the lures to keep them alive, as well as heal a percentage of their health with the Haven mod.

    1 hour ago, Ocriel said:

    I use the Knell to solo Eidolons all the time, although with a repeater on holding one of my extra mouse buttons so I don't break my hand. Problem with M.Quanta is that you generally need to stay on the move to survive the fight, so you'd probably have to recast the altfire orb a lot.

    Edit: And ALWAYS bring a melee with Shattering Impact to reduce armor if your team can't do that on their own or with Corrosive Projection. 

    The Knell? Wiki says that its buff only lasts 2 seconds, and only takes effect on actual headshots... How difficult is that to maintain?

    And I do have a melee with Shattering Impact, but I've heard it's a bad idea to strip the armor down entirely, as it removes the 75% damage bonus from Radiation. Is that still the case? o.o

  7. When I jump into public Eidolon hunts, sometimes there's no one that can handle the Eidolon itself. I don't want to switch off of Mutalist Quanta, as its alt-fire gives me a really nice boost against the Eidolon's shields, but I want to be able to contribute to the body part damage when needed. In case anyone's unaware, Mutalist Quanta's alt-fire shoots out an orb that lasts 9 seconds and gives additional Electric damage and a flat critical chance boost to any weapon fired through it, so that could potentially affect the weapon choice.

    I've not gotten the Euphona Prime, but I hear that's a good one. Are there any others? I usually play Limbo, staying safe in the Rift; should I consider a longer-range hitscan weapon in order to stay at a safe distance when attacking the body parts? I'm a fan of weapons that are more interesting than "push button, get boolet", but in the end, beggars can't be choosers.

  8. 4 hours ago, peterc3 said:

    Something tells me DE doesn't want this. This is probably a test to gather data on how many people switch to Djinn just for this.

    Then I'll add one to that number in the hopes of showing them how important it is to Sentinels in general. I've been using Kubrows since their inclusion because Sentinel survivability is garbage by comparison. X)

  9. I'm looking to buy a Mutalist Quanta riven mod with NEGATIVE Flight Speed, and a Sarpa riven mod with Damage and Attack Speed. Lemme know what ya've got!

    IGN: ToolboxMotley

    Acquired.

  10. Got hit by it, too. My precious puppy bit at me on the Liset. :( Not okay! This thread was posted on February 27. Are the developers unaware of the bug as a whole, or just unable to determine the cause? Some communication would be nice.

    Just a random thought, could it be that the transition between Cetus and the Plains is "killing" the Kubrow each time?

    Edit: Did a few tests.

    Plains to Cetus, Abort back to Orbiter: No loss
    Cetus to Plains, Abort back to Orbiter: No loss
    Cetus to Plains on Bounty, return through gate: No loss
    Using Archwing Launcher, return through gate: No loss
    Cetus to Plains on Bounty, Kubrow downed but not killed, return through gate: Yes loss

    Unfortunately, I have no more Loyalty to lose, so I can't continue testing. But, narrowing it down a tad.

  11. Before, with single-use Void Keys that could net you multiple rewards by going a long time in Defense, Survival, or Interception, there was good reason to keep at it, as it meant spending just one key.

    With the Relic system now, though, is there any reason to go longer in any of the endless missions? Not just Void ones, but anywhere in the game. Relic endless missions just give you basic rewards for the mission type, now, right? Aside from the Relic's own reward at the end.

    I'm not saying anything against the Relic system, I think it's fantastic. X) I'm just wondering if there's any real point to setting yourself up to be able to handle highly-scaled enemies, anymore, or if I'm grinding my backside off for nothing.

  12. Jat Kittag's slam attack has an enormous AoE that hurls enemies away from the point of impact. Do any other melee weapons have such expansive and effective methods of clearing durable enemies from an area?

    Reason I'm looking around is mainly because, awesome as Jat Kittag looks, it seems rather out of place with my scrawny little Limbo. :P That, and I've been using it for years now. Wondering what other melees have such interesting features.

    I looked at Kestrel due to its ragdolling, but as far as I can tell, the explosion you get out of Power Throw doesn't inherit the knockdown function. :(

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