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Lavantant

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Posts posted by Lavantant

  1. 7 hours ago, IntheCoconut said:

    I think that the problem stems from people not understanding how the melee system negatively impacts your enjoyment.

    First, people need to understand what you are trying to achieve with endurance runs. Why is it fun to you? What, specifically, do you enjoy about endless scaling? Answering these questions can help us understand your point of view.

    From there, you can identify how the melee changes impact you. How are the melee changes taking away what was fun about endurance? What specifically has changed that makes it less fun? Simply saying "I can't scale infinitely" is true, but doesn't help us understand what that means. Help us understand why it is important to you, and others, to scale infinitely. How is that making the game fun for you?

    Disclaimer: To be clear, I am not asking these questions to criticize your method of fun; I am asking these questions to better understand why you don't like the changes.

    Honestly this is the most concise post I've seen that hasn't been from the vet side of things(and actually cares about trying to figure out the other side), so I'm gonna quote this and respond to it.

    ---Why is it fun to you? What, specifically, do you enjoy about endless scaling?
    Hm, I know why I enjoy it, and I know why my boyfriend enjoys it, and I know why some of my friends enjoy it, so while you should take what I'm about to say with a grain of salt, and understand that it isn't what everyone thinks, you should also understand that its the opinion of a lot of people who have been playing the game for years and years;
    First off, before I get into the meat of it, something that annoys a lot of us is the juvenile "This person is playing well"/"This person is using a tactic that I don't like"/"This person is doing something I don't understand"/"This person is doing something that I'm not bothering to" "and so therefore its cheesy" (cheesy implying illegitimate is further annoying, but whatever) The thing is, most of us that actually pride ourselves in this kinda stuff aren't just looking up some easy build we can pop out, and most of us never stop changing our build around, to try to squeeze a bit more blood from the stone, so to speak. We're trying to get a build that can get us as far as possible, and that brings us to the full explanation of how this all works; a lot of us enjoy having the complexity of having to make sure that you've CCed the enemy, make sure you've debuffed them, make sure that you buff yourself (and allies), and make sure that you damage the enemy. Making sure that you have these 4 essentials going on at all times is a lot of fun once you get into the swing of things, and the fun was seeing how far you could go without messing up. The best part for me was that if you didn't properly balance the 4, you didn't do anything to the enemy, but if you did properly, great its time to move on to the next one. Each kill was under a quarter second for me even at extremely high levels, but the reverse was also true, if I got hit by a single enemy a single time, I was dead. This was one of the reasons why it was so fun to me, you could go literally forever if you were perfect, but no one ever is, so you got to test out how long you could balance the 4 aspects, and avoid death at the same time, it felt really rewarding to feel like you were dancing on a knifes edge, and that at any moment you could go from destroying the enemy because you properly were using the skills, straight to death at the hands of the smallest love tap.

    ---How are the melee changes taking away what was fun about endurance? What specifically has changed that makes it less fun?
    Simply put, the ability for me to kill enemies with melee falls out of my hands with the system as is, there is nothing I can do better to keep up my kill speeds enough to keep life support going in survival forever if I am using melee anymore. At some point the enemies die too slowly even with every buff in the game on me and every debuff in the game on them. There's other ways to do damage endgame, but the most common, easiest, and most fun way of dealing damage in endgame has been removed, and its a huge shame for a lot of us.

    If they tweaked health and armor values so that enemies could still be killed at high enough of a pace however far you went into a survival(and they were able to kill you just as quick), I'd be fine with that. If they gave back the infinite scaling of melee, I'd be fine with that. If they made enemies stop scaling after a certain point to keep them able to be killed, and buffed their damage to compensate, I'd be fine with that.
    There's quite a few solutions if they no longer want people to go to very high damage numbers, but nerfing player(melee) damage with no nerf to enemy tankiness is a terrible half measure, and even worse that the enemy still, again, scales forever, and the player('s melee) is left no longer scaling after 2 or 3 mins into a mission.

  2. Just now, MaryoSlayer said:

    I tested every weapon against lvl 130 corrupted heavy gunners, every melee is WAY better now except your brain-dead polearms and im gonna be honest im so happy spin to win has been adressed

    130 is the start of lategame, go to lvl 400 for something that starts to feel like endgame plz

    • Like 3
  3. With the new update to melee attempting to change its balance, I think its been hit a bit too hard.

    No longer infinitely scaling for endgame, damage doesnt go as far as the old 3x, range on a ton of weapons is nerfed. Its a shame because this was supposed to be when melee finally started to shine as its own thing, but I guess it was too much to ask.

    • Like 2
  4. As someone who has been playing half a decade(well, this account has only been around like, 4 years, not 5, but i played on friends account for a year before that); yes, the quest is just a tad too hard for newer players, and way too easy for the vets.
    Were the newbies to have a higher power to their operator form, they could step up the difficulty of the quest, and therefore simultaneously make it easier on newer players and harder on vets, optimal for both.
    my solution is not to make focus in general easier to get, but to possibly;

    Make the waybounds stand out a bit more, circle them, make them a different color, have the word waybound stay there without hovering, something like that. there wont be any balance change and it wont be more than 1-3 man hours to change it on their end.

    Make the waybounds cost less, making them not quite as costly can look like a devaluation of the time that older players put into them, but i'd say they could probably easily put more focus into peoples accounts based on how much they had invested into the nodes so as to balance out the difference
    now; this one you might argue with on the basis that you think that new players shouldnt have access to them, but i think whats basically vitality for your operator shouldnt be quite so difficult to grab for a new player. if you disagree, then oh well, but the max health one and the amp damage ones are the only ones i really think need to be made any easier.

    Add focus alerts;
    Pretty straightforward; adding alerts for, say, 10k-30k focus for random schools(maybe leaning more heavily toward first, vazarin, and second, madurai, if the earlier change does not seem appropriate) would be nothing for anyone who can grind out the focus in the first place, but would make a world of difference to those that cannot.
    adding another less than 10% additional focus daily per mission in a focus school that you cannot choose (which they could cap at a total of 5 a day, like they do with nitain) isnt going to be a gamechanger for older players or players really hoping to max out their schools, but it will still allow those who are new to the game to more easily get the /basics/.

    beyond that i think that

    On 2018-06-17 at 2:40 PM, Disgruntlefairy said:

    How about you allow players to buy the fish parts or minerals/gems we need using Ostron rep.

    is an alright idea, though i hope that you dont hate the result of what you get (isnt getting the most basic amp's wisps like 300k standing with quills? (or, like, 12 mins of grinding if you know what youre doing))

  5. 11 hours ago, Zin-Azhsari said:

    This is what a friend cooked up, but you won't have an Exilus: unknown.png

     

    These mods require a "sacrifice", they shouldn't be freely equipable on everything.

    that'd be a terrible build for me to begin with though, haha, i use the duration range strength to get that 95% damage protection as well as the huge heals, and then combo that with his basic innate mitigation to become able to facetank lvl 100s with no problems

  6. 11 minutes ago, Thaylien said:

    Not only were things buggy and easy to break, people that played them were in the vast minority of the player base. Even with rewards like the Arcanes there, players just weren't going for them.

    They needed a small, dedicated team of staff completely reserved for making sure people didn't break the Trials, right at the point when the desire of the player base was shifting to Eidolon hunting.

    It made far more sense to put the rewards for the Trials onto the Eidolons while everyone wants to hunt them, and rescue the staff from the Trials to help out with the rest of the game, than to leave everything limping along.

    On the positive side, the Trials will return 'Soon', because DEScott and DESteve do love them too, they want to be able to challenge us, have 8 players going all out on something with complex puzzles, difficult enemy levels, multi-stage objectives... but they want to do it way, way better than it was before.

    sad to hear they were having that much trouble with them, but happy that they might return one day

  7. 1 minute ago, --Dark_Rage-- said:

    ССing - yes, but

    Shooting - mostly no.

    90%+ players come here to play dynamic shooter, but not to solve puzzles in boring raids.

    Just forget about them and enjoy the Eidolon Hunts - the new raid missions.

     

    im getting into them and all, but they're not really that fun, mostly its stand around and shoot the eidolons until they die

    flat dmg, no statuses

    no CC or other abilities (other than damage buffs and survivability buffs)

    just... kinda sit there shooting at the weak points with weapons or the shield with the "gimmicky spoiler mode"

  8. 1 hour ago, Aleksi134 said:

    No.

    ever so helpful, what a wonderful contribution, however; i would love to know how me playing the raids, were they to come back in, would negatively  effect you at all

    1 hour ago, kylooooren said:

    They were removed because they are buggy as hell and everytime they update the game they become more buggy. 

    kind of a shame there

    1 minute ago, (XB1)GearsMatrix301 said:

    Soon tm

    well, i just hope one day ;-;

  9. 37 minutes ago, peterc3 said:

    According to them, every update caused something in the Trials to break. Something they needed to fix.

    You aren't coming to this in good faith, my mistake.

    ah, i wasnt aware that things were breaking with each update, sorry, as i said ive been out of the loop

     

    32 minutes ago, --Dark_Rage-- said:

    Lol.

    Someone still crying about returning of unreal boring,  gimmick, puzzle raids in 2k18. :shocked:

    k?
    weren't boring to me, I didnt run jordas verdict if archwing is what you mean by gimmick, but if by gimmick you mean CCing things and shooting them, thats the rest of the game as well.

  10. Hi! I recently got back into the game after a year and a half long break and now I'm sad that I can't do raids anymore.
    If they were removed due to being "too rewarding" then you could remove the rewards and I'd be happy with it; I just want to play them again, since they were one of the things that were the most fun for me. (sorties are great and all, but lack that same calculating quality that raiding has)
    If they were removed due to "no one" playing them, then please add them back in, as I'm sure that I'm not the only person that would play them if they were back(I know of at least 7 people that would want to play them with me.)

  11. 3 hours ago, Zin-Azhsari said:

    You can use 2 of them tho, Umbram Fiber and Umbral Vitality:

    GkkUExNdSa2P7QJEfRn5Tw.png

     

    That build is for high power strenght, while this one is for more duration:

    iVeLdNORQ3yhaYmyNJ_frg.png

    i would also be able to equip 2 of them with my current build if I forma'd it another 4 times; but if i want to equip 3 of them i have no such capability

    thats my real issue with this, that theres no way to really put all 3 on any frame they would be a good combo for
    (they're certainly not all good for excal, seeing as while, yes, the health is nice to have on him, neither the armor nor health really help him for lategame, and you want to go for more of str, eff, range, duration for blinding and using the ult)

  12. Just now, TectonicKnight said:

    Apart from the fact that basic maths and economics, and almost everyone in this thread disagreeing with you. Seriously dude, all your arguments are anecdotal.

    to be fair i think his true argument is that its fine for vet players, which it honestly is, but thats only because we've already put so much into this game, even if we only play an hour a day max

  13. also as someone who had no problem maxing them all out instantly, didnt even bat an eyelash; i DO think that the grind is a bit too hard to put in front of the "average" player all at once

    i have no problem with the costs because ive been playing the game a decent amount of time, but someone who is new to the game, like the friend i mentioned (his IGN is "DrCats") is gonna have a mighty hard time maxing those out

  14. 3 minutes ago, Nox_Terminus said:

    . People will come into the game, get to The Sacrifice after about 2-3 months, complete it,

    i intro'd my friend to this game 2 weeks ago, hes got a job and he has to take care of parents and so on; its been 2 weeks and hes doing the sacrifice right now, he doesnt have any mods maxed other than serration, vitality and so on that i gave him or the low rank 3ez mods

    hes not gonna be able to max these out

  15. seriously i feel like they need to do like 4 things to fix this;
    #1 no more negitives for having a ton of points all at once, youre already going through a risk by being there and able to lose your points
    #2 everyone gets their own instances of the points that they can pick up if they so choose, rather than working as a group being detrimental.
    #3 make the ENTIRE event time based
    #4 for the endurance each point in should be more than 10 seconds, after all it takes more than 10 seconds to kill an enemy after they get to that level (200+) OR it should be more of a buildup, so i can get more melee combo, so i have a chance at killing them

     

  16. in the endurance they get hard! they go from being level 20 one second to being level 2000 the next (literally)

    still makes you have to steal all the points from others, grabbing more points is actively detrimental in every way possible, even though you need to hand them in, and the majority of the time you go to hand S#&$ in you die 1 foot away

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