Doforcash Posted October 18, 2018 Share Posted October 18, 2018 i Do, about 4 years ago when the first one release till now, we only have 2 Gunblade and they're barely decent againts endgame enemy. sure they did have a major buff back then. But still, big reminder for DE that we have too few gunblade for us to use. Next suggestion, considering all weapon nowaday usually have high proc/crit stat, then it's reasonable to give another crit/proc buff for the 2 gunblade we already have. Lastly maybe this is just me, so i'm hiding this in case im just bad. But we might want to make the gunblade stance less moving around and more standing still and shoot people. Kinda hard to aim when your charater won't stop flipping around like a flipper on crack that's all, please give Gunblade more love and attention, thanks DE Link to comment Share on other sites More sharing options...
taiiat Posted October 18, 2018 Share Posted October 18, 2018 (edited) i'm not sure what sort of Role Redeemer should fill - but Sarpa already fills itself into a Role pretty well. the 5rd Burst applies Status pretty well since it is able to hit so often. people heavily focus on using Shattering Impact which is great, but Sarpa also does a pretty solid job of apply Status Effects too. that plus that Gunblades have innate Punch-Through, makes them perform quite well if you ask me. as for the uh.... Melee part of them. i don't really know how those Animations can be made less boring or pointless feeling compared to that you're holding a Gun with infinite Ammo. so i don't really seek or expect the Melee part of Gunblades to ever really set a purpose and Role in the game. what's good about them is they are a Gun you can put into a non Gun Slot. i have it Equipped to shoot from the Melee Slot, heh. Edited October 18, 2018 by taiiat Link to comment Share on other sites More sharing options...
Salenstormwing Posted October 18, 2018 Share Posted October 18, 2018 Same could be said about the Nunchuck-style weapons. DE cooks up a bunch of stuff. They really need to do some more with them. Like give them Zaw-options. Gunblade Zaw please. ❤️ Link to comment Share on other sites More sharing options...
(PSN)Double991 Posted October 18, 2018 Share Posted October 18, 2018 Using them with Shattering Impact is good for Eidolons. They're also great to bring while fishing so you can shoot the common fish and refresh spawns faster. Link to comment Share on other sites More sharing options...
Autongnosis Posted October 18, 2018 Share Posted October 18, 2018 If anything the Redeemer completely lacks character. It's a shotgun type gun it could use shotgun status mechanic, or some crit, instead it's flat damage with no other stuff to build upon. Sarpa on the other hand can be built in multiple ways, can actually use combo mechanics, shattering impact, status etc... Link to comment Share on other sites More sharing options...
rapt0rman Posted October 18, 2018 Share Posted October 18, 2018 2 hours ago, Salenstormwing said: Gunblade Zaw please. ❤️ I always see people asking for zaws for some of the more unique weapon types, but never any suggestions on how they could even work. Weapons like gunblades and nunchucks have very specific animations that only really fit with a grip and strike that's designed for it. It'd either be super limited in options, or super awkward on 90% of the options. Link to comment Share on other sites More sharing options...
Tatann Posted October 18, 2018 Share Posted October 18, 2018 What I remember is the shoulder-mounted turret weapon Unless they keep it for the Vauban rework 🤓 Link to comment Share on other sites More sharing options...
Corvid Posted October 18, 2018 Share Posted October 18, 2018 15 minutes ago, Tatann said: What I remember is the shoulder-mounted turret weapon Unless they keep it for the Vauban rework 🤓 Got a source for that? This is the first I've heard of any hands-free weapons. Link to comment Share on other sites More sharing options...
(PSN)skingsrt8 Posted October 18, 2018 Share Posted October 18, 2018 Phantasma + Sarpa + Condition Overload and land a head shot on a corrupted bombard with the Sarpa .... powerful and fun to use to mix up playstyle. A change in stance would be nice if it reduced all the bouncing around when shooting / melee in rapid succession. Link to comment Share on other sites More sharing options...
Alaeacus Posted October 18, 2018 Share Posted October 18, 2018 The only time I ever heard Redeemer mentioned is when it used to be able to cheese one of the stealth mastery rank tests (before DE patched it out of course). Link to comment Share on other sites More sharing options...
Zeclem Posted October 18, 2018 Share Posted October 18, 2018 my biggest issue with gunblades are their bullet dance stance is so damn garbage. why does front combo actually makes me walk backwards? actually, why does that stance make you go backwards at all? when i want a gunblade i'd actually like if i could use its gunfire based stance without such a huge annoyance. Link to comment Share on other sites More sharing options...
Misgenesis Posted October 18, 2018 Share Posted October 18, 2018 10 hours ago, Doforcash said: they're barely decent againts endgame enemy. Yeah about that, Condition Overload on Sarpa is hilariously broken Link to comment Share on other sites More sharing options...
Zeclem Posted October 18, 2018 Share Posted October 18, 2018 4 minutes ago, Misgenesis said: Yeah about that, Condition Overload on anything hilariously broken ftfy Link to comment Share on other sites More sharing options...
Misgenesis Posted October 18, 2018 Share Posted October 18, 2018 Just now, Zeclem said: ftfy Obviously but Sarpa is ranged, has unlimited ammo, can fire relatively fast and is pin point accurate if you aim with your primary or secondary. Link to comment Share on other sites More sharing options...
Amhiel Posted October 18, 2018 Share Posted October 18, 2018 hace 4 minutos, AlMcFly dijo: The only time I ever heard Redeemer mentioned is when it used to be able to cheese one of the stealth mastery rank tests (before DE patched it out of course). You can still do it with Banshee. Sarpa, on the other hand I enjoy quite a lot but the practicality of long weapons hitting many enemies at once sadly pushes all weapons who can't do that to niche uses like stripping eidolon armor, covert lethality, cheesing MR tests, self damage buffing, etc. I like gunblades (I posted a suggestion for one a while ago) and I'd like them to be usable in more content, just like every other non META weapon to be honest. Balance brings variety, as it happened with the primaries, secondaries and beam balance passes, maybe with melee 3.0 we get to spice it up a bit. Link to comment Share on other sites More sharing options...
Alaeacus Posted October 18, 2018 Share Posted October 18, 2018 (edited) 15 minutes ago, Misgenesis said: Yeah about that, Condition Overload on anything hilariously broken 11 minutes ago, Zeclem said: ftfy The problem is, if they patch out of nerf the effectiveness of Condition Overload, most melee builds will automatically overnight become massively inferior to the effectiveness of Primary Weapons. I have a feeling that after Melee 3.0's initial launch, that melee weapons will be broken and ignored for several months as they try to rectify whatever mistake they've made. DE likes to push stuff out to let the community QA their work, while fixing problems after. People are already anxious of their comments regarding the Combo Counter changes, and its relation to Blood Rush. Edited October 18, 2018 by AlMcFly Link to comment Share on other sites More sharing options...
KosmicKerman Posted October 18, 2018 Share Posted October 18, 2018 4 minutes ago, AlMcFly said: The problem is, if they patch out of nerf the effectiveness of Condition Overload, most melee builds will automatically overnight become massively inferior to the effectiveness of Primary Weapons. I have a feeling that after Melee 3.0's initial launch, that melee weapons will be broken and ignored for several months as they try to rectify whatever mistake they've made. DE likes to push stuff out to let the community QA their work, while fixing problems after. People are already anxious of their comments regarding the Combo Counter changes, and its relation to Blood Rush. Most if an overstatement. There are plenty of builds that don't rely on condition overload and are incredibly effective. Link to comment Share on other sites More sharing options...
DeMonkey Posted October 18, 2018 Share Posted October 18, 2018 I don't recall them, I must admit. They must be sarpa lacking in redeeming qualities. Oh look at me, fat fingering my keyboard again, whoopsie. Link to comment Share on other sites More sharing options...
Hey_Kiddo Posted October 18, 2018 Share Posted October 18, 2018 the redeemer cheesed the MR 19 challenge for me with banshees passive 😛 Link to comment Share on other sites More sharing options...
Alaeacus Posted October 18, 2018 Share Posted October 18, 2018 7 minutes ago, KosmicKerman said: Most if an overstatement. There are plenty of builds that don't rely on condition overload and are incredibly effective. If we're talking about pure Crit, non-Elemental builds, most of them are not viable at high levels. Every haphazardly-slapped together build is efficient at clearing low level trash. Clearing post-level 100 trash is all we really care about. Link to comment Share on other sites More sharing options...
Hey_Kiddo Posted October 18, 2018 Share Posted October 18, 2018 32 minutes ago, AlMcFly said: The only time I ever heard Redeemer mentioned is when it used to be able to cheese one of the stealth mastery rank tests (before DE patched it out of course). I just did this the other day Link to comment Share on other sites More sharing options...
GinKenshin Posted October 18, 2018 Share Posted October 18, 2018 inb4 redeemer prime with mesa prime Link to comment Share on other sites More sharing options...
(PSN)obsidiancurse Posted October 18, 2018 Share Posted October 18, 2018 I accidentally left the sarpa equipped the other day after eidolon hunting and discovered it’s finisher animation. It was a good half hour before the novelty wore off 😀 Link to comment Share on other sites More sharing options...
Zeclem Posted October 18, 2018 Share Posted October 18, 2018 2 hours ago, AlMcFly said: The problem is, if they patch out of nerf the effectiveness of Condition Overload, most melee builds will automatically overnight become massively inferior to the effectiveness of Primary Weapons. I have a feeling that after Melee 3.0's initial launch, that melee weapons will be broken and ignored for several months as they try to rectify whatever mistake they've made. DE likes to push stuff out to let the community QA their work, while fixing problems after. People are already anxious of their comments regarding the Combo Counter changes, and its relation to Blood Rush. i mean, co doesnt really need a nerf or anything but yeah. most is a massive overstatement. Link to comment Share on other sites More sharing options...
KosmicKerman Posted October 18, 2018 Share Posted October 18, 2018 5 hours ago, AlMcFly said: If we're talking about pure Crit, non-Elemental builds, most of them are not viable at high levels. Every haphazardly-slapped together build is efficient at clearing low level trash. Clearing post-level 100 trash is all we really care about. Crit viral or corrosive with blood rush works fine at 100+. Link to comment Share on other sites More sharing options...
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