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Poor Runners...


yarash2110
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What is the purpose of runners? They don't stun anymore, they do almost no damage have no health and can only attack once.

They should have their stun back. The only thing that they do is take up space on bastille.

Thanks for reading and please write your opinion im the comments.

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You mean VOLTAIRE Runners right?

 

And yes they should be able to do something else than a bit of dmg once.

Maybe something like a normal claw attack and explosion, which would happen at a certain point (gets low enough at melee range, also boost the dmg)

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I believe DE mentioned that they broke a lot of things when introduced Damage 2.0 (like Soul Punch not ragdoling mobs)

Assuming this... that basically 4 months without any note on fixing.

Edited by Riccoshot
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They don't stun anymore? Wow... I never noticed that. I remember my early days; I would get chain stunned to hell and die. Hated it. lol. Maybe make different types of runners that proc what they're based on when they explode? I'd make Blast runners the most common type.

 

 

They need to revisit the infested faction as a whole, to be honest.

 

They probably will when they get to releasing that dedicated Infested tileset.

Edited by Isciira
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I think they should not explode by themselves, but attack normally!
Once they die they explode for stun and damage, making it a priority to take them out from far away as to avoid the effect.

 

I don't even pay attention to them now - they can't even scratch my shields below level 80

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You mean VOLTAIRE Runners right?

 

And yes they should be able to do something else than a bit of dmg once.

Maybe something like a normal claw attack and explosion, which would happen at a certain point (gets low enough at melee range, also boost the dmg)

...Down at the bottom of the sea?

(Did I find another fan?)

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Calm your mammaries, they showed some infested tileset, not a great gap of logic that they might make some changes on the infested as well. It might have something to do with the return of the infested, in a permanent way, in the star chart. I hope it goes down that way 'cause i miss dat Xini.

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Volatile Runners.

They already added non-explosive Runners to vary things up, but those guys are essentially low-level cannon fodder - even moreso than the Volatile ones.

And as said above, once the Infested Tilesets are in, we'll probably see a few new Infested unit types to throw ourselves against (tho U13 MAY have a few already, given DE said there'll be a few more melee-based ones for the factions)

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Volatile Runners.

They already added non-explosive Runners to vary things up, but those guys are essentially low-level cannon fodder - even moreso than the Volatile ones.

And as said above, once the Infested Tilesets are in, we'll probably see a few new Infested unit types to throw ourselves against (tho U13 MAY have a few already, given DE said there'll be a few more melee-based ones for the factions) 

i would say they should bring the runner together, so when the runner reaches you he swings and tries to hit you but when killed he explodes and stuns nearby tenno or enemies in general

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i would say they should bring the runner together, so when the runner reaches you he swings and tries to hit you but when killed he explodes and stuns nearby tenno or enemies in general

they should be allowed to explode on death if they're not being killed by melee weapons. So if you use a primary/secondary, they would always blow up in your face...unless cut into pieces with slash damage, maybe.

This makes it so people use their melee in close range rather than just blasting away with whatever their ranged weapons are...of forces them to move out of their explosion's range before shooting.

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They lost their stun with the switch to the new damage system, like some other weapons(Bo, Fragor). DE said weapons will be fixed to cause these effects again, which makes me think it's just a matter of time before we can have some proper runner stunlocking again. My bet is they'll wait for the introduction of the new infested tileset. The seperation of runners into normal ones and volatile(which were normal ones before) may also be an indication of giving runners their 100%-stagger-on-explode back, as now they'll have a unit to cut the stunning runner population with.

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