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Update 7.9.0: The Glaive


[DE]Rebecca
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Well, terribly unhappy with this update.

Nerfed my two favorite weapons Gorgon and Hek, both are now usless.

Didn't even finished two missions where I was testing the changes. Was simply no fun two waste five shots from gorgon just to hit once at 20m. Similar with Hek- enemies that died at 2 shots now need 4 and more (was testing on Pluto) and that was at just barely 20 meters. I've never used Hek at longer ranges cause I have Lex for that.

 

This is starting to resemble Battlefield 3 way of nerfing every weapon down every week. 

I don't understand why these nerfs are needed, this is after all PvE game. I played happily for over 100 hours, and now I have no desire to even start the game.

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HEK unlocked only for mastery 4....nice cr**...mastery 1 weapons are better...same thing goes for the GORGON (mastery  3).

 

As regards the GLAIVE, blueprint can be acquired from Alert MIssion with a "?" on the reward list, like dark sword, cermic dagger , pangolin sword ecc... but why  the GLAIVE is in the market?

 

This update is a failure.

 

 

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"Gorgon accuracy adjustments while aimed."

 

It's normaly i see bullets go totally out of my screen ? Even when i'm in 1 by 1 shoot mode ?

 

Edit : and like everyone say it, it's PvE game. And there are enough difficult modes to have fun, even if the weapons are too good. Really i don't understand those nerfings. Ok for the Hex, after all it's a shotgun and it's sense to be really effective at short and for Hex, at medium range, but why the Gorgon ?? Awesome gun and now it's just a sh** unable to it third a target at even 40 meters... When it's constant fire why not, but theorically if u shoot bulelts 1 byt 1, u have to time to re-aim... And seeing the cannon of Grogon, it's long enough to have some accuracy...

Edited by NemShadow
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I don't understand why these nerfs are needed, this is after all PvE game. I played happily for over 100 hours, and now I have no desire to even start the game.

+1 we think the same way.

Edited by EzyBash
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oh this is so sweet

 

- Added damage fall-off to all shotguns--no more shotgun sniping.

 

:D feed me your tears

Wait... you mean to say I could have sniped with my shotgun? Only time I've ever attempted that was for cameras that activated a barrier I couldn't get through. :P

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The whole point of the Hek's tight spread was to make it a strong mid-range weapon. It really doesn't have much of a use with the current implementation of the damage drop off. It might be a good idea to balance shotguns a different way, because as it stands now it seems like a lazy solution that creates more problems than it solves. 

 

They've been making a lot of these kinds of choices lately it seems

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In update 8 will be there a blueprint for it?

Did you even bother reading the first post?

 

Look at the bottom of the post

 

 

Additions:

vKAJLaB.jpg

- New melee weapon: The Glaive.*

- Added new damage deformers for enemies, meaning more ways to dismember your foes.

- Added Dual Dagger stealth attack (was sharing dual sword stealth attack).

- Added new Grineer death/fall sounds.

 

Changes:

 

- Frost power mods moved to common pool, increased chance for drops.

- Increased base Crit Chance and Damage on Grakata.

- Trinity and Mag's helmet effect now works with "energy" palette color changes.

- Moved Objectives to later part of missions so the route to extraction is shorter after objective is complete.

- Toned down lighting/flare on most melee weapons.

- Added damage fall-off to all shotguns--no more shotgun sniping.

- Revised sounds for security cameras.

- Revised sound for Trinity's Link power.

- Multiple improvements to various sounds events (mixing, attenuation, surface materials).

- Removed pit under Jackal spawn to prevent any accidents.

- Gorgon accuracy adjustments while aimed.

- Fire rate adjustments to Akimbo and Semi-Auto Pistols.

 

Fixes:

 

- Fixed Saryn's Miasma power not awarding XP or kills.

- Fixed Saryn's Miasma power not being affected by Continuity or Focus mods.

- Fixed Saryn's Venom power not being affected by Continuity mod.

- Fixed the linking of Loki's Decoy and Switch Teleport powers that was causing avatars to sometimes fall outside the level.

- Fixed Trinity's link ability that was affecting/destroying her Sentinel.

- Fixed Rhino Charge and Slash Dash powers framerate dependencies, powers now consistently work as intended.

- Fixed Banshee Soundquake power that was causing visibility issues for other players (not the caster).

- Fixed Ember's Fire Blast power that was causing visibility issues for other players (not the caster).

- Fixed Apex particles that would remain on ragdolls after using Nyx's Mind Control power.

- Fixed Mag's Shield Polarize power playing sound twice.

- Fixed Frost's Freeze power not being affected by Continuity mod.

- Fixed Frost's Snow Globe power not being affected by Continuity and Range mods.

- Fixed Ancient Healer power that was not healing surrounding Infested.

- Fixed Nyx's armband FX showing up with projectors.

- Fixed some Defense mission issues with enemies spawning in areas they can't get down from.

- Fixed host migration during Spy missions where objectives would reset for clients after a host migration.

- Fixed Slash Dash not dealing appropriate damage on clients.

- Fixed login rewards clobbering your current loadout.

- Fixed Long Range weapons not consistently hitting targets at 50m or greater.

- Fixed visibility of "BACK" button on color customization screen.

- Fixed various bugs and nav mesh issues in reported levels.

- Fixed common matchmaking issue where users would receive a “Disconnected” error.

- Fixed Sentinel death affect that was causing frame rate issues.

- Fixed Ash’s Bladestorm power, it will no longer target turrets or security cameras.

- Fixed Login reward handing out "0 Shotgun Ammo" boxes.

 

 

*Glaive blueprints are part of the Alert system.

 

 

 

 

That's not what a glaive is:(

Not gonna lie, the dark sector glaive looks a lot better

Edited by Aggh
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