Drewpk Posted December 11, 2014 Share Posted December 11, 2014 (edited) WHY DID YOU CHANGE MARELOCK TO NOT REVIVE ANYMORE DE PLEASE, This better be a bug. Edited December 11, 2014 by -Himari- Edited title to comply with forum rules. Link to comment Share on other sites More sharing options...
PsiWarp Posted December 11, 2014 Share Posted December 11, 2014 Not my Telos Akbolto too D: Link to comment Share on other sites More sharing options...
Arcadiace Posted December 11, 2014 Share Posted December 11, 2014 I'm pretty sure the revive function itself was a bug. Given its potency, all other effects are overshadowed greatly. Link to comment Share on other sites More sharing options...
Regar Posted December 11, 2014 Share Posted December 11, 2014 well, it was clearly a bug u.ù i loved it, now is gone Link to comment Share on other sites More sharing options...
Morgax Posted December 11, 2014 Share Posted December 11, 2014 (edited) The whole appeal of syndicate guns was this single function for me, the explosion thing was quite often annoying when i try to aim. Edited December 11, 2014 by Morgax Link to comment Share on other sites More sharing options...
Sixty5 Posted December 11, 2014 Share Posted December 11, 2014 Welp, suicide builds are rubbish again. *puts provoked back on the shelf* Link to comment Share on other sites More sharing options...
Cat_Jam Posted December 11, 2014 Share Posted December 11, 2014 This was the only reason (along with status) that I used V Marelok... Link to comment Share on other sites More sharing options...
Drewpk Posted December 11, 2014 Author Share Posted December 11, 2014 Are you people serious? How can you not be upset about the updates today? They (DE) are seriously overstepping with their changes, and I for one refuse to sit back in silence anymore. The only reason I even wanted the marelok was the revive feature on the already fun sidearm. looks like I'll just get the gammacor instead. But i'm sure that is going to get scrapped soon or it's passive removed. Link to comment Share on other sites More sharing options...
nonNPC Posted December 11, 2014 Share Posted December 11, 2014 It's useful while it lasts... Link to comment Share on other sites More sharing options...
Drewpk Posted December 11, 2014 Author Share Posted December 11, 2014 It's useful while it lasts... Please I urge you to stand up and contest the change if you dislike the result of the stealth patch. We have to be unified and show the devteam that we care about hidden changes and want to resist the marelok change! NO MORE STEALTH NERFS Link to comment Share on other sites More sharing options...
Eyeless Posted December 11, 2014 Share Posted December 11, 2014 (edited) Disappointing to hear this was removed, it really made the syndicate effect much more appealing for the weapon and the syndicate exclusive mods. Now it's more or less ranged lifestrike. I for one want this re-implemented. Edited December 11, 2014 by Hastur609 Link to comment Share on other sites More sharing options...
Jakro Posted December 11, 2014 Share Posted December 11, 2014 Please I urge you to stand up and contest the change if you dislike the result of the stealth patch. We have to be unified and show the devteam that we care about hidden changes and want to resist the marelok change! NO MORE STEALTH NERFS Not a nerf, a bug fix. Link to comment Share on other sites More sharing options...
Drewpk Posted December 11, 2014 Author Share Posted December 11, 2014 Did anyone check to see if the castanas were also changed? Not a nerf, a bug fix. How was it a bug? It's a feature on both the Castana AND the marelok. Link to comment Share on other sites More sharing options...
Morgax Posted December 11, 2014 Share Posted December 11, 2014 Did anyone check to see if the castanas were also changed? How was it a bug? It's a feature on both the Castana AND the marelok. Every single syndicate weapon or augument granted that, except Perrin Sequence, it gives shield boost not health. Link to comment Share on other sites More sharing options...
Cat_Jam Posted December 11, 2014 Share Posted December 11, 2014 Not a nerf, a bug fix. "bug" It worked as if it was intended to do so, it was helpful to you and your team. With the reaching of 2,000 affinity you were revived; less hassle for your team and you get to live for longer... Link to comment Share on other sites More sharing options...
CHunterX Posted December 11, 2014 Share Posted December 11, 2014 Shame that they removed it. The Health restore by itself is kinda garbage now. Link to comment Share on other sites More sharing options...
SmokinDevil Posted December 11, 2014 Share Posted December 11, 2014 Didn't Oberon have something like that? If he casted renewal before getting down he would self-revive? Was that ever fixed? Because if so then this would be the same thing. Link to comment Share on other sites More sharing options...
Drewpk Posted December 11, 2014 Author Share Posted December 11, 2014 Every single syndicate weapon or augument granted that, except Perrin Sequence, it gives shield boost not health. This is untrue, the synoid grammacor gives energy, Link to comment Share on other sites More sharing options...
Morgax Posted December 11, 2014 Share Posted December 11, 2014 This is untrue, the synoid grammacor gives energy, Hm, i assumed wrong then. Thank you for the information. Link to comment Share on other sites More sharing options...
KaynArgyr Posted December 11, 2014 Share Posted December 11, 2014 Not a nerf, a bug fix. So everything that decreases the effectiveness of something in game is now a bug fix? Link to comment Share on other sites More sharing options...
Vargras Posted December 11, 2014 Share Posted December 11, 2014 (edited) Didn't Oberon have something like that? If he casted renewal before getting down he would self-revive? Was that ever fixed? Because if so then this would be the same thing. Yes, it was fixed. Used to be that Oberon could self-revive, though it was seriously buggy. You could easily get stuck in an animation loop, in which you would revive, get downed, revive, get downed, etc. etc. until the heal ran out. Are you people serious? How can you not be upset about the updates today? They (DE) are seriously overstepping with their changes, and I for one refuse to sit back in silence anymore. The only reason I even wanted the marelok was the revive feature on the already fun sidearm. looks like I'll just get the gammacor instead. But i'm sure that is going to get scrapped soon or it's passive removed. Please explain how the developers can overstep anything. Edited December 11, 2014 by Vargras Link to comment Share on other sites More sharing options...
Drewpk Posted December 11, 2014 Author Share Posted December 11, 2014 Hm, i assumed wrong then. Thank you for the information. As far as i'm aware this happened to weapons that gave the 25% health boost upon gaining 2000 affinity. Which was the Marelok, Castana, and the Akbolto. I believe the Akbolto should have granted shields so as to keep each bonus to two weapons. DE please, we can work this out. Link to comment Share on other sites More sharing options...
Vargras Posted December 11, 2014 Share Posted December 11, 2014 As far as i'm aware this happened to weapons that gave the 25% health boost upon gaining 2000 affinity. Which was the Marelok, Castana, and the Akbolto. I believe the Akbolto should have granted shields so as to keep each bonus to two weapons. DE please, we can work this out. The secondaries simply used the same proc as their syndicate primaries, which was a health restoration for Steel Meridian, New Loka, and Arbiters of Hexis. Changing the bonus means you would also have to change the other weapon augments. I don't see it happening. Link to comment Share on other sites More sharing options...
ToxicTroublermaker Posted December 11, 2014 Share Posted December 11, 2014 Im gonna have to say no to this being reversed. In all honesty 2 things would happen: 1. Trade value would skyrocket and everyone would them, thus making ALL other secondaries obsolete due to this revive fuction 2. It would kill the purpose of having limited revives and being punished for going in guns blazing against enemies that can and will tear you to pieces if you dont think tactically. Yea im glad they fixed it Link to comment Share on other sites More sharing options...
Drewpk Posted December 11, 2014 Author Share Posted December 11, 2014 (edited) Yes, it was fixed. Used to be that Oberon could self-revive, though it was seriously buggy. You could easily get stuck in an animation loop, in which you would revive, get downed, revive, get downed, etc. etc. until the heal ran out. Please explain how the developers can overstep anything. Are you serious? To put it in a polite way, YOU, as a user have every right to contest a change that you feel is wrong or unwarranted, and with enough support could get it changed for the better. I believe that DE have changed things in the past on user feedback, and I also believe they will do so again. (viver,LOS changes) The secondaries simply used the same proc as their syndicate primaries, which was a health restoration for Steel Meridian, New Loka, and Arbiters of Hexis. Changing the bonus means you would also have to change the other weapon augments. I don't see it happening. But I don't see the problem here? The only change I am fighting for is to bring back the self revive mechanic on the syndicate weapons. Beyond that, I believe the Akboltos should fall in line with the Perrin sequence, and provide shields instead of life, basically giving the syndicates two weapons of each type of passive. I would be fine just having the revive mechanic back. It was both a fun and interesting game mechanic that you could be strategic with. Im gonna have to say no to this being reversed. In all honesty 2 things would happen: 1. Trade value would skyrocket and everyone would them, thus making ALL other secondaries obsolete due to this revive fuction 2. It would kill the purpose of having limited revives and being punished for going in guns blazing against enemies that can and will tear you to pieces if you dont think tactically. Yea im glad they fixed it Im gonna have to say no to this being reversed. In all honesty 2 things would happen: 1. Trade value would skyrocket and everyone would them, thus making ALL other secondaries obsolete due to this revive fuction 2. It would kill the purpose of having limited revives and being punished for going in guns blazing against enemies that can and will tear you to pieces if you dont think tactically. Yea im glad they fixed it This was already the case before, the prices would be the same. You need to pop the the passive WHILE you are downed to be revived, cooldown withstanding. Why take away a viable game mechanic if you don't need to? Edited December 11, 2014 by Drewpk Link to comment Share on other sites More sharing options...
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