GinKenshin Posted October 22, 2016 Share Posted October 22, 2016 5 minutes ago, Chipputer said: This isn't just directed at you: I wish you people would quit strawmanning with this. The only time anyone addresses the "low level" point is when it's brought up as an absurd, "you're only mad because low level missions are easy with it." They neglect to mention that a good portion of the arguments, if not all, for nerfing the T.Boltace were made by people who used it in higher level missions, including Sorties, and discovered its power and utility to be ridiculous. But nope, gotta make myself feel good and superior by making some, "oh your poor easy mode missions," quip. well, I rarely ever used it outside of easily breaking containers for ayatan farming and I'm not particularly mad about the change. it's just doesn't make sense, slide attacks don't need the weapon equipped. and the 'you're playing low mission' in a lot of times is true, especially for some of the dps frames *cough* ember *cough*, so chill : P Link to comment Share on other sites More sharing options...
Heckzu Posted October 23, 2016 Share Posted October 23, 2016 Dead lord, must all of these self entitled scrubs complain and cry "nerf" on each and every weapon bug fix? Link to comment Share on other sites More sharing options...
tsoa Posted October 23, 2016 Share Posted October 23, 2016 I don't really like the change when I hunt for Simaris targets since the slide effect doesn't trigger while a scanner is equipped. And even for Syndicate missions I more often than not use the Ignis again though having the TBoltace as a melee. Beside, there are other melees like the Atterax which are far superior to the TBoltace... One thing I wonder about: Are the credit drops incresed during a quick melee attack of the Secura Lecta? All other Syndicate weapons now need to be eqipped for their passives to trigger... Link to comment Share on other sites More sharing options...
(PSN)Lei-Lei_23 Posted October 23, 2016 Share Posted October 23, 2016 13 hours ago, tsoa said: One thing I wonder about: Are the credit drops incresed during a quick melee attack of the Secura Lecta? All other Syndicate weapons now need to be eqipped for their passives to trigger... Triggered. Next thing you know people'll realize that the Secura Lecta's passive to increase melee finisher attack animation speed works in quick melee, like anyone cares. Link to comment Share on other sites More sharing options...
tsoa Posted October 23, 2016 Share Posted October 23, 2016 40 minutes ago, (PS4)Lei-Lei_23 said: Next thing you know people'll realize that the Secura Lecta's passive to increase melee finisher attack animation speed works in quick melee, like anyone cares. Nobody cares about the SLecta since it doesn't at least guarantee credit drops on death. But now we have an inconsistency: Melee attributes that are available in quick melee doesn't trigger the passive in some of the weapon's cases. But imho DE made a bad choice in the beginning: Channelling and blocking doesn't work in quick melee whereas spinning and killing does. I would have given all weapons 2 passives: One available in quick melee and both if you hold the weapon. Link to comment Share on other sites More sharing options...
Chipputer Posted October 23, 2016 Share Posted October 23, 2016 3 hours ago, (PS4)Lei-Lei_23 said: Triggered. Next thing you know people'll realize that the Secura Lecta's passive to increase melee finisher attack animation speed works in quick melee, like anyone cares. And that should be changed to be forced to have it equipped, regardless of how underused Secura Lecta is. The problem is that nobody disrupts the flow of gameplay for everyone else with the S.Lecta like they do with the T.Boltace so DE hasn't noticed in order to do anything about it. Link to comment Share on other sites More sharing options...
achromos Posted October 24, 2016 Share Posted October 24, 2016 I... fail to see a problem. Adapt. Link to comment Share on other sites More sharing options...
DALOS Posted October 24, 2016 Share Posted October 24, 2016 I had a built where I'd use the boltace's high status to make it a long reaching proc machine. Now I can't use it unless I switch to it instead of using a quick melee. Link to comment Share on other sites More sharing options...
DALOS Posted October 24, 2016 Share Posted October 24, 2016 12 hours ago, achromos said: I... fail to see a problem. Adapt. They killed fun for no reason. That's the problem. Link to comment Share on other sites More sharing options...
(PSN)Elctrcstel Posted October 24, 2016 Share Posted October 24, 2016 Just now, DALOS said: They killed fun for no reason. That's the problem. the reason was it was not performing as intended. the super spin move was intended to pop when the T.Boltace was out. that's how it is for every other Syndicate weapon. why should this one be any different? Link to comment Share on other sites More sharing options...
DALOS Posted October 24, 2016 Share Posted October 24, 2016 Just now, (PS4)Elctrcstel said: the reason was it was not performing as intended. the super spin move was intended to pop when the T.Boltace was out. that's how it is for every other Syndicate weapon. why should this one be any different? To be honest, they all suck. Besides, all this just marginalizes quick meleeing. Link to comment Share on other sites More sharing options...
achromos Posted October 24, 2016 Share Posted October 24, 2016 4 hours ago, DALOS said: To be honest, they all suck. Besides, all this just marginalizes quick meleeing. They marginalized Quick melee when they silently took Quick Blocking out into the back of the shed. +1 if anyone here remembers quick block. Link to comment Share on other sites More sharing options...
Soketsu Posted October 24, 2016 Share Posted October 24, 2016 (edited) 17 minutes ago, achromos said: They marginalized Quick melee when they silently took Quick Blocking out into the back of the shed. +1 if anyone here remembers quick block. Why did they remove it ? it sound awesome (unless it just like quick melee, my though was "ok if quick at this time I won't take too much damage" a little like genji less send back the bullets,with a cd related to the speed of your melee weapon like 50% of it) Edited October 24, 2016 by Soketsu Link to comment Share on other sites More sharing options...
achromos Posted October 24, 2016 Share Posted October 24, 2016 6 minutes ago, Soketsu said: Why did they remove it ? it sound awesome (unless it just like quick melee, my though was "ok if quick at this time I won't take too much damage" a little like genji less send back the bullets,with a cd related to the speed of your melee weapon like 50% of it) No idea, I really liked Quick blocking while it lasted. it would be intuitive even if it allowed you to reduce incoming damage by 85%, or block staggers if you react quick enough. Link to comment Share on other sites More sharing options...
Chipputer Posted October 24, 2016 Share Posted October 24, 2016 2 hours ago, achromos said: No idea, I really liked Quick blocking while it lasted. it would be intuitive even if it allowed you to reduce incoming damage by 85%, or block staggers if you react quick enough. It would also make enemies that you counter with blocking actually matter, since having to switch to melee to block defeats the purpose of reacting to them. Link to comment Share on other sites More sharing options...
DALOS Posted October 24, 2016 Share Posted October 24, 2016 6 hours ago, achromos said: They marginalized Quick melee when they silently took Quick Blocking out into the back of the shed. +1 if anyone here remembers quick block. Let's not forget the fact that you can't charge unless your using a gunblade or throwing weapon in Quick Melee. Link to comment Share on other sites More sharing options...
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