[DE]Rebecca

Thanks for Watching Devstream #111!

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Thanks to all!
Next Devstream #112 will be our last until TennoCon ... don't miss it later this May!
Melee Dev Workshop:

 

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1 minute ago, DarkRuler2500 said:

Thanks for the prime access. 😄

Lucky Tenno! Enjoy it! 😄

Really happy about this Devstream overall, lots of assets to see! Too bad lots has to be kept under wraps, but oh well, hopefully it's just a matter of mere days now until we get some juicy content 🙂

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Will probably ask the same in the workshop but how will the range alteration for melee affect Deconstructor/Prime and Zenistar disc? Especially for rivens too.

 

@[DE]Rebecca@[DE]Steve

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Don't forget the Strangledome-Whipclaw bug where Whipclaw doesn't get affected by the 2x damage multiplier from Strangledome

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Protect and Attack stance are also too redundant at the moment, with Attack dealing significant damage, while Protect deals none at all.

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Posted (edited)

When will you rework Titania?

Yes I have said this about a hundred times in the past.  I will say it hundreds of times more until I get an answer.

Edited by Konachibi

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The Venari speed buff also has a tendency of resetting to the base amount(won't account for ability strength) or not displaying the buff at all.

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I just want the old khora back. Back before venari became a passive, so that way she's not out all the time. Isn't that too much to ask? I don't think it is....

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Posted (edited)

@[DE]Rebecca Is should be directed at Scott but I'm not sure is the one here is him or not. Anyway, I hope for the Khora new rework, she can have some more duration for her Strangledome. For now it is a bit difficult to balance between  3 stats, namely Range, Duration and Strength. Strangledome is her main cc power, so at least a longer duration for higher level missions will be good.

The Nidus deluxe skin.... no more an Infested frame? That design is complete off the theme.

Edited by kyori

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1 hour ago, [DE]Rebecca said:

snip

 

Don't think it was mentioned in devstream but is Scott reversing the long hold/press key bindings for khora's third ability, they're currently the reverse of other frames like vauban (minelayer, aka second ability) and ivara (quiver, aka first ability).  If the keys aren't being 'fixed' can you put a request in so that it is looked at so we can have some consistency between khora and the other frames that use this mechanic on their abilities... It really hurts those of us who have reversed our keybindings in settings because it makes long press the way to trigger the ability on a target (really annoying on a moving target), unlike ivara/vauban where this reversal in the settings makes it so the quick press triggers the ability instead of the default long press. 

 

Also as said above, I'd really like to see some utility to venari's protect, can it be made to 'protect' a target like a cryopod or another player/ally.... some improvements to general AI would be nice too but hopefully that will come with companions 2.0. 

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@[DE]Rebecca Today I was late and couldn't watch the Dev-stream, the thing is, something is wrong because I can't load it from Twitch nor from YouTube (Yes I log into my account before even trying to watch the video). I'd like to watch it if possible, thanks.

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Posted (edited)
11 hours ago, [DE]Rebecca said:

-

The change make me think DE doesn't understand why player (from my PoV) did it.

  1. Slide attack into a wall.
    1. The reason why player does this, is due to the infinite damage scaling by the enemy, leading to instant death in less then a second. Hence why mod like health or shield is less favor.
    2. This is mainly when players want the 360 degree of attack while remaining in the same spot.
  2. Slide attack over stances move.
    1. Why player prefers slide attack due to no restrict of melee locking player to a halt when using melee or slow them alot. This is likely the reason why players use Orthos prime is mostly used. (ie, dagger = slow down. Axe = come to a halt.) The weapon default reach make it over shadow the rest (before the new one come in).
    2. 360 degree of attack.
    3. Maiming strike that gives base +x% critical attack on slide.
  3. Melee over primary & secondary.
    1. Combo multiplier make melee easier to kill an infinite armor and health scaling enemy.
    2. No need to reload. (melee....)
    3. Primary and secondary' ammo economy can't outlast melee' economy. (finite vs infinite).

 

Edited by low1991
my grammer/english is bad.

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