Venom

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  1. i agree to make team run better but don't force it to be the only option,make solo hard worth it aswel for those who cant find a team, or just prefer to solo on their own time.Solo hard can to with an additional metal shard drops + the addition of Metal scrap on both team and solo.
  2. i think 10 glue can already be traded for a mechanical shard(nvm its the other way around)a shard for 10 glue
  3. Some suggestions 1 : add pass-card to BGS/NB/AK with losers also getting it( probably 1 for loss an 2 for win} replace the card replicube from NB. 2 : add a daily for the new card similar to legendary passcard for people who dont pvp or not geared enough. 3 : make materials an cards trade-able [most players have multiple chars they need to gear up, also some classes maybe better for farming than others.so to be forced to collect cards an farm on each char wont be fun at all. 4 : hard mode pt dgn loot isnt that great given the effort an time it requires./damage from mobs is also high ,it can 1 shot a full buffed se.Overall the difficulty maybe too much
  4. Seem the aim of most PU is to 1-2 hit everyone with no actual effort.even reverting to old PU like what was said above,the extra skill points will be too op with the slow changes,dot ect.Keep in mind 3 of pu mech skill are aoe which affect 6 targets,with 2 having big range an aoe dia ,with all of them hitting similar dmg. as a comparison ,It takes about 3 SE mech skills to do same dmg as 1 PU aoe mech skill which affects 6 targets vs the single target of the SE.Not even mentioning the arkana aoes like overkill,ultra plasma bullet,atomic blast ect an others which also does formidable dmg/debuff to multiple targets.
  5. https://imgur.com/CkKtBrM https://imgur.com/YPhEMuo one is overkill one is wildifre,2 diffrent PU. dmg wasn't taken on sw or blueberry. im not sure how much dmg Pu players actually want.as for the slows i can make a video but thats something u can easily try yourself or with the PU;s on fk.
  6. yea PU is truly dead class,they are only doing 20k dmg on overkill now,and they can immobilize a wh/de down to a cb/se using thier max max speed buff, until their defense buffs are out or nearly over.noticed no difference in pu tankieness aswel.( forget to mention they can slow u while keeping u out of thier range) SE : the ch acc an acc is nice on the speed buff but requires much sacrifice on points,i am down to a single debuff vs 2 before an auto atk as my only dmg skill in arkana mode besides stuns an trap.a full mech dependant class,even if losing 1 passive to get more arkana skills they do very minimal dmg.
  7. yea was 18m,anything more than the current 16m would be good,feels super short,i know u said u had to adjust this still,as for the others if anything can get done would be appreciated,like pepper said its really annoying for whs rn.
  8. if the other 2 pulls could get H&S 2 animation would be great,idk how long it would take but making h&s2 20m range would be a quick part fix as the only proper working pull rn.btw right now h&s2 vs sadist choice,sadist choice is winning on range,even tho its 15m
  9. On the issue with whippers getting stunned on pull,which leaves it at a decent disadvantage I was wondering if adding a disable to the pull for same duration as the stun could fix the issue,or replace Hook an Sinker 1 and Athena's Hate with a modified 'Dragging',with adjustments being made to stun duration/dmg of course(not sure about hook 2) (Dragging is CB mech pull+stun)which seems not to suffer from the issue of someone using their stun on u when you pull them. @Daddy @Vivi
  10. @Daddy yea problem is people rushing to conclusions without checking the details or testing,Serah farron rage quit for no reason, so far its looking like PU is doing more damage than before while still being tanky.but im not sure if its just the result of people using the extra skill points at the moment.Il report back here after i do some more detail test on PU and other classes.
  11. Whipper :After testing more with the given skill resets,i can say the dots are a strong ,an whipper can finally do some damage now, adding back ACC/CH ACC to pulls will be too much for classes like SE ,SW an eva PU, AND eva Medic(if thats still a thing)im not 100% sure if changes were made to pull/stun animations ,but it feels smoother than before.With the increased damage i can say the longer cooldowns ,the lower stun/disable duration and the lower targets affected was the right move.my issue only being the range on Hook an Sinker 2 is very short an feels like a melee skill.Overall i like the changes on WH so far.(i encourage people to test skills before complaining/raging,there are skill resets provided an event boss drops alot) @Daddy
  12. Posting this here because thread closed before i had time to write anything,also for people to agree or disagree with it. i like to play all the classes and have a good experience with all of them at end game except the medic.People complaining before testing. Defender : the reflect is a welcome change and the stun on Armageddon strike was needed ,Reflect duration seems to be a bit long. Ironskin,(idk if u guys checked this}for a while now iron skin duration has been bugged making the timer invisible,sometimes u can see it sometimes not i,probably depends on how close to u they use the buff,same goes for CB guardian shout,i seen CB abuse this by buffing far away an then biking towards u ,knowing u cant see their buff or duration,this is going to be more problematic when guardian now last 30sec. Both ironskin an Guardian shout needs to get checked and maybe even a visible buff also added(like wh shield,se bubble). Whipper :After testing more with the given skill resets,i can say the dots are a strong ,an whipper can finally do some damage now, adding back ACC/CH ACC to pulls will be too much for classes like SE ,SW an eva PU, AND eva Medic(if thats still a thing)im not 100% sure if changes were made to pull/stun animations ,but it feels smoother than before.With the increased damage i can say the longer cooldowns ,the lower stun/disable duration and the lower targets affected was the right move.my issue only being the range on Hook an Sinker 2 is very short an feels like a melee skill.Overall i like the changes on WH so far.(i encourage people to test skills before complaining/raging,there are skill resets provided an event boss drops alot) Sentinel : Its ok thus far,i think skirting disaster needs a longer duration(se spends the most time vulnerable right now,sw can still fade),25 sec with a 40 sec CD or 30 sec with a 45 sec CD and possibly some additional void like before.Also in badly need of a cleanse or maybe a decent dot reduction added to skirting disaster(sw has 2 cleanse,cb has 1,de has 1 an medic)Removal of casting time for'Extinction Event' mech skill so SE can actually benefit from using the new subjugate debuff Shadow Walker : A bit op but in a good place for itself,better than it was before. Punisher : Needed the damage an defense reduction, seems to be doing similar or even more damage than before, not sure why punishers complaining about the 5 second window on defense cocoon,they have the longest def buff with just 5 sec downtime.the gravity to plasma change in the 2 aoe in mech is good,more ch damage,and the additional dot dmg .Can also do with a cleanse added to 'in plain sight or mind over body'. Cyberblade :the longer guardian shout an the suppressor shout range seem really good,somewhat op but i need to test more. Medic : i dont know much about this class besides going Kali an shooting people.
  13. What? exp rate is fine,you all should reduce it more and lets lose some more players to the grind,filter out the weak😀🤣
  14. if thats the case then also reduce pu void an eva on cocoon while u at it