Jump to content

Recommended Posts

I always start my posts with the positive stuff about the topic as well as my thanks to the devs for their amazing work, i think a lot of people loose sight of the amazing work thats been done by this team and given to use for free, this one is no diference but in this case, i would like to bring attention to the fact that in orther to give us electric damage, they have had to make an entirely new animation for almost every mob in the game, I dont wanna imagine the pain and the headache this have had to be , and i wanna make sure they know their work its been apreciated.

Electric dmg

Now onto the saucy part, electric damage, the best thing i can say about this mechanic is that it made me wanna use the morning star, something i couldnt be happier about, overall it seems like electric damage its a crowd control method that every character can use which is yet again fantastic and something i would even argue we needed, it works perfectly fine(you could even said as intended) it acomplishes what it needs to acomplish, it usefull and worth its cost and even an inventory slot to have as a secondary weapon.

I would like to point out that my feedback comes from a solo player who focuses more on megabasing, this to say interactions in multiplayer i can not cover, i mention this because i ve already seen a post saying how its not that fun to use this mechanic with other players around, and i think that probably needs to be resolved.

My only complain about electric damage its that...well i whish there was more, specifically more ways to deal electric damage, character specific methods aside, we only have blowdarts and the morning start, and both of those feel like "basic" electric weapons, mostly saying these because their dps is only good if enemies are wet, i think this update has a great oportunity in adding new weapons that plays with the new electric damage:

-A scrap taser like with higher base dmg than the morning star as a direct upgrade to it

- A weapon with a generator installed that you can turn on or off to activate electric dmg, at the cost of fueling it with something

-Warbot drones been reclaimable by the player, so if you activate them they fly around you shotting electric projectiles to enemies

-A weapon made out of a bishop head that throws a electric projectile that can be charged up

I understand many more things need to be done before this, but i feel the actual range of options to deal electric dmg is very limited specially post rift, and at least having other two means of electric dmg( at least one of them with plannar alongside) would be greatly welcomed. I would hate electric dmg to be forgotten after it gets added without anymore tools playing with it

Wagstaff craftables

Nothing much to add here, its one of those things that just made sense to add, it was needed as the previous implementation felt like a place holder and this makes much more sense. Only thing to really add is that THANK YOU FOR MAKING THE "kill the mutated bosses on a specific orther" A ONE TIME THING, my megabaser heart its fill with joy knowing i can once again forget about bearger destroying my base if the audio decided not to work, for good this time.

Aditions i think are important for this update

Not to toot my own horn, but this is si probably the biggest priority this beta could have.

Aside from that, and the already mentioned more oportunities to use electric damage. I dont think its necesary to talk about the upcoming driying racks and moon dust changes, they will happen eventually and be awesome i am sure of it.

I know this is not a qol update but because its the lunnar rift finale i thought some items obtained in the progression could be revisted as a final poloshed:

I would apreciate tho if the warbis helmet could be looked into since it was recently updated to have electric damage protection alonside the armor, The amin problem is that its main pourpose of increasing dmg fades quite a bit for plannar targets. I understnad this armor set was added for console players because switching items quickly or animation canceling is near imposible with controler, but at the very least the helmet could detect what weapon the player is using and add plannar or phisical based on that. Its very silly having to activate the rifts for a tool that offerno power against it

Also could we have increased ammo slot for the howlitzer ? it sort of has the same problem walter amo used to have, maybe if not an increase to the howlitzer amo capacity, increase the stack sice of hounds teeth, i just mention this because eventho its one of the "higher tier weapons" the gloomerang and the bs staff beat it down just because of this issue.

Thanks klei so much for the hard work, and for taking the time to read our posts, greatly exicited for this beta and whats to come. 

Edited by Malfario
  • Like 4

It's difficult to not call it a qol update, since apart the lunar stuff, it's all reworking and adjusting base things.

Also I want to add drowning. It's still incomplete with few final things to add.

Then, yes, it's all great and I love everything they're doing. 

2 hours ago, Malfario said:

.My only complain about electric damage its that...well i whish there was more, specifically more ways to deal electric damage, character specific methods aside, we only have blowdarts and the morning start, and both of those feel like "basic" electric weapons, mostly saying these because their dps is only good if enemies are wet, i think this update has a great oportunity in adding new weapons that plays with the new electric damage:

They could finally give the WARBIS set a weapon that deals electrical dmg.

  • Like 2

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...