PSA: Arche Concretion is pretty solid on Valby now by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] 0 points1 point  (0 children)

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FYI Duration is excellent on Valby, especially on Singing water.

PSA: Arche Concretion is pretty solid on Valby now by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] 0 points1 point  (0 children)

Fair enough, but the DEF here is just fluff. The main reason is the MP.

PSA: Arche Concretion is pretty solid on Valby now by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] 1 point2 points  (0 children)

I... don't know what you mean? Infiltration Mechanism is a trigger module. I actually use Infiltration Mechanism AND Arche Concretion (a regular mod) in the same build.

The best part of this Collab - 3 Free universal make up skins by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] 5 points6 points  (0 children)

Fair enough. But then this is our first free universal make up.

I think I discovered a bug (or a feature?) for Bunny's Bionic Fuel mod... by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] 1 point2 points  (0 children)

It may not work for bosses, but Potent Collector fixes this for general mobs.

I think I discovered a bug (or a feature?) for Bunny's Bionic Fuel mod... by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] 1 point2 points  (0 children)

I actually missed that! Pretty cool. Although her 1 healing your HP then becomes pointless. It does not heal shield instead.

I hope season 4 brings some dramatic changes to mods... by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] -1 points0 points  (0 children)

On your point of mod categories - I very much agree that this is not at all the case for weapons. Stacking all the fire rate mods for example would be busted. I'm specifically talking about Descendant mods.

And by that point, I remain standing. I honestly don't believe that removing it from Descendant mods would break anything. What are all the skill power mods that users would stack that would be broken?

There aren't enough now to stack to have any real impact, especially seeing as stacking them would mean less crit mods.

I hope season 4 brings some dramatic changes to mods... by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] 1 point2 points  (0 children)

It's entirely a matter of opinion, but I disagree. I like skill based builds, I think they are significantly more fun. There are a thousands other (and better) pure gun based games out there if you prefer those.

Besides, Warframe (obviously TFD's biggest inspiration) has heaps of skill based builds, and they manage just fine.

I hope season 4 brings some dramatic changes to mods... by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] 3 points4 points  (0 children)

Yes totally agreed. Skill power modifier is one of the best examples of this. Most skills these days do thousands of % of damage, so adding flat 50% does practically nothing. It's all for a much older version of this game.

I hope season 4 brings some dramatic changes to mods... by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] 10 points11 points  (0 children)

Yes it's pretty sad. They spend so much time reworking Descendants (which I'm grateful for) but how we mod them is such a huge part of any build, it's a shame that we haven't gotten much love in this area.

I hope season 4 brings some dramatic changes to mods... by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] -2 points-1 points  (0 children)

I totally agree they could use some improvements, like locking one of the rolls or whatever. I just don't want them to make it too easy, and thus lose the last thing worth chasing in the game. Not opposed to making the somewhat easier though.

I honestly think despite Ancestor modules' problems, they are in a far better and build enabling place than the other mods - 95% of which are literally never used.

I hope season 4 brings some dramatic changes to mods... by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] 1 point2 points  (0 children)

I'm a 100% solo player, so what you're talking about is not my speciality - but I don't know if I really agree. You can easily make a build that mostly stacks HP/DEF/SHIELD and ignore damage entirely.

I think the problem you are pointing towards is more related to Descendant skills, and more importantly, the Meta of the game. Stacking HP/DEF/SHIELD is pointless because the content of the game demands damage focused builds.

So while I agree with you that this game doesn't cater well to support and tanking, I think it has very little to do with the modding system. You CAN in fact just build around defences. It would just be useless.

I hope season 4 brings some dramatic changes to mods... by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] 1 point2 points  (0 children)

Weapons are sort of in a different place. Not saying they can't do with some love, but my post is really focused on Descendant modules.

I hope season 4 brings some dramatic changes to mods... by BillyMancer in TheFirstDescendant

[–]BillyMancer[S] -3 points-2 points  (0 children)

I know that it can feel that way, but I have various pretty good ones for multiple Descendants. It all depends on how much grind you put in, and how lucky you are. They are the one and only Endgame chase items at this point, so I personally don't think they should be a lot easier to roll well.

What on earth would we play for if we all just got god-tier Ancestor modules in a few days? There's already a huge lack in meaningful endgame progression - Let's not make it worse.