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12/14/2024 5:46:20 PM
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Bungie- Can I please get clarification on this? Or a fix?

Mask of Fealty, the new hunter exotic mask- fun to play with, I've been trying to make end game viable builds. Heavy Handed is an armor mod that spawns an orb of power with powered melee kills. It seems that the "powered melee" tag is applied to the crystals created by mask of fealty shurikens- *sometimes*. That or something else is going on. *Sometimes* when you shoot the crystal created by mask of fealty shurikens and the explosion kills a nearby enemy, it spawns an orb of power. *Sometimes* it does not. This is getting pretty frustrating as orb cycling seems to be the best way to use this exotic, for me at least. Plus all of the mod slots in my arms *occasionally* go to waste. This is easily recreatable- load into EDZ or something, throw your crystal next to an enemy, shoot it, voila, an orb. Load into something like onslaught and you're going to have a way harder time making that orb doing the exact same thing. It seems to be harder content (exactly where I want this to be used) that causes the most problems. I don't know if this is because the crystal shatter is doing two instances of damage or something and only the first gets the powered melee tag? I have no clue but it needs to be fixed. You can take off all sources of orb generation outside of Heavy Handed and it still spawns the orb in the EDZ, so it's clearly supposed to be functioning that way. Something is going wrong when the enemies get more health, though.

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