I think the way the game was designed, the drone is simply used as a tool to draw in enemies or set them up for other types of damage.
Basic drone with the laser being a perfect example as its a great tool to drag single enemies into fights when they are near other enemies.
The one that sucks them towards you can also be used like that but to lesser effect, but can be used to suck enemies over pit falls if they happen to be standing on the other side of one from the player
The defense one also incredibly useful, needing no explanation
The burn one can be used to set off gas, very VERY situational, damage however without any implants to buff if I remember correctly actually isn't that bad either
The melee drone, same as the one that can suck enemies in, can be used to great effect to knock enemies into pitfalls, or to knock them down in general to open them up for free damage
slow/gas drone which again can be used to set up other damage, slow for escapes or circling around a target easier, gas for being able to simply use the flare drone in combination to cause a fiery explosion that will deal high damage
As you can see drones are already very useful in The Surge, albeit many are situational at best I don't really think they need an overhaul or major buff in the sequel. Though now I'm tempted to make a build that uses like 10 +40% drone damage mods, along with a bunch of high energy/energy gain mods and see how ridiculous the damage can get. Drone will probably one burst everything in NG++++ xD
While I enjoy what you guys have been doing to enhance the experience, however that being said all three sets need some love.
For starters I'm going to be comparing all three sets to the Bloodied Proteus Set which is arguably the best set in the game boasting high stability and 369 defense at rank XX. This is with Ablative Array V.2 active (extra defense while at high energy)
Lets start with the Asclepius set, it boasts a measly 266 defense with low stability at XX, I know the frame looks light but much like many sets should at least border on 300 defense with buffs. Secondly its set bonus is very weak for late game play
For starters the set revolves around buffing Medi-Voltaic Injections which is nice, HOWEVER the best version of this implant caps at 100 Health, and is only buffed to 150 Health. Which is very nice, but again very weak compared to using Bloodied Proteus which when using the best Vital Injection gives an astounding 450 Health compared to the stock 360.
Secondly its other bonus which gives back health per attack while energy is full (a pretty difficulty thing to achieve early game, and requires some good investments late game) only gives back about 7-11 health per attack. This bonus needs to scale based on the players health, this bonus on playthrough 1 would have been incredible but where I am late into NG++++ this bonus is absolutely useless.
2 suggestions here...
Add a Medi-Voltaic Injection v.6, stats will be as followed
Core Power Consumption 16
Health Restored 250
Energy Consumed 40
With the set bonus being a 50% heal increase that would bring it up to 375 making it at least on par to a regular Vital Injection v.5, I'm not exactly sure on how much cost is reduced but for late game play i think its a solid trade off considering that my usual set up consists of 21 450 Health injectables (and it could be much higher, but I like to have high energy all the time)
Next the health on hit needs to be percentage based on the players total health, I think 3-5% per hit would be more than enough to make it an appealing option over the Proteus passive heal, as with 1000+ health you would now be gaining 30-50HP late game a hit while first timers would still only be getting 5-10 due to them having a significantly smaller health pool potential.
Next lets talk about the Nano Ward set, well its just terrible. Blocking is still 100% useless, combine the set bonus and the Gyro-Stabilizer v.2 and I still cannot find a single enemy that doesn't instantly break my guard in a single attack despite having 2 bonuses that reduce block costs and 265 Stamina. I can't comment on the Nano Explosion due to how absolutely brutal trying to block anything is as in NG++++, I've tried to get a few timed blocks in, just end up getting mauled instantly.
Increase the parry window when the set is equip, which would at least make pressing the block button once in a while a good idea
Decrease how stamina costs for blocking attacks by about 50%, this is an all around buff to the player, then further reduce that by another 25% for the Nano set
Lastly we have the Angel set which is the only useful of the 3 for late game play, my only complaint is that it is a high stability suit with only 311 defense. Sure it has very high elemental resistance but that hardly makes up for it. Bloodied Proteus for example has just 20 less Elemental Res, however has 89 more Crush defense, over 100 more Slash defense and 57 more Thrust defense.
Basically I think the set needs to make the player a little tankier
I appreciate any feedback on this topic
I really enjoy The Surge but I feel as though and hope they address this in The Surge 2. Get rid of cheap one shots, I'm in NG++++ wearing a full set of XX grade armor (the best in the game) have 1150 health (an absurd amount) and still get absolutely destroyed from full health to dead in a single attack by some enemies.
Getting cheaply one hit isn't hard core, or difficult its just CHEAP. Don't get me wrong with how fast you can move not getting hit is usually pretty easy but the damage enemies output is a tad bit ridiculous and I hope it gets reeled in a bit in the sequel. Their is no reason being so highly geared I should fear instant death if I dodge a hair too late or attack to late to be able to dodge in between pokes.
Just my thoughts, I greatly enjoy the game but I feel as though its usually an overly frustrating experience as the damage models for enemies (some of them) are overly punishing.
Example : Some of Black Cerberus attack chains barely hit me for a 6th or 7th of my health, YET he does his sliding attack and the one time I decide to try and sprint around him as he does it and slide attack myself instead of just cheese dashing everything as usual. I get hit by like the last frame of his attack for over 1000 damage and insta die???
The damage model has always been a problem and prevents the player from ever really being able to experiment with play styles. I would love to be able to try and block or parry enemy attacks instead of dodging everything but getting hit once usually ends very VERY badly for you. Not to mention that even with almost 300 Stamina blocking a single attack often results in your entire stamina bar being depleted??? Why even allow us to block at that point?
Thought the Killswitch was the triggers and bumpers + the menu and start buttons, so that's a start lol. Also yes this is after today's most recent update.
Update: Well killing myself diffidently worked in getting me unstuck lol
He spawned the second time around.
As the title states, I'm on NG++++ and this is my second run of A Walk in the Park, and I drop down into the arena to fight Carbon Cat and he is gone. His health bar is their, the battle music is playing but the boss himself is no where to be seen.
Holding LB+RB+LT+RT+Menu+Start does nothing saying I cannot use this here and I'm now trapped in the arena.
Yes this occurs 100% of the time, I tried going up the lift at least 4 times, game crashes every time. Final time to progress I ended up jumping to my death as to circumvent having to use the lift again.
The crash would occur the same way every time. It would take you all the way back up to the top and the game would freeze during or right before the animation of getting off of the lift. What's odd is that if you don't quit out of the game immediately after the crash it will cause the console to shut down.
Yes, its right near the tram used to get to the park. Its tucked into a narrow short path and has a broken set of stairs across from it. I'm on playthrough 2 of this DLC and this is one of a few areas I can't for the life of me figure out how to get to lol
Update: I found it, so apparently their is an access door to Creo World through R&D that leads to the upstairs portion were the lift is.
How do you activate the Exo-Lift at the start that is close to tram at the start of the DLC. I'm on my second run of A Walk in the Park and I have ZERO idea on how to get up there. I've tried jumping to the broken stairs, I've search what I felt was everywhere to no avail. Anyone know how to access this area?