The First Descendant (UE5)

Just picked up Gley. Was having fun so said why the **** not!!

Quick jump to YouTube shows she’s an end game character and not very good while leveling hah
 
Is anyone else having an issue where full-auto weapons get stuck ADS and firing even with nothing on the mouse pressed? Its really annoying as I can't find a way to make it stop either, eventually it will stop on its own. Given how tight some of these fights can be it can be the difference between a win and a wipe.

I am using hold rather than toggle for ADS if that makes any difference.

In other news, Pyromaniac down!
 
I'm really quite enjoying this, there's a lot to do if you don't mind the grindy nature of it and worth reading around a bit as there's quite a lot that's not communicated too well in game in my opinion. For example raising mastery level is much easier if you level multiple descendants and weapons - so I've tended to pick some farm targets and use a new descendant to do it so they are levelling at the same time. The fact your high level gear carries over makes a lot of it pretty trivial.

Also the journal system for finding what parts are needed for anything you want to craft is a godsend.
 
Decent F2P game thats worth playing if you are into looter shooters but once you have completed the main campaign, there is no incentive to keep playing unless you like grinding and min/maxing characters and weapons.
 
yes a good game, but like previously said bit very repetitive once main story is completed, but then again most games are repetitive.
 
I don't know what the future of this game is.

At it's heart, it's a good game, but the top level design is dreadful.

Who would make a shooter where much of the farming is not about fighting? Standing around waiting for timeouts, decrypting vaults. Repeating trivial missions. It really couldn't get much more boring than this.

And the characters are so hopelessly unbalanced. On day one they released the game with a character than can kill everything instantly, yet they poured resources in to creating other characters who's skills are rendered irrelevant.

Is this a speed-run solo game or a slower paced strategic team game? The devs can't seem to decide.

So I don't know. It's fun while it lasts, but I am not sure how long that will be. It could die, screaming, after the release of Season 1 (in a few days time).
 
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I don't know what the future of this game is.

At it's heart, it's a good game, but the top level design is dreadful.

Who would make a shooter where much of the farming is not about fighting? Standing around waiting for timeouts, decrypting vaults. Repeating trivial missions. It really couldn't get much more boring than this.

And the characters are so hopelessly unbalanced. On day one they released the game with a character than can kill everything instantly, yet they poured resources in to creating other characters who's skills are rendered irrelevant.

Is this a speed-run solo game or a slower paced strategic team game? The devs can't seem to decide.

So I don't know. It's fun while it lasts, but I am not sure how long that will be. It could die, screaming, after the release of Season 1 (in a few days time).

It was a game I was really looking forward to, but due to some of the things you menntion it just didn't stick for me, think I played it for a few days and never went back to it. Shame :(
 
I've been enjoying the act of collecting all the various descendants and weapons, with a bit of planning you can reduce the repetition by targeting AMPs that cover several things you are chasing so there are fewer duds. See this tool as an example - https://mdnpascual.github.io/tfd-pattern-suggestor/patternSuggestor

I've pretty much got everything now - need 2 parts for Ult Viessa but have a maxed regular one and all the weapons except PeaceMaker with at least 1 copy, so I'm not sure how long the seasonal content would keep me playing. I have little interest in grinding out max catalysed descendants that I will never use and they need to reduce the variance on the random drop mods or at least make them somewhat deterministic. Stuff I would like to see changed:-

  • Make reactor mods re-rollable or target-farmable.
  • Change gold reactors to be boosted by archetype not specific ultimate weapon
  • Work on the outpost/void shard/reactor loop to make it more engaging. There is some of this in season 1 but I don't think it goes far enough.
  • Give more research slots with Mastery Ranks, say 1 every 5 ranks. I know this won't happen due to the pay for skips but it would be nice to have.
  • Look at the ultimate weapons and consider how to make them more viable in general. Some are excellent, most are niche at best or downright useless. This is compounded by the fact once you have a maxed weapon it takes a long time to get any other weapon to the same power to even compare them.
  • Increase the sources of code breakers/analysers
  • Allow me to choose AMP at the end of an Infiltration, so I don't keep running them only to find right at the end I didnt switch
  • More inventory slots that aren't behind a paywall.
  • Make standard field materials drop from more sources than running around opening munitions containers, maybe reward a certain amount when completing missions/dungeons in the associated zone.
  • Make rare field materials drop from more sources than a single/2 elites inside a mission. Yes I'm looking at YOU Anode Ion Particles. Collecting the items from AMPs should be the bottleneck, so the pacing should reward enough that you have just about enough in the time it takes to farm up the AMP set.
  • Special Operations need a decent Kuiper Shard reward, farming Kuiper is either tedious (Valby/Viessa farming) or tied to a mini-game (see point around code breakers)
  • Give me default skin choices that are slightly more, lets say demure, than some of the ones you are stuck with. It feels odd at my age watching a turbo charged woman in a bunny suit with half her bum hanging out.
  • Make grouping hard dungeons more appealing. Again some changes in Season 1 here but remains to be seen how well the play out. I would like it to be like Strikes/Nightfalls in Destiny ideally where they are far better done as a group
  • More options on Collosi - I still haven't beaten Gluttony as getting a matchmade party that can get through this is a complete lottery. Molten Fortress to a lesser extent but the gear check is much more forgiving on that one.
  • Allow me to favourite mods so I can dismantle gold ones en masse without having to manually deselect dupes I might be saving for later.
I don't mind the grind, I've put in far far more hours grinding in MMORPGs for stuff than anything in this, but it would be nice to reduce the friction on some of the activities.

I have spent maybe £40 on premium currency - a mixture of buying more character slots and some research skips when I was feeling impatient :D
 
I've been enjoying the act of collecting all the various descendants and weapons, with a bit of planning you can reduce the repetition by targeting AMPs that cover several things you are chasing so there are fewer duds. See this tool as an example - https://mdnpascual.github.io/tfd-pattern-suggestor/patternSuggestor

I've pretty much got everything now - need 2 parts for Ult Viessa but have a maxed regular one and all the weapons except PeaceMaker with at least 1 copy, so I'm not sure how long the seasonal content would keep me playing. I have little interest in grinding out max catalysed descendants that I will never use and they need to reduce the variance on the random drop mods or at least make them somewhat deterministic. Stuff I would like to see changed:-

  • Make reactor mods re-rollable or target-farmable.
  • Change gold reactors to be boosted by archetype not specific ultimate weapon
  • Work on the outpost/void shard/reactor loop to make it more engaging. There is some of this in season 1 but I don't think it goes far enough.
  • Give more research slots with Mastery Ranks, say 1 every 5 ranks. I know this won't happen due to the pay for skips but it would be nice to have.
  • Look at the ultimate weapons and consider how to make them more viable in general. Some are excellent, most are niche at best or downright useless. This is compounded by the fact once you have a maxed weapon it takes a long time to get any other weapon to the same power to even compare them.
  • Increase the sources of code breakers/analysers
  • Allow me to choose AMP at the end of an Infiltration, so I don't keep running them only to find right at the end I didnt switch
  • More inventory slots that aren't behind a paywall.
  • Make standard field materials drop from more sources than running around opening munitions containers, maybe reward a certain amount when completing missions/dungeons in the associated zone.
  • Make rare field materials drop from more sources than a single/2 elites inside a mission. Yes I'm looking at YOU Anode Ion Particles. Collecting the items from AMPs should be the bottleneck, so the pacing should reward enough that you have just about enough in the time it takes to farm up the AMP set.
  • Special Operations need a decent Kuiper Shard reward, farming Kuiper is either tedious (Valby/Viessa farming) or tied to a mini-game (see point around code breakers)
  • Give me default skin choices that are slightly more, lets say demure, than some of the ones you are stuck with. It feels odd at my age watching a turbo charged woman in a bunny suit with half her bum hanging out.
  • Make grouping hard dungeons more appealing. Again some changes in Season 1 here but remains to be seen how well the play out. I would like it to be like Strikes/Nightfalls in Destiny ideally where they are far better done as a group
  • More options on Collosi - I still haven't beaten Gluttony as getting a matchmade party that can get through this is a complete lottery. Molten Fortress to a lesser extent but the gear check is much more forgiving on that one.
  • Allow me to favourite mods so I can dismantle gold ones en masse without having to manually deselect dupes I might be saving for later.
I don't mind the grind, I've put in far far more hours grinding in MMORPGs for stuff than anything in this, but it would be nice to reduce the friction on some of the activities.

I have spent maybe £40 on premium currency - a mixture of buying more character slots and some research skips when I was feeling impatient :D

Many good suggestions there.

I think they should get rid of the breakers altogether and allow people to access the encrypted vaults without them. However, they disappear if you fail three times.

The Outposts are horribly boring. All patterns in Outposts should be in other missions as well.

They need to (still) make modifications to health and ammo drops. Generally, it's good, but there are still times when no ammo & health drop at the end of a fight.

The bosses need to give exp to the characters and the weapons.

A lot of skills need nerfing. Particularly AOE skills. Some need to be scrapped. They are too "lazy".

Why have some characters got speed runnning but others haven't? They need speed if they are going to keep up in a mission.

Sharen needs developing too. What a wasted character she is.
 
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Many good suggestions there.

I think they should get rid of the breakers altogether and allow people to access the encrypted vaults without them. However, they disappear if you fail three times.

The Outposts are horribly boring. All patterns in Outposts should be in other missions as well.

They need to (still) make modifications to health and ammo drops. Generally, it's good, but there are still times when no ammo & health drop at the end of a fight.

The bosses need to give exp to the characters and the weapons.

A lot of skills need nerfing. Particularly AOE skills. Some need to be scrapped. They are too "lazy".

Why have some characters got speed runnning but others haven't? They need speed if they are going to keep up in a mission.

Sharen needs developing too. What a wasted character she is.

Its nearly impossible to fail if you use Enzo for vaults, I don't mind the mini game itself but I dislike having to take time out to try and game the system to get more breakers. For example it would be straightforward to add a guaranteed breaker to each hard dungeon clear with say a 25/5% chance of it being precision/ultra-precision, or an increasing chance based on kill score. You would gain them passively by doing one of the few end game activities, you might still get the odd one from empowered mobs during the mission too as a bonus but I don't have to run in circles for an hour at Anticipated Ambush feeling my brain cells actively die.

I don't think there is anything that is outpost exclusive but the percentage changes encourage you to do them. I think the intended loop was to run in a circle going outpost, void shard, reactor, repeat. Which works fine if they are a) in the same zone and b) you get an equal number of mats to reactor attempts. I hope the change in S1 make this more engaging.

I missed one major QoL change that you reminded me of - please add out of combat regen for Health! Makes no sense that this does not regen ooc.

They have acknowledged the power divide between descendants and are working through them to improve. All of them can be capable when maxed out but its a lot of investment and pointless once you have a couple done (Bunny, Lepic cover 99% of all content that isnt descendant specific)
 
Welp, the Season 1 re-occurring activity is...terrible. Will probably put this down until they do something with it because it is really really bad imo.

Ironic given the wealth of QoL improvements elsewhere in the game.
 
Welp, the Season 1 re-occurring activity is...terrible. Will probably put this down until they do something with it because it is really really bad imo.

Ironic given the wealth of QoL improvements elsewhere in the game.
yes but how is the fan service?
 
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