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Some of the things I encountered that were not said
1- Leveling up your melee skill gives you +1 mod capacity. I read it in a way that had me thinking that the level up allows you to melee multiple times (i.e mod + capacity was referring to the mod's capacity for melee attacks rather than mod capacity, the stat). This one might be on me though.
2- Critical hits. If you don't hit tab, all you see are the added stats from your modules, so I happily stacked crit rate till something like +30%. Then I hit tab and found out that it did not add 30% to your critical hit chances, it multiplies your base chance by that 100+30%, which means that a 20% crit chance rifle is only going to become 26% with that added 30% crit chance
If I had one major complaint it would be the shard farming for reactors. It's just boring. I hope the add some flavor in the waves like mini bosses or something.
Oh and defense missions. Depending on the mission most leave if they don't get the reward they wanted in second wave, 3 tops.
Descendants are like Warframes who have 4 abilities each, level separately from each other, and have ultimate versions similar to prime versions of warframes.
Weapons and Descendants both have a mod system that feels very similar to warframe, mix-and-match until you hit your mod limit.
While you gather a lot of weapons as drops, you must craft legendary weapons and descendants, these mostly come from a system similar to void relics.