as3mbus Posted September 2, 2015 Share Posted September 2, 2015 umm the current state of prolonged paralysis is bad idk when the change hav come but now they'll pull enemy far away to your back not to your feet anymore. is this intended ? before the paralysis after Link to comment Share on other sites More sharing options...
Drazhar14 Posted September 2, 2015 Share Posted September 2, 2015 Yeah, I'd rather they get pulled to you instead of pulled a fixed distance. Having enemies fly behind me is annoying. Link to comment Share on other sites More sharing options...
(PSN)MrNishi Posted September 2, 2015 Share Posted September 2, 2015 I'll give you a plus one as that seems wonky. But currently Prolonged Paralysis doing Ground finishes is less-melee friendly than normal Paralysis. Since Ground finishers are not armor ignore damage....like normal Finishers. Plus Prolonged Paralysis knockdown does not grant 400% stealth multiplier on enemies that do not trigger finisher animation like non-augment Paralysis. Either due to positioning or Non-humanoid enemy type. (Moa, Ancient Roller,etc...) Link to comment Share on other sites More sharing options...
taiiat Posted September 2, 2015 Share Posted September 2, 2015 (edited) i haven't used it (and therefore Valkyr) lately, so i'll take your word for it. pulling them to you is certainly what i want, i don't want them flying behind me. that's what Ripline is for, i don't want two Abilities doing the same thing. Prolonged Paralysis dogpiling Enemies in front of me is why i use the Augment. i'm not interested in Animation Attacks on Enemies until long out of the Level Range that's actually interesting to play. Edited September 2, 2015 by taiiat Link to comment Share on other sites More sharing options...
Neogeo Posted September 2, 2015 Share Posted September 2, 2015 Put more power strength, at max strength, the enemy got pull so slowly, so it doesn't matter Link to comment Share on other sites More sharing options...
Epicagemo Posted September 2, 2015 Share Posted September 2, 2015 Yeah, I'd rather they get pulled to you instead of pulled a fixed distance. Having enemies fly behind me is annoying. Lmfao reminds me of mag xD Link to comment Share on other sites More sharing options...
as3mbus Posted September 3, 2015 Author Share Posted September 3, 2015 it's not about power strength it's about where they got end up after being pulled.tried with max strength intens, transien, blind rage (all max rank) still give the same results the point of this mod is pull enemy toward you so you can do ground dinisher that deal damage to those enemy simultaneously and you can do another finisher damage to keep dealing that high damage Link to comment Share on other sites More sharing options...
(PSN)TYGR115 Posted September 4, 2015 Share Posted September 4, 2015 I can also confirm that it's broken. I'm really upset about this because I have used Valkyr for 80% of my total time playing (and my time played is 48 days) so this is a real let down. I hope they change it back to the way it was before because I can't get past wave ten on an ODD and that's just ridiculous. Link to comment Share on other sites More sharing options...
RealPandemonium Posted September 4, 2015 Share Posted September 4, 2015 ged Paralysis knockdown does not grant 400% stealth multiplier on enemies that do not trigger finisher animation like non-augment Paralysis. Either due to positioning or Non-humanoid enemy type. (Moa, Ancient Roller,etc...) Well, it grants it for finisher-eligible enemies as well but you need to get them with an attack that begins from outside of the range of the finisher trigger. Link to comment Share on other sites More sharing options...
Neogeo Posted September 4, 2015 Share Posted September 4, 2015 (edited) it's not about power strength it's about where they got end up after being pulled. tried with max strength intens, transien, blind rage (all max rank) still give the same results the point of this mod is pull enemy toward you so you can do ground dinisher that deal damage to those enemy simultaneously and you can do another finisher damage to keep dealing that high damageI don't understand why you can't perform finisher on something to pull pass you at extremely slow motion. Edited September 4, 2015 by Neogeo Link to comment Share on other sites More sharing options...
(PSN)MrNishi Posted September 5, 2015 Share Posted September 5, 2015 it's not about power strength it's about where they got end up after being pulled.tried with max strength intens, transien, blind rage (all max rank) still give the same results the point of this mod is pull enemy toward you so you can do ground dinisher that deal damage to those enemy simultaneously and you can do another finisher damage to keep dealing that high damage Well, it grants it for finisher-eligible enemies as well but you need to get them with an attack that begins from outside of the range of the finisher trigger. Prolonged Paralysis (Ground Finishers) are not High damage Armor ignore Finisher damage. Nor does Prolonged Paralysis grant the 400% Stealth multiplier like normal Paralysis. Ground Finishers are affected by melee attack speed, but are not Armor ignore. They are actually weaker than some Stance combo multiplier attacks. Compared to Normal Paralysis which grants 400% melee modifier to enemies in which finished animation was not triggered and actual Armor Ignore Finisher damage to enemies where animation is triggered: Prolonged Paralysis is not as beneficial to melee damage wise as Non-Augment Paralysis. Link to comment Share on other sites More sharing options...
RealPandemonium Posted September 5, 2015 Share Posted September 5, 2015 (edited) Prolonged Paralysis (Ground Finishers) are not High damage Armor ignore Finisher damage. Nor does Prolonged Paralysis grant the 400% Stealth multiplier like normal Paralysis. Ground Finishers are affected by melee attack speed, but are not Armor ignore. They are actually weaker than some Stance combo multiplier attacks. Compared to Normal Paralysis which grants 400% melee modifier to enemies in which finished animation was not triggered and actual Armor Ignore Finisher damage to enemies where animation is triggered: Prolonged Paralysis is not as beneficial to melee damage wise as Non-Augment Paralysis. Was referring to regular Paralysis. You're good. Edited September 5, 2015 by RealPandemonium Link to comment Share on other sites More sharing options...
Monolake Posted September 5, 2015 Share Posted September 5, 2015 Bugged, didnt do this before. Link to comment Share on other sites More sharing options...
taiiat Posted September 5, 2015 Share Posted September 5, 2015 only suddenly now was in the mood for Valkyr style Melee: yes, Prolonged Paralysis doesn't work anyway the same as it did previously. meh. this is basically the reason why i like the Warframe in the first place. that and attacking at very silly speeds. so i'm definitely not happy, as Prolonged Paralysis working this way basically doesn't work. Enemies just fly forwards, they don't go slowly through the air, and they land way behind me. basically it does nothing, because it doesn't pull Enemies into Melee Range, just throws them behind you. Link to comment Share on other sites More sharing options...
as3mbus Posted September 8, 2015 Author Share Posted September 8, 2015 need to bump this up Prolonged Paralysis (Ground Finishers) are not High damage Armor ignore Finisher damage.Nor does Prolonged Paralysis grant the 400% Stealth multiplier like normal Paralysis.Ground Finishers are affected by melee attack speed, but are not Armor ignore. They are actually weaker than some Stance combo multiplier attacks.Compared to Normal Paralysis which grants 400% melee modifier to enemies in which finished animation was not triggered and actual Armor Ignore Finisher damage to enemies where animation is triggered: Prolonged Paralysis is not as beneficial to melee damage wise as Non-Augment Paralysis. it may differ from player playstylesome migt think it's better bout all those damage to a "single" enemyand some might think it'll be better if u pull 10 enemies to your foot and could do more than 5 finisher that deal lesser damage but to more enemy as well Link to comment Share on other sites More sharing options...
coreyh2 Posted October 2, 2015 Share Posted October 2, 2015 Since the new skin for valkyr came out I was playing her a bit more and noticed it wasn't bringing all the enemies around me for a ground finisher but was flinging them behind me like it was Mag's pull. Its not as useful as it once was. Also I'm not sure if its effecting all the enemies sometimes. I'm not sure when this was changed/broken but I liked it the worked before. Link to comment Share on other sites More sharing options...
taiiat Posted October 3, 2015 Share Posted October 3, 2015 so i'm definitely not happy, as Prolonged Paralysis working this way basically doesn't work. Enemies just fly forwards, they don't go slowly through the air, and they land way behind me. basically it does nothing, because it doesn't pull Enemies into Melee Range, just throws them behind you. still not working, and therefore still basically pointless. for the time being, just dropping Prolonged Paralysis off of Valkyr until this Augment actually works again. Link to comment Share on other sites More sharing options...
taiiat Posted November 17, 2015 Share Posted November 17, 2015 still not working correctly. functionality is better... but not the same as it was before, which was reliable and consistent. it's mostly pulling to the Player, but still tries to throw Enemies behind you, rather than pulling to right in front of you. it kind've works since the Enemies collide with your Player - but original functionality is still better and more consistent/reliable. Link to comment Share on other sites More sharing options...
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