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ChaotikDreamz

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Posts posted by ChaotikDreamz

  1. 3 minutes ago, Tokens210 said:

    For me personally her wall height using double jump wasnt a big issue as its only really useful in levels with higher ceilings, but even then ive had enemies climb over a wall way to tall for them to have climbed, theres also if you happen to end your wall splitting a vaultable object like a barrier, enemies can vault thru your wall by simply climbing over that barrier as well as enemies that where within the walls barrier or enemies with large weapons could shoot thru the wall sometimes anyway, and like all abilities close to it AoE went thru the wall

     

    and as far as the areas with little ramps or whatnot, the wall seemed to recognize if the levels floor got lower and the whole wall would clip further down to account but areas with small ramps it couldnt tell and as such would remain at the lowest point the floor was or the lowest point your feet where before you jump cast it

    Well IMO the bullet jumping version of godly cylinders was broken. But what they could still do in response to that is to take the verticle growth and hard cap it to more then what it was originally but not as it is now and say you got a 10 - 15 meter wall make the most of it. If you can't figure out the best place to put it. There's the openings DE wants to give their AI.

  2. 6 minutes ago, LSG501 said:

    2 - the old duration was fine, nothing wrong there and making it less without changing it's energy usage is going to be a nerf, it's not like we have the old zenurik which ticked over all the time so we'd not only need to micro manage the wall, we'd likely need to micro manage our energy too.

    The duration should be fixed even the orginal frost snow glode had a fixed duration and it was fine back then. Micro managing is what makes her a fun and ingaging frame to play. Also she has IMO no energy issues if i got and can maintain enough and more energy to stack splinter storm to crazy amounts of dmg melting lvl100+ Heavy Grineer and Infested Ancients as i run by there is no energy issue. And thats done with 1 forma'd Gara and no primed mods. Again this would open up the build options for gara.

    9 minutes ago, LSG501 said:

    3 - well if they remove 'bullet jump' heights then they better do something about the way it cuts through the ground if you cast on a hill

    Again as i stated in my OP. This is where Gara wall would become situational and have to make the player think when, where, and find the best way to deploy the wall for max effctiveness. If the AI needs to think of ways to use the tilset to get around the wall. You should also be limited to that.

  3. As we all know Gara's 4th ability Mass Vetrify has taken a huge blow to the nerf zone.  Which IMO needed a tweak or two but sadly not in the direction they took it. As it has been compaired to Frost Snow globe 18 billion times over.  It was nothing like it and had alot of drawbacks compaired to frost snow globe.  I mean come on Snow globe is a pretty much go afk and eat dinner lock down skill and everyone knows it.  You can serously set up frost for max efficiency throw in the augment mod, make a macro to cast 3 every 4-5 seconds and if you have energizing dash throw that into the mix  press start and goto dinner. Thus Frost nerfs over the life span of Warframe has made him into a boring crapfest to play.   Atleast Gara was fun and a very interactive engaging frame to play the way frost was before he got nerf hammered. Her wall kept AI at bay while you was able to share your splinter storm buff to allies, and the defense obj. or even debuff enemies. Her 3 was a waste of space even though in lower level fodder it was amusing to block a doorway and watch AI funnel in only to walk over and erase them with Shattered Lash. I'll admit Gara is probably the first frame i actually used all of her skills in mission constantly.

    So with this nerf to Gara's ultimate ability you have made her from Frost 2.0 that was fun and ingaging to play. To Ember 2.0 sure not everyone remembers the godly OverHeat of the great and wonderful Ember who also has been nerfed into nothing but a arsenal decoration. But the difference between Ember's good ole days and Gara is that it take 3 skills to make 1 good casted 20x times. While Ember was press 4 and go ham :P.

    Now Gara's Mass vetrify was very open, AI did find ways around it and is terrain dependent, and any enemy with punch threw on thier weapons (ex. Grineer Ballasticas) passed right threw it not to mention all the flying enemies Infested had a lil trouble but they coped Ancients could pull you through it and infested drones flew over it. Now yes Mass vetrify was a lil OP but not in the ways DE decided to well make it useless.

    So here is my reasons it was broken and my opinons on how it should of been fixed.

    1: Range - The range at the cost of energy was just well stupid. Like Snow Globe it could get pretty darn huge but even to a crazy extent and it glassed everything inside. YES this was broken as all hell and leads to total area denial. Which DE in their words was trying to stop. The easy fix for this would be to just limit the range and have it uneffected by range mods. So limiting the range to say 15-20 meters still gave the option to make a fairly large wall at the cost of more energy spent or a smaller more focused wall around a teammate or objective.

    2: Duration - This plagued the orginal SnowGlobe and is what started to turn Frost into the none interactive boring frame he is today. Again simple solution Limit the duration to say around 20 seconds. This in turn would make it have to be used often and keeping the player ingaged in watching his 20 timer to either break for splinter storm stack or recast and be focused on pure defense. This also would synergize alot more with Splinter storm.

    3: Casting while jumping - Ya this was just broke. But you did this one to yourselves DE. You listened to the playerbase good on you and made it spread vertically more, but didn't take into account bullet jumping and making godly cylinders. Again simple fix make the skill unable to be casted while in air. This inturn makes mass vetrify situational and makes the player atleast have to think and plan how they will deploy the wall for max effectiveness.

    So hope DE takes a good hard look at Gara's Ultimate 4th ability again. As her scaling does not even remotely go hand in hand with the type of nerf the implemented on her. And looks at the options i posted. Fixing all areas listed above IMO would be greater ways of fixing her ability and still having the unbreakable wall at the cost of planning and situational awareness.  While still leaving her a ingaging and fun frame to play and synergize well with her other abilities as it was intended for her to be played.

     

    And DE stop nerfing frames. There is no endgame in warframe but the end game us players create by going as far as we can in defense and survival missions to get a challenge of higher lvl content other then sorties. If you must please balance for PvP which no one plays and let us have some fun in PvE.

  4. 16 minutes ago, SaikoMadoshi said:

    Really ? i was playing helene yesterday , and there is someoneusing frost in my team , when he use the frost ball , i cant see well , it's to bright .. Maybe it only happens to me ?

    This could be based onbthe energy color he chose to use.

  5. Its seems to be only on PoE. Any other area its fine but in PoE it is literally a white wall. And my frost prime enegry is blue which offers the best visability on all maps. And thats been tested since beta. But sadly its unable to be seen through on PoE which kinda makes frost unplayable in the area if you need to globe up.

  6. It's not affecting any other weapons I have, thank goodness. Any workarounds/fixes you're aware of?

    Ya been lucky witha relog after taking something out of the foundry. Also some lucky with switching to a different loadout slot ABC

  7. First is math wise.

     

    Rending strike + killing blow = 210% charged DMG

     

    400x2.10 = 840 +400 = 1240

     

    galatine as tested will only do 1116 dmf 2232 on crits

     

    Second is whena enemy is knocked down the galatine misses every time striking into the ground a good few meters ingame away from the enemy. This is a constant miss. or you get very lucky getting the downed atk to proc standing ontop of the enemy.

     

     

  8. No. With a weapon that charges this slow, it isn't a very good idea.

     

     

    You don't really want that buggy charge Mechanic, believe me...

     

     

    Dual Ichor mechanic is great. yes be it needs some polishing. On a weapon that has that a slower charge speed its better considering it can hit up to 5 enemies at once. meaning you can make better use of 1 charge before waiting for the next specially with how easy it is to be staggered using the galatine.

  9. LOL this nerf thread is funny apperantly the OP has not used it and only basing off number he has seen.

     

    1: Without mods it SUCKS!

     

    2: Charge time is seriously long compaired to fragor or scindo or orthos. Only heavy to truly need reflex coil.

     

    3: Normal atks only do 35 non armor ignoring DMG. meaning normal swings on a lvl 1 grineer only do like 11 DMG.

     

    4: Only heavy that is basically pure charge atk only. And It's a challenge to get in close without getting staggered and losing it's charge.

     

    Personally it doesn't need nerfed in anyway. What it could use is the ability like the dual ichor to walk around fully charged forever. Not the time limit it has now.

  10. So since ember is now well nerfed a bit. And overheat is exactly the same as WoF but a extremly smaller AoE.

     

    Here is my suggestion.

     

    Why not combine WoF and overheat together and re-work WoF.

     

    You can make Overheats AoE slightly larger and keep the rest of overheat that way it is. Then take WoF and totally re-do it into something like a nuke explosion. 20m AoE that kills everything within 10m and Dmg drop off further out. this would be more fitting to the name World on fire also.

  11. Most likely not a bug but working as intended. it's was probably placed in there that way to bypass the foundry's mechanics. 1 min probably = min time allowed in mechanic. Free rush to bypass.

     

    Saves time instead of rewriting foundry code to allow for instant making of items.

  12. I am uncertain as to how you drew this conclusion.

     

     

    I have to agree with Lumi.

     

    And I beg to differ as well.

     

     

    if you two couldn't figure out Ember's personality from her frame and helmets then shame on you. Why you think everyone says Ember's a chicken. Let alone the mohawks on her hemlets and the new helm with the piercings. Now they made her stance again i'll state it looks like a muscle bound caveman with tourettes. Does not fit the personality of the frame period.

     

     

    12236131411663593317shokunin_punk_rock_c

  13. You stated that in Alert 2.0 everything would at least drop once.

     

    So far all that has been coming up over and over again is the dark dagger, dark sword, ceramic dagger, heat dagger.

     

    Yes there's been a few other things in between but these are coming up alot.

     

    And the resource alerts are nice but they need to give a lil more then just 1 piece of material.

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