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Sir.X

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Posts posted by Sir.X

  1. This was first meant to be a complaint about how Overguard prevents this ability from working in squads, however DE said in a hotfix there will be some changes to Vex Armor so he can build up the bonuses without relying on damage (Melee/ability kills for armor buff, Ranged kills for damage buff).

    The next problem I see is this mod has difficulties sustaining itself once you get into the higher level content. And on larger maps like the Zariman and Deimos Labratories it can be difficult to stay around squad mates so their kills can extend the Duration too.

    My suggestion would be to increase the Duration added per kill to 2 seconds(possibly let it be affected by duration). Then to have the augment increase the max duration of the ability to 60 seconds.

    I would also suggest to revert the 5% healing to just that, instead of over 3 seconds, because that leads to very little healing unless you increase Chroma's health substantially. Thats all I got.

    • Like 1
  2. Can I throw a suggestion in here? It's related to Chroma's new augment. Id just like it to have more duration like Cathode Current and Eternal War. It can be difficult at times to sustain it by yourself if squad isn't in range.

    Also don't care much about the Los restrictions, Dante can support and kill superbly so it's fine.

    • Like 1
  3. Yes I was wondering when others would complain about that. Overguard prevents Chroma's new augment from being useful, as he can't take damage to build the buffs. With Frames sharing overguard more and more, they need to do something.

    My suggestion is allowing Overguard health to affect abilities like Vex Armor, and other abilities that require you to take damage.

    This seemed inevitable anyways

    • Like 1
  4. My suggestions so that I've come up with so far:

    1. A simple Tap to select which buff you get and Hold to Cast. The easiest way to fix it and make it more reliable
    2. Combine the Total Eclipse Augment into the ability itself to make it more effective.
    3. Completely rework the Ability removing the requirements for Light or Dark areas to get the desired buff
    4. Suggested rework idea:
      1. Tap to select which buff, Hold to Cast. Mirage conjures a Prism above her head, shining Light onto her Allies or shrouding them in the Dark. Light buffs Allies damage by % amount in X radius around her. Light also gives a chance for enemy attacks to reflect and blind those who hit you. Dark provides allies with a 90% Max Damage Reduction. Dark also provides allies with a small % chance to dodge damage. When Subsumed into Helmith, both buffs are reduced to 1/3 effectiveness. Energy cost would be increased to 50 on Mirage and Subsumes.

    Those are my suggestions so far. Hopefully something good comes from all this feedback and its no longer so clunky anymore.

    1. Any chance Pablo is willing to release his list of Warframes on the rework list? cough cough Limbo Inaros Chroma cough
    2. Why isn't the amount of Defixios you collect affecting the amount of Vainthorns you get? Its 6-8 for normal and 8-12 for Steel Path. There's no reason to collect all 8 in the mission. Why give extra to collect if it offers no reward?
    3. How come the Pathos Clamp grind is so terrible? I have to play the same mode over 60 times in Steel Path and a whopping 89 times in Normal mode to acquire everything? And this assumes I don't touch the Acrithis shop at all. It's literally Maddening.

    The Math: a total of 890 Pathos Clamps are needed to acquire every Incarnon genesis once, Drifter Melee weapons, and Kullervo + Rauta.

    • Like 5
  5. Lesion

    Reason? Its a status Stick. meaning the Status chance is so high almost every hit or so your gonna proc something. It has a buff where if you proc a status effect on a enemy, you get faster attack speed and added Toxin damage, which will increase the Gas damage even more, because it mixes with whatever elemental build you have on the Melee. The range of Polearms are fine enough, and it does enough damage and swings fast enough to Proc a lot of Statuses.

  6. (Good lord no wonder Gram rivens cost a lot)

    First of all you need to have Point Strike somewhere in that build for even more damage. Regardless if a riven takes up a mod slot, a mod like Point Strike is a mandatory mod. The same thing goes for Organ Shatter, as I see you don't have that on there either.

    For now I recommend removing Berserker and Gladiator Vice, and replacing those 2 with Point Strike and Organ Shatter. Point strike would give you more melee damage, and Organ shatter would increase your critical damage even more, especially when your using Blood Rush.

    Do NOT change your riven at all, it is fine like it is because Status Duration won't matter much when your dealing that much damage to them.

  7. Some of the new Set mods affect Exalted weapons:

    Motus Setup seems to affect Ivara's Artemis Bow, but not Valkyr's Claws or Baruuk's Desert Wind.

    Proton Jet also effects Ivara's Artemis Bow, and is more noticeable when you use Concentrated Arrow.

    Proton Snap also affects Excalibur's Exalted Blade, as well as any other Exalted Weapons, it will proc the Toxin and give it extra Status Chance.

  8. I have decided to take your build, run it through armor calculations on the Wiki, and have given you a more optimal build here:

    https://goo.gl/8uFG2b

    The problem with your build is that its hugely inefficient. You builded too much into power strength, and you don't have the streamline mod. With the Umbral mods and less forma, the new build has even more damage reduction and allows some flexibility.

  9. While you can't make Iron Skin invincible, you can add some certian mods to make it last much longer than its base health.

    Iron Skin is affected by:

    Power Strength Mods

    Armor Mods

    Ironclad Charge Augment

    Arcanes that Increase Armor

    Ironclad Charge specifically makes Iron Skin's health huge. Each enemy hit by Charge with the augment increases your Armor by 50%. Depending on how many you can hit, then cast Iron Skin, and you can make it have a health pool of around 60k.

  10. Nothing quite turns on that bit of "Ugh really?!" feeling, more than completing a difficult or easy mission, just to be awarded with a measly 5k or 3k credit "caches". Now then, you might think that this is the perfect amount for newer players, until you realize end of mission credits are around this size, and dark sector missions always give out 25k when you finish those.

    Obviously, the most easiest way to fix this is to just simply remove them from the droptables. If not, at least remove them from the higher level tables, as they are simply there to dilute the rewards and lower your odds of actually valuable items. If they are going to stay, credit caches actually need to become a "cache", not a high amount like 50k, but range between 15-30k depending on if they are going to stay in high level missions. That's all I got for now, let me know what you'd suggest. Thanks for reading.

  11. Assuming you don't have Argon Scope, use Serration, Split Chamber, Point Strike, and Vital sense.

    You also have to add Elemental mods to your build. Go to the wiki if you don't know what to mod for.

    As for the empty slots in your build, you can either use more elemental mods, or some Utility mods, like Speed trigger or Ammo mutation.

    And aim for the head too, it increases damage and your critical damage as well.

  12. Since Loki prime can no longer be farmed and goes for a hefty price in the trade chat, Id keep him and use him more as a challenge to build around. Only mod Loki for health when your first trying to learn his kit. When you master Loki, he doesn't need a health mod.

    It would honestly be recommended to buy Excalibur if you have the plat because your new. He is currently behind a huge grindwall that requires some pretty decent gear in order to beat the boss that drops his parts.

  13. Honestly, I dont even know the prices of melee rivens because I haven't been in the game as of lately.

    Lets see, the War is a pretty powerful sword, with that extra crit damage and melee damage, its worth around 2-300 plat. However, due to that negative attack speed, it can hurt the price a bit. But that shouldn't mean you should reroll, that is a great combination of stat boosts, a negative is not always bad.

  14. (repost from reddit from me)

    Temah - Perfect for taking out isolated targets and small groups. These hatchets can be thrown a good distance, and offer increased critical damage on the head.
    Statistics:
    10 Slash
    10 Puncture
    10 Impact
    30% Critical Chance
    3x Critical Damage
    10% Status Chance
    2 rounds/Mag
    2.00 Fire rate
    50 Max Ammo
    Usage:
    Upon a successful hit to the head with a throw, the critical damage will double to 6x Crit dmg on the head, for 5 seconds.

    I appreciate any form of criticism on this, and any comments are accepted. Thank you for reading this.

  15. (repost from reddit where I originally posted it).

    Usually this is a copy-paste of a document that I make. In my opinion, I believe that Excalibur should not be the best starter frame to choose from, and that each starter Frame should have its way of standing out to be chosen from. As always, I appreciate any form of feedback whatsoever, so feel free to give your opinion.

    Pull:
    * Mag can now pull downed allies to where she is standing, including pets.
    * Mag can pull shards and cells to her, applying their respective buffs to herself, or to vastly increase the damage done by Magnetize.
    Magnetize:
    * Magnetize will always start out as a small sphere. As you pull in enemies, the sphere will begin to distort, growing out to a larger size for the time that it is active, before exploding and damaging enemies.
    * More enemies pulled in will increase the speed that the sphere grows.
    * Cells and Shards pulled in will add additional damage when it explodes, Cells causing small blasts, and Shards causing bleeding.
    * For every enemy killed inside Magnetize, Mag will receive energy back.
    Polarize:
    * Polarize functions the same as before, spreading throughout the environment and depleting enemy shields and armor by a certain amount.
    * Affected enemies will now drop small "Cells" and "Shards". Shards are pieces of enemy armor, and Cells are concentrated orbs of enemy shields.
    * Mag can use Pull to apply these to herself. Cells will give Mag's shields superior regeneration speed. Shards will will apply a substantial amount of damage reduction to her health.
    Crush:
    * The damage is increased heavily when enemies are inside a sphere.
    * Activating a Crush while there is a Magnetize sphere active will automatically cause it to explode.
    * Enemies not inside a sphere when being affected by Crush will be pulled to one another as the animation ends.
    * Enemy weapons will suffer a small downtime of being jammed, before being permanently affected by a severe accuracy debuff until they are killed.
    * Cells and Shards not Pulled to Mag will function as normal, exploding and causing bleeding. They will be pulled to the nearest enemies during the animation.

  16. I don't exactly believe that Banshee needs one, although some of her abilities do need a touch up. This is basically a copy-paste of a document I made. I accept any type of feedback or any of the sort. Thanks for reading this.

    Banshee's Sonar and Silence are now "Pulsing" Abilities. The following changes are as follows.

    • Sonar - On ability cast, Sonar will spread throughout the environment, marking enemies on the map, and leaving a spot on them that increases critical damage and regular damage to that area. Every 10 seconds, Sonar will recast itself again, remarking targets and making them visible on your map.
    • Pulse speed is not affected by duration
    • Sonar is affected by range,duration, and power strength.
    • Killing an enemy by hitting their weak spot will reward 5 energy back to you.
    • Sonar drains 2 energy per second, which is affected by duration and efficiency.

    Silence - On ability cast, Silence will create an aura around Banshee, stunning enemies for a short duration, damaging their hearing and reaction time. Enemies will have a reduced reaction to seeing you, and allies dying in-front of them. Enemies cannot hear weapons, or anything that effects the environment around them. Every 5 seconds, Silence will recast itself.

    • Silence drains 2 energy per second, which is affected by duration and efficiency.
    • Silence is affected by duration and range.
    • Enemies affected by the stun are subject to stealth kills.
    • Performing stealth kills on stunned enemies rewards 5 energy per kill.
    • Pulse speed is not affected by duration
  17. Alrighty, lets see how this goes.

    1. I am really interested in the new Tenno shotgun, is there any progress on it/demo-ing? Mainly its because it looks very similar to a concept I made a long time ago.

    2. What is your current opinion on "The longer you stay in a mission, the higher the chances are for rare-er items" ?

    3. The damage cap on Volt's 4 and huge energy drain on his shield pickup don't make him very fun to use. Any changes towards him?

    4. Now that most of Oberon's abilities scale, are there currently any other changes you have planned, mainly people's complaint being limited to the cone of HG.

  18. 3 in the morning questions can be fun.

    1. Missions with multiple Objectives at the start?

    2. Why no Kuva in the Kuva Fortress? Cmon DE

    3. Is there another list of weapons that will be looked at/buffed?

    4. Will there be a Gorgon buff? Due to it coming back for a limited time again?

    5. Recommend me good drinks like Fireball and GO.

  19. Is there any more progress on that Tenno shotgun? I'm very interested in it because it looks similar to what I came up with.

    How soon is that Ambulas rework and the Nef Anyo fight?

    I like the Oberon rework for now. Although lots want a aura-like Hallowed Ground, he does good for survivability until about lvl 50. Very hard to kill, scaling is great.

    Now that Oberon's rework is done(I think), is there currently any progress towards the next one, Zephyr?

  20. I have been wondering as well (since it is very similar to a concept I made) Can we get any updates on this shotgun? It looks to be very powerful.

    Do you guys have any plans for sniper rifles to become more powerful? Sniper rifles cant keep up with the other weapons, unless it has high amounts of crit chance and damage.

    MS_WarframeTenno_Shotgun_04B.jpg

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