Jump to content

Toom1275

Master
  • Posts

    627
  • Joined

  • Last visited

Posts posted by Toom1275

  1. Does this nerf suffer from the Banshee silence bug where you can't tell if enemies are primed or not after the initial cast? Because Silence currently doesn't highlight the enemies like it should unless it was fixed (Haven't played in a bit) And did this make the Damage Increase from MPrime go away? Or is it still there? They said nothing about that in the Update Notes and I haven't been able to get on to see for myself.

    The visuals of the effect take the form of a sphere of energy streamers that expands outwards. Enemies that cross inside the boundary of the sphere get primed. There seems to be a common bug where this sphere disappears. With no power cooldown timer, it's difficult to tell that the power is still active.

     

    However, enemies that get primed get a light-blue effect on them regardless of whether the casting effect is visible.

     

    So while it's hard to tell if new enemies are being primed without directly keeping watch on unprimed ones to see if they get primed, once the enemies ARE primed, it's easy to tell that they are so.

  2. I do like the way Tailwind and Dive Bomb work right now, but I agree hovering needs to be a thing with her.  I was thinking, if she used Tailwind on the ground, maybe it can make her hover/noclip fly for 5-10 seconds (power duration enhanceable) before doing her slow descent.  5 seconds is plenty of time to line up a Dive Bomb, and also plenty of time to rain death on your enemies.

     

    The other thing, Tailwind needs to be fixed.  Each use of Tailwind exponentially increases gravity's hold on her to the point where aiming straight up on the third use barely gains you any altitude and you plummet like a stone.

     

    Maybe have it this way:

    using Tailwind on the ground: engage hover mode.

    Using Tailwind in the air: normal operation (look up to go up)

     

    Dive Bomb would be the same as normal.

     

    And, of course, having Tailwind use remove downward momentum like it should have been doing since it came out.

  3. I played her for almost two hours before reading the notes and only thought her range was decreased. Didn't notice any growing animations. 

    I've noticed that sometimes the spherical wall of priming animation quite often just vanishes shortly after casting, though enemies still get primed despite its disappearance.

  4. After a fair bit of testing and consideration, I feel that Molecular Prime really needs just one thing:

    A cooldown timer :P

     

     

     

    I've been taking Nova out since the update dropped to try out MP 2.0

     

    It's certainly... different from how it was before, but the new attributes it has gained in the update have so far been fairly good at balancing out what has been lost. While probably a bit less useful for high-speed missions like Capture and invasion battles, it has gained a lot of usefulness for more defensive-type missions like pod defense and survival. Took Nova out to Asteroid power core defense, and the range buff provided by duration mods plus the adequate slowdown effect let us be able to fairly effectively protect the core until about wave 10 when we got bored and left to do other things.

     

    Took her out to ODE with an extinguished key, and the only problem there was the extremely irritating presense of uninvited Grineer troops.

     

     

    • Like 1
  5. This would work well with the Aviator mod, giving her more survivability while hovering to help counteract the lack of cover up there.

     

    As she is now, Zephyr does not spend enough time in the air to make the mod worth its slot.

  6. I use my Saryn primarily for Grineer Galleon defense maps along with Flux Rifle and Detron. Both weapons are decent at spreading my Venom spores (though it is still pretty rare that the enemy survives long enough for anything to spread) and with range mods, my Miasma covers most of that small level.

     

    Unfortunately, even with what I could put on Saryn in the way of survivability, I still constantly take damage and soon go down, even with a Molt deployed. The only way to reliably draw away enemy attention from the cryopod is to just spam miasma and remove them.

  7. Do any of the graphics options in the options menu affect what shaders are needed to render the game? And if so, do the shaders still load even though the graphics options that use them are turned off?

     

    I'm pretty much at the lowest of the low-end of machines that can play Warframe, so I have pretty much every graphics option (even dynamic lighting) turned off, but I still get a fair number of 'hitches' from moving about some levels.

  8. Hydroid still hasn't recovered yet from the unnecessary and unjustified nerf to Undertow from 13.3.0 yet.

     

    Now that power efficiency helps with the energy drain for it, it's now only about half to two-thirds as efficient as it used to be rather than less than one-third.

     

    It still takes more energy than it used to to maintain the power for a certain duration, and energy siphon is not properly applied while it's active.

     

    So right now it's still far too expensive to use, while not doing a single point of damage more than it had before, so there's no point trying to kill anything stronger than level 5-10 with it.

     

    Being a mass-mob-collector to use with a teammate's ult is only viable if it can be maintained for up to a minute or maybe more without undue energy cost, due to the abysmally slow trickle of enemies in defenses and such.

  9. Seriously. It's unusable now

     

     

    With power efficiency and duration, ~30 energy paid for a ~60 second duration, enough to collect, but not usually kill, a good pile of enemies for my teammates to blast when the duration ends.

     

    Now that same amount of power lasts a stupidly short 10 seconds.

     

     

    Utterly useless.

     

     

    There was absolutely no reason for changing Undertow. Not even to add the whole power-cancelling gimmick either, since that was already a feature of Undertow from the start.

  10. You misunderstand, I'm asking to only reflect to the target you're aiming at. If two people are shooting at you, and you're aiming at one of them, both of the reflected bullets will go to the target you're aiming at.

    The amount bullets that get reflected stays the same though. So that's it's very powerful (yet hardly OP imo) when you aim, but only when you aim. So it relies on your skill and gets a buff.

    That sounds like it'll also help with the heavy-unit problem as well. Rather than buff the damage multiplier to a ridiculous level in order to tackle a heavy's health pool, redirect not only the heavy's shots, but also all the additional bullets of the low-form mobs around them in order to do more damage to that specific heavy (as long as your stamina can hold out against all that firepower, though). Or, as a counter, reflect all that damage to take out the lower mobs one-by-one so you can focus a melee-combo to finish off the heavy without being bothered by potshots form the peanut gallery.

  11. The hack-able MOA Cabinet also spawns Shockwave MOAs in the ceiling intermittently.

    I've gotten that a lot myself. I thought it had been fixed in the last update, since the first defense I did after it had no problems, but since then it's still been happening.

  12. Now that the Wardens of Rescue 2.0 have shown it's possible, can we finally have stealth attacks work properly (near-guaranteed kill) on all the other enemies as well now? It's incredibly silly that a precise, undefended-against hit to the vitals can be shrugged off by even mid-level enemies.

     

     

     

     

    On another note, I grew to hate the triggering method for stealth attacks while doing that rescue mission. Even though stealth in the first part wasn't needed, I still tried for it, but as my Loki, I would still try to dig into a couple Grineers with my daggers as I ran past them to my objective. Well, at least I tried to. While my intent was to hack them to pieces with a couple running slashes as I went past them, about 90% of the time, I'd be unwantedly pulled into a time-wasting stealth attack instead of the normal attack, sometimes causing my cloak to run out in the middle of the animation, when the normal melee attack I was going for would not have caused that problem. Even trying slide attacks and attacking from the side wasn't always successful.

     

    Could the context needed to launch a stealth attack be tweaked / reworked to reduce how often it happens against the wishes of the player? It was as bad as auto-roll was/is right now, especially since it takes a lot of time and rarely brings a benefit for doing so.

  13. New blessing sounds horrible - cast it to save one player like normal, and then they become the only player with buff, while the rest of the team is not only unbuffed, but Trinity is blocked from being able to help if another player is about to die until the duration ends.

     

    MAYBE this would work if the power-in-use lock is removed, and a recast of Blessing can recalculate the buff on players - old effect is removed and instantly replaced by a new effect calculated on their current health at this new cast. The player at the low health level that prompted the second cast of Blessing will have their buff, while any previously-buffed players will have their high buff removed since they're no longer as hurt at the time of the new cast.

     

    That way, Blessing is unrestricted in being able to heal any player that needs it, when they need it, the re-application of the effect will help balance having one teammate buffed for too long unless the Trinity decides to sacrifice the rest of her team in order to keep that duration up. Also, a Trinity that repeatedly has to cast Blessing every time a teammate needs it, especially on Grineer survival when everything is naplam, will need a massive energy source in order to keep up with the cost, and so will have to actively stay in the combat zone to catch every last orb.

     

    A duration-locked Trinity would be more like "Well I healed Fred a little while ago, but now Bill is down. Oh, well. I guess Fred will revive you, Bill, since I don't have any buff. I'm the healer, so I'll stay way back here out of danger." Or "Since the buff can be only reliably be applied to one player at a time, unless we're 'lucky' and two players are near-death at the same time, I won't heal my teammates, so I'll always be able to keep myself alive."

  14. Can one change to Shuriken be that at least one of the projectiles follows the crosshair rather than auto-targeting? One of the things I hated when it was changed long ago was that when I was trying to use the power to take out a heavy gunner so I could more safely take on the lancers around her, every throw of my shuriken would only hit the little guys and never hit the heavy, even though I was aiming directly at her.

     

    Perhaps make it so that when the crosshair is sitting on an enemy, that one of them will go directly to that enemy; otherwise, if the crosshair isn't pointed to anything, the shuriken act as normal and auto-target the nearest enemy to where the aim is.

  15. Its terrible in PvE since enemies deal super low damage compared to their huge healthpools.

    You have to block a heavy grineer machinegunner for like 20 seconds straight (most weapons deplete stamina long before that)

    In PvP almost every reflect is a ohk though because Tenno have low health and high damage output.

    And damage is already blocked without the mod...all it does is really just reflect it...and yea...in PvE it actually sucks hard.

    Make that ~5 minutes when getting into T3 corrupted heavy gunners.

  16. The main problems I have with undertow are these:

     

         Toxic ancients underwater still make an invisible toxic death trap for teammates.

     

     

         When Undertow ends, the enemies that were just drowning can recover and start attacking faster than I can.

     

     

    While I hate the parasitic leaders, there's gotta be SOME weakness to undertow at some point.

  17. With Melee 2.0, I was hoping that FINALLY that reflection Warframe mod (It really should be a weapon mod now, but that's another thing) would have a good enough effect to be worth equipping.

     

    Well, not really. Only for enemies of levels <5 or so.

     

     

    At most, reflecting damage does maybe 10 damage to the highest-level enemies I could test it with - T3 corrupted heavy gunners. At that rate, it took about five minutes to be able to kill one with reflected shots - hardly practical. If the whole "94% damage reflected) is actually accurate, then the problem is likely that enemies have massively overinflated health pools compared to the damage they can output. It' not just the heavies -- higher-leveled normal troops have the same problem.Unfortunately, since Tenno can dish out much more damage than they can take, lowering enemy health would make things too easy for everything else.

     

    Would it work, then, to somehow buff the damage done by Reflection? Being able to take care of enemies without directly attacking is quite entertaining. Or it would be, if it worked.

     

    Pop out of cover to block and reflect the damage to take out the little guys first, leaving the way clear to bring on the combos on the larger threats without having to worry about being harrassed by goomba potshots.

×
×
  • Create New...