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Bloop

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Posts posted by Bloop

  1. I know this is assumption and (excessive) anticipation, but I'm guessing that by using Antimatter Mine, you cannot use Antimatter Absorb. My request is allowing us to use both, as there's only synergy between these two augments, and a great change in playstyle. You could drop antimatter mine to create a timed protective field, this would be much more practical than having to aim antimatter absorb alone.

    As a balancing purpose, since as-is it would be "broken", I'd limit the amount of AMDs you can cast when you have both equipped, to say 2 (or even 1) maximum at the same time in the field

    • Like 1
  2. On 2020-04-01 at 2:07 PM, Thundervision said:

    This is exactly what I didn't like about the Pyrana Prime as well. I liked the regular one, which is a singular variant, and didn't ask for or wanted a timed gimmick Akimbo feature at all.

    Sir, said feature is merely cosmetic, Pyrana prime doesn't really become akimbo. It remains the same weapon, shooting from the same barrel and simply getting a magazine + fire rate boost.

    If you're so bothered about a cosmetic, use smoke black energy and be done with it.

  3. 12 hours ago, NinjaZeku said:

      So don't make the decision to use those excessive increases 😛

    The deal here is that said increases also benefits the buckshot mode. So why would I not play a warframe that I want to play, while being able to use the weapon as effectively as any other? As far as I'm aware, this is the only weapon where you apparently cannot play whatever you want to play. And going by your logic, why play the game at all if it's a broken mess? Don't give feedback, don't support for better changes, just don't play the game roflmao.

    • Like 1
  4. This will be quick, but it is still an issue that has been prevalent since Corinth itself was released. Base Corinth has its arming distance and automated explosion beyond said distance, which is affected by flight speed modifiers.
    Corinth prime doesn't have an automated explosion, therefore it is more reliant on human error (not complaining, I prefer it). The problem lies in the flight speed itself, especially when it reaches excessive increases (Jet Stream), which easily renders the air burst unusuable.

    My suggestion to alleviate this issue, as well as any hitbox issues that the projectile has by itself (a clunky hitbox can ruin a supposedly planned explosion), is as follows: Make the projectile detonate upon surface impact, this will fix any sort of inconsistency and it will allow for a much easier usage on situations where your projectile speed is modified.

    I've read about suggesting an arming distance too, but I think that's completely pointless ever since self damage was removed, there's nothing wrong in having a bit of "danger" in knockdowns from attempting to basically explode the weapon on your face. I'm aware this would defeat the whole point of an "air burst", but this mechanic isn't that practical when certain modifiers can easily make it unusable.

    • Like 12
  5. 1 minute ago, CowardPantato said:

    But are you really seeing the higher air burst damage? Coz i fired it into a group of enemies and it dealt less than that 2.2k damage
    Enemy levels and armour aside, on numbers alone my current Corinth Prime should have a potential of at least 25k airburst total damage, which I've failed to see.
    Is this a known bug?
     

    The bug is that multishot currently is not applying to air burst, which DE already mentioned and is waiting for a fix.

    • Like 2
  6. Just now, T-Shark69 said:

    "Just use this mod" "Just play this other way" "Just use this other weapon while the fix takes effect"

    No bandaids please.

    How is it a bandaid? Explain your case, I've already explained mine.

    Shooting your secondary while your primary reloads is not a bandaid, it's called efficiency.

  7. 1 hour ago, T-Shark69 said:

    2. Use Lock and Load - Baind aid mods are the worst type of "fix". Id be losing an exilus that makes me deal more damage at higher range, to fix a problem that wasnt there before. No, thanks.

    You'd be losing an exilus that will reload your weapon as you keep firing with your secondary. Is your secondary underpowered or something? You won't be wasting any time performing any reload, and will simply keep firing. Is that a damage decrease?

    • Like 1
  8. 9 minutes ago, Iamabearlulz said:

    Did you mean... objectively superior shotgun? You were right, it is a bit late for April Fools. Maybe Corinth Prime's current stats are the real April Fools joke, and we'll get the real Corinth Prime in the next hotfix.

    Give me numbers on how it is superior.

    To OP: Good for you, enjoy your standard version, because apparently hitting alt fire twice must be hard, or reloading the entirety of the magazine for a way better sustained fire.

    • Like 2
  9. 2 hours ago, --Brandt-- said:

    The official Warframe discord server isn't like that, just the boring community servers do that stuff for April Fools.

    zdVjhtc.png

    Yes, the official one, which doesn't allow chatting at all, is definitely more entertaining! 😄

    Some of the people complaining about this really need to reconsider your priorities, it's called April Fools for a reason.

    • Like 2
  10. 1 hour ago, (PS4)SrebX said:

    Dude that's really glassy and a really low range on your 4, seems like the kind of builds I keep reviving in Sorties

    For the former I'll simply give the same reason I give everywhere: You can just recast the ability, it's much more effective than having just one big cast and waiting for the wave to expand.
    For the latter: They need to get good or start using tanks instead.

    Low range on a recastable ability isn't an issue, this is not pre-"rework" Nyx where you had to wait for Chaos to run out before you could cast the next one.

  11. 7 hours ago, (PS4)SrebX said:

    Please show me what you're running and why, and I'll be happy to try it

    https://tennoware.com/warframes/nova prime/12011320002d305f703p710l510t310h003y810w805m703w605a903d203

    Exactly the mobile alternative, it hasn't changed much, even when long ago it was "discovered" that null star granted damage reduction. Instead of the tank approach, I kept the glass cannon side, and it's not like I need to tank anything since I'm running both rolling guard and protective dash, which makes incoming damage almost irrelevant.

    Consider this take to be on the extreme side of things, but I'm of the mindset that if I'm too mobile, there's no reason to do long missions anymore (besides for fun, obviously) and if I don't facetank past level 100+ with no trouble, then I won't bother with modded survivability. Rather enjoy the cheese from the current system and boost that mobility.

    That's just the 145% version, which is enough for most missions as they are small tilesets, otherwise I'll switch to 190-235% range instead (14% slow instead of 75%, which in some content even for general use, is nice to have as you will get the damage bonus, while maintaining their regular speed).

     

    PD: Regarding the (almost) full slow build, just push it to the 300%, that 18 seconds cast won't really request the 130% efficiency, and the EHP boost is very noticeable. Adaptation is at average 50 to 70% damage reduction most of the time, as you'll rarely find an enemy that fires only one damage type.

     

    6 hours ago, CopperBezel said:

    people refer to Nova as well designed

    I'd argue she's well designed exactly because of that freedom, sacrifice your mobility for tanking, or sacrifice tanking for mobility, but in either case your main damage ability still remains useful. Would I prefer to have both ends? Of course, but I don't think it's possible without punishing Wormhole.

  12. 23 hours ago, (PS4)SrebX said:

    Her optimal build (Capped str+Max duration + 2 Survivability mods)

    I'm geniuinely curious where you pulled this from.

    She can achieve the same task (Soft CC + damage buff) with any build, max duration (in a slow build) is easily detrimental in content where you rely on enemies following specific paths, as this only makes missions painfully slow.

    From there, you can either pick tanking or being mobile (which also brings tanking since we have Vazarin), so how's the tank build optimal when it's useless to the other side? It's too relative to straight up call it "optimal" bud.

  13. Remove what (in my opinion, obviously) is the best part of her kit after molecular prime, for the sake of another damage ability?

    What's wrong with having a mobility skill? Don't touch it, if you don't use it then that's a you problem.

    The only thing I would ever consider changing from her wormhole is the fact that it's host-sided, so you're somewhat forced to use natural talent if you want to use it efficiently everywhere, and God forbid you cast it on a high ping host, because it will either bug out and not work, or you'll have to step back in order to use that portal.

  14. 2 hours ago, EinheriarJudith said:

    i tend to agree with you most often monkey. but not here. im one for consistency and to me nothing was lost. i never noticed such a feature playing wukong. then again i dont use cloud walker as some kind of speed skill.

    To you nothing was lost because you didn't notice anything? If you modded for sprint speed, you'd notice the moment you casted the ability while sprinting.

    It worked regardless of toggle or hold, but obviously toggle means that the sprinting state is up all the time. Let's forget whether it's toggle or hold and let's talk about sprinting and walking.

    The nerf has little to do with this. The wording was either misinformed or done in such a way that it would look like it was a legitimate fix. They "fixed", after months, sprinting state carrying over to cloudwalker, thus boosting its speed.

    For some reference since this was already talked about. And speed through level as a point, when we have so many tools to still sprint through level feels a bit odd. Should we expect other mobility abilities to be nerfed as well? Maybe Naramon's dash refunding energy so you can speed through level even further by just using operator, to be nerfed too?

    It's a touchy subject, but why "fix" something that in reality isn't broken?

    • Like 1
  15. The key here is thinking it of a state rather than an action itself. The patch notes are misleading as they claim it only worked with toggle, but the truth is that the ability worked in sprinting state. No matter how you had your controls, if you were sprinting and casted the ability in that state, you'd get the speed bonus.

  16. 2 minutes ago, zhellon said:

    Hmm. I checked it again and it looks like Wukong still retained huge speed and inertia in the air build. In any case, I don't think speed loss is such a big problem. A lot of people just clung to objects with their hitboxes and I would prefer that DE solve this problem.

    Maybe it's not a problem for your playstyle, but styles are like butts, we all have one.

    I agree that more accurate hitboxes would be helpful.

  17. 4 minutes ago, zhellon said:

    I think Wukong is still effective in the air. And with the Aero Vantage mod, flight has become more responsive and you no longer fly to infinity so quickly. Yes, we lost speed, but as a combat flight it became more convenient. Personally, I'm for this being a positive change.

    Considering that the interaction was completely optional, so the regular pace is the same as the current therefore being equally convenient for combat, how was this a positive change when it took away an optional speed increase and actually changed nothing in the core ability itself? I'm not sure how there's something positive in this when it changed nothing for regular speed.

    • Like 1
  18. 12 hours ago, Ham_Grenabe said:

    They got map designs you MUST LOOK AT.

    I'm not exactly sure what's the argument here. Is it: Having sprint enabled makes it so the speed is unbearable to maneuver properly. If so, then don't tap/press sprint  beforehand.

    The whole point is that this was completely optional, nobody was forced to use it at a sped up state.

    12 hours ago, peterc3 said:

    You are overplaying your hand, here. There's literally nothing compelling about this argument.

    Quoting my own post from reddit, in which I was replying to a clip of Pablo talking about the ability itself, second part of the post:

    If the levels and game itself require repetition due to grind, because this is a looter in its core, then punishing people for wanting to be most efficient isn't a smart move.

    People like playing and having fun, repetition can easily be a detrimental factor for this, especially if said repetition can grant weak rewards, or has a high chance of not rewarding what you want. You start seeking alternatives to alleviate this (Nova's wormhole, Wukong before this change, Titania with razorwing blitz, Volt or Gauss, etc.), some people also do it for the enjoyment of pushing themselves by speedrunning, which is a perfectly legitimate way to play.

    This ability working in such a way had little impact in gameplay, as the worst case scenario for another player would mean the speedrunner both breezed through the map and killed every enemy/captured the target. At this point, said player will just solo the mission if they have to wait for others to get to extraction, and in terms of exterminate missions, they are more likely to pick a nuke like Saryn if they were to play public.

    There's the entire argument, now: What's compelling about yours, or about the response I've just quoted? Seems to address me instead of the topic itself, so it's out of place in this.

  19. Holding shift worked as intended, the ability would be casted in a "sprinting" state just like toggle sprint did. This change effectively nerfed his overall speed, for an ability that is completely harmless and is one of the greatest mobility tools we currently have in-game.

    Is there any point to preventing that extra speed buff, which you can activate if you wish? It was completely optional, why not leave it as it was? Or maybe let us activate sprint while in cloud walker, to slow/speed at will during the ability.

    • Like 2
  20. This is what actually happened, from the latest hotfix:

    • Fixed toggle sprint carrying over into Wukong’s Cloud Walker (normal hold sprint did not).

    Not to mention that "normal hold sprint did not" is an absolute lie.

    This "fix" (actually a nerf, let's call things by their name) is simply nonsensical, there was no harm in having a sped up ability.

  21. 6 minutes ago, taiiat said:

    even just affecting the first Shot in the Magazine, these Mods are still good in specialized situations. 
    for example, if a Chroma is firing a Sniper Rifle, Charged Chamber, not even Primed Chamber, on say a Rubico, deals enough extra Damage with the first Shot that it's still a net gain of Damage per Magazine over Serration. even though it didn't affect the other 4 Shots.

    since there's only two Sniper Rifles with supremely large Magazines (in terms of most Video Games), these Mods are already useful for specialized tasks.

    The problem I have here is that you're mentioning specialized situations (usually Chroma, toxin ward. Alternatively Harrow, Gauss, arcane momentum, etc.), meanwhile what I am suggesting is a more generalized buff, something you can use in any situation, which rewards your "skill", your capacity to land headshots or your capacity to line up enemies (since headshot hitboxes in this game are a mess, let's be real). In this case the buffs would not change the specialized setup, considering the context of what you're describing, which is most likely Eidolon hunting or similar, basically a single enemy.

  22. 12 minutes ago, bad4youLT said:

    Because this would just increase value of primed chmabers and make people who dont own one and want one get even more salty about this super rare mod .

    So your reason to deny this is basically "salt" over Primed chamber itself, even though I'm requesting a buff for both mods? Because their niches are basically useless. I don't see how this logic makes any sense. Primed Chamber's price is purely because of collector's price, and how rare they are. This mod change would not actually impact its price much, if change its current at all.

    I don't see how player salt has to dictate a mechanic change that would benefit every single sniper, instead of a few that would "require" -mag size rivens, arcane momentums, toxin chromas, or all at the same time for the best result.

    It's on the same level as "I want x frame nerfed because I'm playing a support frame and can't kill fast enough myself", it just makes no sense. Let's not rework Excalibur anymore or buff Exalted blade's stats because people would be salty about founders' EBPrime? Or a more accurate one, DE shouldn't have buffed Skana Prime since not many people own it, and some would get salty because of this.

    For the record: I don't own a Primed Chamber.

  23. Currently, the mod's mechanic requests having either a magazine size of 1 shot, or reloading after the first shot to get the most out of the slot, otherwise you're basically running a dead mod slot in your build. My suggestion is somewhat inspired in Destiny 2's Eriana's Vow perk, called Death at First Glance: The first shot of your magazine deals increased damage (like our chambers), however, dealing a precision damage shot (aka headshots in our case), or breaking a combatant's elemental shield will maintain the damage buff for the next shot in the magazine.

    Based off this, my suggestion goes as follows: Make chambers maintain their damage buff if you land a headshot kill OR if you kill two enemies in a single shot.

    I'd like other people's thoughts on this suggestion, however I don't expect negativity given the fact that this will simply enhance the mod's overall worth and functionality, which presents no downside whatsoever.

    • Like 2
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