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ShortCat

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  1. Indeed; and the consent is that Umbra is the worst version of a frame due to its passive. The Unairu/Vazarin builds you strongly advertise here wouldn't even be considdered before the update, precisely because Umbra's passive punishes Operator mode. Today, those builds are a workaround the augment and the slot limitations it creates - all just to disable the feature that comes with Umbra's passive. The argument is not that it is impossible to create a working build for Umbra; the argument is that players have to overcome additional hurdles and thus have less freedom in choosing their mods and/or Focus schools. This is your valid argument right here, From all your responses I get a strong impression your goal is to deny players without a prime version the best possible Excalibur experience possible.
  2. Never said my build is crippled by the augment, just pointed out that Prime or regular version has the advantage of one more slot and/or free choice of a Focus school, since you mentioned Unairu. And that the 15% more power is nothing special, in contarary to what you claim. I also do not understand what you gain from defending this "band aid" augment. Not here to discuss Excal build, but if you used Furious Javelin with a propper melee instead of Chromatic Blade, you would deal significantly more damage.
  3. Not sure what it has to do with what was said in my quote.
  4. The augement is a sidegrade to Power Drift with less stats, but also less drain. As a logical conclusion you argue that Power Drift is a potent mod here, which is simply not the case. Whether buff cleanse is a bug or a feature, does not change the fact that it is harmful, It also does not change the fact that self cleanse has more disadvantages than one more specter on the field. This feature/bug makes Umbra not suitable for any existing or future group content because it cuts him off from the rest of the team, as sharing buffs is one of the advantages of groups and might be necessery for clearing content. This is a self harming, anti-teamplay interaction. Prime is still the best Excal version simply because he has the mod slot advantage, as Umbra has to use the augment.
  5. The most important addition in this update. A toogle in the Arsenal would be even better, but I will take anything that makes Umbra not lose his buffs.
  6. Rivens were not supposed to do this on release, thus they could not achieve said goal. Rivens were designed as a loot box to encourage player trades after "Specters of the Rails" update nuked prime gear prices. Rivens' secondary design goal was to introduce a neverending chase for a perfect carrot. The "breath new life into older weapons" narrative was developed days after release and added even later after Riven release day in form of Riven disposition, due to a massive player backlash.
  7. Warframe needs a real groupfinder tool. Recruit chat is outdated. Finding groups for various activities is almost impossible. The use of external sites or services is a solid proof it is not working.
  8. After reading the wiki article on Melee Influence I understood what you ment with regards to damage transfer. Yes, only the elemental portion of the damage is transfered with the corresponding proc. That said, my initial statement still stands as the description for the arcane does not mention any damage transfer, only status status.
  9. The screenshot is self-explanatory actually. The 1s are damage numbers from one electric proc massivly reduced by armor, no elemental symbol because it was already a DoT tick and not the initial hit, Then. I hit my primary target with 2 corrosive procs, as can be seen over her head; one hit dealt 251 damage with a proc, the other one was a crit for 877 damage; corrosive status symbol can be seen next to each damage number next to the initial target. The 244 damage number on other Officers is the transfered hit from the non-crit strike; the 851 from the crit one. Every officer has the 244/851 next them. Bombards take only 70 damage, because they have alloy armor, not sure why only 1 damage instance though.
  10. Pre-rework Ember was considdered bad because old Heat status did not stack with itslef. Reworked Heat damage carries Ember as a nuker even though her reworked and current kit is total garbage. Pre-rework Ember today would totally rock, because her old kit had better scaling damage, especially with the help of Accelerant, better CC with WoF as well as Accelerent, better weapon scaling damage thanks to Accelerant. Ember needs Accelerant back. Today on the otehr hand Ember offers very little. Ember has a spammy 4th ability that can deal modest damage... to up to 10 enemies per button press. Replace it with Thermal Sunder and you get a better Ember. Her innate armor strip, a mechanic she desperately needs to deal damage, is highly inconsistent and expensive in her spammy kit. Helmith has better, more accessible options. Immolation drags her down more than it helps her. DR is again inconsistent and thus unreliable; dependency with Fireblast is the only reason to even considder using it; its energy drain is just hillarious. Ember lost her CC capability. Inferno is inconsistent (again) as a CC tool. Fireblast has travel time as well as LoS checks, while the CC effects themselves are rather weak alltogether. At least Fireball Frenzy is still an option.
  11. Indeed, If you kill an enemy in one strike, you do not transfer the damage even if it procs a status. However, if an enemy survies you still transfer the the strike damage in a 20m radius. So just go for the beefier targets I guess.
  12. I am not talking about double dipping on proc damage, thus I made an example with viral, which does not deal damage. The strike that triggers a proc is transfered with the damage it does to the enemy. https://imgur.com/2BVfkUB
  13. Simulacrum does not change the potency of the Arcane though. You do not need to hit 20 enemies to multistack the damage, as damage dealt to one enemy is enough. If you overkill one enemy, the same damage is transfered to everything within its radius. The issue with Melee Influence that does not match the destriction (and the most likely object to a change/nerf) is that the arcane does not only spread the status proc, but it also duplicates the strike that dealt this status proc. In other words, when the arcane is active and you hit an enemy with 12x combo and proc a viral status while doing 20k damage, now every enemy in 20m radius will take that same melee hit with 20k damage and a viral proc. Not sure how it works when you proc several status effect in one strike though. Melee influence is very powerfull. High status weapons and daggers can squeeze the most out of it. Everyone who is telling anything else is either ignorant to its power or is covering it with misinformation.
  14. Hydroid could armor strip before because everything that dealt Corrossive procs could strip armor. The change to cap Corrossive stacks was a misstake and I argued with people back then, who demanded for Corrossive to have a cap because "they would lose damage if all the armor is gone". Now the misstake of the past is fixed and I am happy about it. He wasn't special back then, but now he is because he requires less investment to strip with Corrossive status effect. Hydroid became better than any other frame or his old self in this regard, so I am confused why you are so unhappy about it? The only similarity Plunder and Roar have is their buff tag. Roar greatly improves status damage builds; while Plunder imprives direct damage builds if you build for high power or improves CO-type builds with low power. So no, you do not build him the exact same way, there is more nuance to it. One of the main complaints here is that Hydroid lost survivability with removal of Undertow. I adressed it. You specifically request Undertow for it's CC. Undertow was horrible for CC or killing because it was slow and Hydriod's CC/kill contribution to a match by using Undertow was minimal. It was only good for hiding, hence bad player habbits. Swarm is also better now, because tantacles do not flail enemies around. Please explain to me what got worse with Swarm after rework. In addition you can always use Barrage to cover more ground. Lastly, why do you even want CC if Hydroid can just kill now? Why should Undertow not come back? Because Hydroid is very strong on the offensive and having access to immortality, that can only be countered by a Nullifier or a dispell is excessive. It is a boring skill because it limits the number of interactions the game can have with a player and takes away player engagement.
  15. This would be one of my builds If I want to melee with Hydroid: https://overframe.gg/build/new/45/hydroid-prime/?bs=WzEsNDUsMzAsMSxbWzE0MzAsMTAsMl0sWzY3Nyw1LDBdLFs4MDAsMTAsMF0sWzc5MiwxMCwxXSxbMTY2LDMsNF0sWzgwNiw1LDNdLFs3ODksMywzXSxbODAyLDEwLDNdLFsyOTksNSw5XSxbNjQsNSwwXSxbMjE4Niw1LDBdLFsyMTc0LDUsMF1dLFszLDQ5NjJdXQ== Did lvlcap with it yesterday in Circuit, carried the team, never went down. Tidal Surge is great because it can be used for mobility, I basically never walk anywhere. (You need some time to get usesd to contoll it though) With augment you have proc immunity, so that there is no need for PSF, magnetic procs never bother me etc. It also applies many Corrossive procs and helps to fuel Plunder. It is cheap to cast. It collects enemies in front of you in a nice pile so that you can easely melee them. Love it.
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