Jump to content

ShortCat

PC Member
  • Posts

    2,408
  • Joined

  • Last visited

Everything posted by ShortCat

  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.
  16. Hydroid's rework catapulted him out of the garbage bin right into S Tier. Right now he has a well rounded kit with all 4 strong abilities, while Tidal Surge+Augment is one of the best abilities in the entire game. His new kit enables many playstyles: On the offensive side he can be build as a strong weapon platform due to Plunder offering a huge damage buff for weapons as well as freeing some slots on said weapons for even more customisation. And this Corrossive buff works well with his passive wich enables new weapon builds only achievable with the use of 2 new green shards. Furthermore he is also a strong caster frame if you focus on Tempest Barrage. On the deffensive side he has access to an enormous armor boost which will make him durable even on early Steal Path. For late game he has access to i-frames as well as status immunity thanks to Tidal Surge+Augment. As a result he is one of the few frames that can be build either for tanking or damage evasion. On the utility side Hydroid can easely armor strip. He can hard CC a rather big area and soft CC everything else. Hydroid is also a potent loot frame. Conclusion: Hydrion is now highly flexible and offers several different options in regards to his role in squad; Hydroid has many possible builds now and should be a comfortable pick for newbies and veterans alike. As such I do not see how he is "boring to play" or "has no build variety". On topic, Hydroid does not need Undertow back. Undertow was a statick and slow ability not appropriate for todays Warframe gameplay. Relying on Undertow as a safe button will foster bad gameplay habbits, the same way Rhino's Iron Skin does not teach new players how to survive with mobility. @Underurth you really need Adaptation if you want to tank with Hydroid, armor alone won't be enough. Furthermore, reconsidder Umbral Fiber as the armor bonus is not neccessary because Plunder already offers a huge boost. Absolutely do not use Rousing Plunder for healing. While everything else is good about Hydroid, this augment is just awfull, especially if you use it for healing - it is expensive to cast frequently, you need good number of enemies/procs present, you may lose armor/damage buff on cast, all his skills benefit from more power not just Plunder. For healing use either Arcane Grace, Arcane Victory, Molt Reconstruct, Arcane Reaper, operator arcanes or a helmith skill. Anything is better than Rousing Plunder.
  17. There is no armor problem. Armor works well at doing what the multi-element damage system is designed for - select the right build for the right faction. In Warframe we have different health/damage types and all of them have a different interaction with each other. In case of armor, you can either go armor ignore with Slash/Slash+Viral or anti-armor with Corrosive+green shards or go with armor removal abilites and build entirely against exposed Flash. In some cases you can even just bruteforce your way with excessive damage. There are options. I also completely disagree with the EHP argument. Armor ignore setups do not fight the mountain of EHP but only health, so that a lvl 140 Corrupted Lancer will die just from one 20k Slash tick. On the other hand, Corrossive procs remove % of armor and do not care how many billions there are, so that 1 proc also removes billions of EHP. EHP does not reflect how durable an enemy is. A Corpus unit could habe 13371337 Shields and 10 HP, which would ammout to a humongous EHP number, yet a Lato with just a Toxin mod would oneshot it. As mentioned by other posters - each faction has its own stick, Grineer are just individually more durable due to armor and punish bad builds more than any other faction atm. If anything I would like the old scaling back, because with recent power creep injection made the game too easy, so that even on steal path enemies die the moment they spawn.
  18. I tried Grendel after his rework and I think he has a stronger kit now. That said, he is not without issues. I agree with what was said before, especially on lower lvls enemies in his belly are degisted faster than you can use them to fuel Grendel's skills. and it is very important to have something in his belly or Grendel cannot cast anything. As a result I find myself casting his #1 way more than I would like to. Furthermore Feast has such a long cast animation that completely roots you in place and disturbes gameflow, as you come to a total halt every time you cast it. In Cercuit I quickly learned to cast Feast midair, or enemies would down me while Grendel rubs his belly. Then there is this erratic targeting where you swing the crosshair all over the screen to catch as many targets as possible. In my opinion it would be a huge improvement, if Feast had a search radius around Grendel, not just the crosshair and Grendel could at least walk while casting it. This would alleviate a lot of clunk around his kit. The next issue is that Nourish is better as a subsume on other frames than on Grendel himself. The nuance to cast Nourish freely is more important than some Viral stacks or uselless heal on cast. Hearty Nourish is a fantastic augment, however it suffers from its duration scaling with the number of digested enemies. As a result you absolutely need a full belly to match its duration with Noutish. Sounds incredibly trivial, but was elusively hard to achieve in actual gameplay, especially in a squad. Regurgitate has usefull effects and ties well in current WF meta, yet I found myself hardly ever using it, because my belly was empty in situation where I needed it the most. On paper Grendel has a very strong kit and in a vacuum he can reach those hights, however in everyday gameplay he is clunky and uncomfortable to use,
  19. Blacklisting as a solution is out of discussion. There are only 2 possible iterations and both do not work. Player A hosts a game and loads his blacklist. When Player B joins, his blacklist options would add to already existing blacklist parameters. Same would happen for Player C. For player D to join said session he would need to pass 4 blacklists - the ones from players A, B, C and his own blacklist in case any of those players use a Frame player D has on a blacklist himself. Depending on how many entries you think should be on a blacklist you can bann almost half of WF roster if you allow as low as 5 entries. It is plausible outcome that many squads would not fill up, as it happens today often enough without any filter at work. Or that Limbo players would be set to solo by default. Only hosts blacklist is taken into cosidderation. Then a blacklist is not working for 3/4 of the squad and is de facto useless. A real solution would be a propper ingame group finder. Not whatever monstrosity Recruit Chat is.
  20. I am not a fan of tile reworks of the past, especially Corpus ship tile rework. For once, new tiles seems to consist of less individual rooms, so that I will run past the same room multiple times in one mission. I also miss rooms with destiguished identtity, like the one X shaped room with pits on the side or the one giont open room in Corpus ship tiles. I also don't see how new tile play along evolved movement tools, as often there are random tile elements right along the optimal path just to block it. However, the biggest downgrade with the new tiles would be their color pallete. New tiles are visually busy and gaudy. Many moving parts, colorful hologramms and projection interfere with the gameplay. Enemies often blend with backgrounds and are unnecessary hard to see. All in all, I get more tired from new tiles than from the old ones.
  21. Dear DE, it would be welcome to have an official word on the interactions between new incarnon melee, specifically some evolution options, and pseude exalted abilities, like Atlas' fists. At the moment of writing certain evolution options, namely the ones that provide base boosts to critical/status stats also appply to pseude exalted weapons/abilties. Other evolution options like "extra combo count on undamaged enemies" do not apply. Is this interaction a bug? Is it intended to work the way it works right now? Is it here to stay?
×
×
  • Create New...