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DeathByZer0

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  1. Title says it all, really. I run Molt Reconstruct on Yareli because it's easy heals with how often I spam her 1st ability, noticed that when riding Merulina it will never proc regardless of how many times I spam any of my abilities. Hopping off Merulina and trying again heals immediately on ability cast, as expected of molt reconstruct. Tested this repeatedly in the Simulacrum. Thanks <3 Edit: This also begs the question of if/what other arcanes are not functioning while riding Merulina. I run arcane precision and that seems to be working fine. It might be possible that arcanes that affect the warframe itself are the only type bugged by this glitch, but it's pure speculation.
  2. Hello! I don't know if this is a known bug already or if I'm even posting in the right place, since none of the sub-categories in the "bugs" section of the forum seemed right for this, but I'll try and keep it short and sweet. ---- Galvanized Crosshairs is a completely dead mod when Yareli is riding on Merulina (and probably other k-drives). To explain in more detail; Galv Crosshairs registers headshots and increases its buff timer whenever Yareli lands a headshot/headshot kill (regardless of if she's on Merulina or not) as expected, however the condition to receive the bonus critical chance increase "On aiming" does not register as being fulfilled when you ADS on Merulina/K-Drives, meaning the mod is effectively useless roughly 90% of the time, as Yareli lives on her K-Drive and you're receiving a big fat 0% critical chance increase from this mod. I tested this on level 170 steel path corrupted heavy gunners in the Simulacrum with completely unmodded Dual Toxocysts (only galv crosshairs equipped), no arcanes or anything. My critical chance was 53.1%/65.9% (Normal/Incarnon) base (3 Red tauforged shards for secondary critical chance installed). With Galv Crosshairs' base effect active (+120% critical chance, not counting the secondary effect on headshot kills) my critical chance should be ~83.1%/103.1% respectively with NO other modifiers active (No on kill effect, no arcanes, no Yareli passive, etc.). I spawned a ton of corrupt heavy gunners and ensured I was always using my incarnon form with the same buffs up for all tests. The only variable I changed was hopping on and off Yareli's k-drive, and what I noticed was that when off Merulina, I was occasionally seeing orange crits and no-non crits (as you'd expect from a 103.1% crit chance). However when mounted on Merulina I was seeing mostly yellow crits, some white numbers and absolutely 0 orange crits. I was always making sure to re-ADS after proccing Galvanized crosshairs to ensure it was being triggered. To me at least, this was pretty conclusive evidence that Galvanized crosshairs does not work for Yareli when mounted on Merulina. This was pretty devastating to find out since I enjoy the Warframe immensely and play her almost exclusively, I also spend maybe 95% of my gameplay on Merulina. Finding out that one of the best pistol mods in the game is effectively dead on her due to a bug is pretty frustrating (since she's literally designed around crit secondary weapons), and I will be replacing it with Primed Pistol Gambit till this bug is hopefully fixed one day. Please feel free to ask me about my math or request screenshots as proof as needed. I tried my best to make this as close to a rigorous scientific test as I could, but ultimately i'm just some person who was messing around in the Simulacrum. Thank you! Edit: Though I only tested on Galvanized Crosshairs, it goes without saying that this would apply to any other "on aim" effect mods such as Hydraulic Crosshairs
  3. You make very fair points overall! I'm not gonna single out anything specific in your post, but thank you for the new perspective! You've given me a lot to think about and incorporate into my own opinions moving forward for potential reworks/changes to Yareli. Overall this thread is very constructive and I can only hope it helps DE think about how to tweak my favorite frame at some point in the future. I'm kinda anticipating changes to accompany her prime whenever that comes out, I guess we'll have to see! In the mean time, I will continue to enjoy her and all her bugs for what she is, but I do genuinely hope she can be better someday.
  4. I would FREAK out if they broke the dry streak of literally 0 Yareli cosmetics since release with a Deluxe skin. Tbh I didn't figure she'd get anything till her prime came out, which if the normal release schedule is anything to go by... maybe this summer, if not probably next winter? Honestly I like the Warframe's magical girl theming a lot and if a Deluxe doesn't lean into that harder, I might give it a pass, since I've fully committed to the theme (renaming weapons and stuff to be sailor moon references, ect.) You make some very fair points, however I feel like this might be a matter of personal preference? I really like how floaty Merulina feels and it allows for some slick movement if you know what you're doing, it's also arguably important to facilitate keeping Yareli's passive up at all times. I won't deny that it causes issues sometimes when I do biff a turn and get caught on something, recovering isn't graceful and sometimes I just need to dismount and reset to a good spot. This is just a quirk of the Warframe's kit I've learned to accept. Practice riding around tilesets drastically reduces how often this happens to you but it still feels extremely punishing when it does. Learning to "tame" Merulina is the #1 reason why I say Yareli is the only Warframe in the game with a steep learning curve. Further up in the post Pupnums makes a great suggestion for allowing Merulina to be "holstered" to benefit from it still while allowing you to move around tight areas just as a normal Warframe. As for the rest of your post: The idea of an exalted glaive is pretty cool, if you look closely at Aquablades model while its spinning, it basically already exists. As much as I don't MIND current aquablades, I agree that it's the one ability of Yareli's that is probably in need of a complete rework instead of just tweaking. If they do just tweak it, I'd want Surging Blades to be base kit, but I know that doesn't solve the problem you're talking about, but it'd be better than nothing. I think you make a fair point that Riptide should just get a bit more and not have to compromise on an enemy cap, HOWEVER the issue is if you just allow riptide to suck in enemies constantly into one spot with no enemy cap, it becomes an AFK farming ability that almost only requires you to shoot into one spot and would just be stupid when paired with Hydroid or Khora or Mesa, and DE has made it clear they don't wanna encourage things like that. So I feel like there's gotta be a compromise somewhere. Really if they just made Riptide apply cold procs to whatever is sucked in, I'd almost argue it doesn't need any other changes. It'd turn into a pretty damn strong ability. Sea snares is the one ability I think is "Fine" as it is, but I dunno. I like what it does, but at the same time it doesn't feel like anything too special either. With how Incanon weapons are basically mandatory these days, Snares DOES help with holding some enemies in place and making for easy headshots if you're having a hard time landing them to begin with. The damage boost it applies to grabbed enemies is nice too, but honestly Riptide and Sea snares do kinda feel a bit like they just step on each others toes in terms of use case. I don't think just turning it into "Spore but Cold Status" would be the right call either, as just copy pasting another warframe's ability with a small change feels... meh? But at the same time it does feel kinda neat how you describe it, still if Yareli could spread snares like Saryn spreads spores, she'd lock down the entire map in seconds, it'd be crazy. Is that a good thing? Maybe. If anything an "outsider" opinion on the Warframe is good (I don't like talking like that, though). I don't wanna speak for the 14 other people who play Yareli across all platforms but I kinda get the vibe we've all been Stockholm syndrome'd into liking her kit for what it is and overlooking bugs, despite the fact that Yareli is pretty lackluster. I do firmly believe you can make her kit work with enough effort, and I do, I take this Warframe into very high level content and do fine. However there really is a stigma around the Warframe as I get verbally harassed for my choice at least once a week. I'd like to see her get some love, I don't even want her to be a Meta pick, just maybe a bit more well rounded.
  5. Really like this idea, it'd allow for the best of both worlds. Keeping the benefits of Merulina active, allowing more freedom of movement in tight areas (without basically asking DE to restructure entire tilesets to accommodate a single Warframe who's already not super popular) and letting you use your primary or melee weapons without feeling "naked". I personally don't mind being on Merulina 24/7, you pick up tricks about how to get around the maps eventually and it becomes second nature, but that's entirely personally preference. Referring to the original post, I think what was quoted above is just a better solution than shifting her DR onto her 3. Agree that surging blades needs to be base kit or the ability reworked as a whole, it can be super useful sometimes but it's situational at best. Riptide applying cold status effects would be really great and synergize with her passive well. The bugs with Yareli really are too many to count, and it would be nice to see some of them addressed like the 2-15 second lock up, this has been something she's had to deal with since release. It is because you're getting knocked down and you just cant see it, Primed Sure Footed should fix this, but you're literally being forced to use a mod to resolve a glitch, so take that as you will. Huge fan of the Warframe overall and I just wanna see her get some love (and some cosmetics!)
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