Zavenosk
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Posts posted by Zavenosk
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4 hours ago, Tiltskillet said:
Meanwhile, the original poster is probably wondering what the hell all yall are making of this thread.
:/
Pretty much. Whatever complains and reservations I've got about Dante's performance have nothing to do with this, this is merely about a gameplay design that I believe would make Dante's gameplay loop more enjoyable / forfilling.
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Also I'd like to turn off the option for buying exilus/incarnon adaptors from the upgrade screen if you don't have any left.
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Mine's been mystic balance for years, despite actually changing to Bird 3 in-game when that came out.
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No-LoS Tragedy with zero damage, only damage conversion seems a good compromise to me. It'd also be nice if Tragedy converted slash procs to pure damage, instead of slash damage. (That might've already been changed?)
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My favorite part of Dante has been the combo-based casting style, but I feel that there's more that can be done with it. A two-tale combo is probably as much an audience limitation as anything, but I feel that it'd be enjoyable to more complex combos that utilize three tales per final verse. Adding an additional tale to prepare a more powerful version of the Final Verse, or adding a twist to the resulting effect. Or even creating more complicated effects outside Dante's usual skillset altogether with more unusual tale combinations. This is something I hope to eventually see when Dante eventually receives Augments - though I fully expect it to not ever materialize.
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Using Dante a lot in high difficulty things since the update. The main difference is I don't use Tragedy at all, except for occasionally nuking primed heavies. His ability to slaughter the map is now limited to spamming dark verse and waiting for that to play itself out... which, don't get me wrong, sucks a lot more than I thought it would be, but Dante's still good enough to be worth using in high difficulty content. He still performs well, even without map-clearing capabilities.
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I've been using Dante for a buncha steel path and netracell stuff since the update. Overguard issue is same as it ever was. Its more hostile to new players now, since casting twice as much will bludgeon you if you haven't a good tactic for managing Dante's energy economy; otherwise there's no meaningful change.
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Alas, instead of the relatively bearable version of LoS that most things (including Dark Verse) used, we got the unfun, overly strict version that makes things unusable, and usually gets dialed back a few updates later.
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I enjoyed it. The pick-your-own-difficulty aspect of it seems to be a good compromise.
Garuda Prime (2 forma)
Strun Prime (4 forma, basically only used for Demolysts)
Tenet Cycron (5 forma, not used)
Ruvox (4 forma, not used)
MVP: Wyrm Prime
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Ruvox is fun, but I'd prefer it to have a mutation 5 that changes "+100% of Impact damage converted to Puncture damage" to "+100% of Impact damage converted to Slash damage" for those that would prefer a more conventional build.
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The "Triumph" buff that grants overguard regeneration on kill or assist kill has been interesting to me. I'd be interested in seeing how useful it is defensively as a regularly-renewing source of overguard-gate, should Dante's team overguard generation ever be toned down to levels where things such as "Light Verse"'s health restoration ever become relevant.
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Dante's inability to strip armor is pretty irritating. Things that are status resistance and have any amount of armor have proven to be uniquely challenging, particularly since for Dante weapons would be built for utility over killing power. I do hope that, should any nerf or restriction be added to "Tragedy", that it'll gain something like stripping 5% armor for each proc converted, or for slash procs to be converted to true damage instead of slash damage.
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3 hours ago, Mayhem-Ivory said:
Barely any abilities can still heal objectives, especially stationary ones; which is honestly a shame, since it just reinforces the entire "kill everything asap" meta.
Overguard from Light Verse would not be a good idea though. Overguard has a 0.5 sec damage gate, so this might make them outright unkillable.
I'd personally actually keep the healing a %, just reduce it to something like 50+5%; otherwise the health of the defense target is going to be so much more than the healing you can provide, it would be pointless to even try.
Perhaps Dante would be the "meta" for protecting objectives by the sheer ability to spam overguard gate on objectives, but I don't think this is too upsetting, since this would basically entail Dante spamming Light Verse for an entire mission, to the exclusion of much else (like killing enemies). As for Triumph, it would only ever activate on objectives capable of using weapons ... which kinda are the sort to be trickier to defend to begin with, so it kinda evens out, I think.
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It'd be nice if the interaction between Wordwarden and Cantacle mods was explained up-front. As it were, we basically have no idea if Wordwarden requires Noctua to be equipped to activate Cantacles.
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My stance on Dante's group overguard is: ally overguard from Dante's abilities should be capped of 10% Dante's cap.
3 - 5k overguard is still meaningful at low to mid levels, and the buff from "Triumph" will still provide reliable overguard-gate at any level.
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Personally, "Tragedy" being such a thoughtlessly good ability is my main souring point. When I play Dante, I often get the impression that when I'm not spamming Tragedy, I'm playing the warframe wrong. I don't want it's numbers to go down, per say, but some sort of restriction that pushes you to engage beyond a braindead ability spam. Perhaps it could even receive some boon in exchange for a meaningful restriction, such as converted damage becoming true damage.
Edit: When I say "Restriction", I don't mean "make the ability completely unusable, period".
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I disagree with the idea that Noctua must be used with Nourish; having a set of extremely interconnected skills to the point that it creates an illusion that you can't helminth over anything that is used in a combo be just that: an illusion. If you want to use Nourish with Noctua, you can put nourish on his 1 and have it benefit Wordwarden. Or you can put it on his 2 and loose Light Verse, Triumph, Wordwarden and Pageflight. Or you can put it on his 3 and loose Dark Verse, Tragedy, Wordwarden and Pageflight. Or you can put it on his 4 and loose Triumph, Tragedy, Wordwarden or Pageflight.
Perhaps that seems vary extreme, but if you're fully committed to use an helminth ability, you must be willing to give up something from Dante's basic skillset. That loosing a basic ability has a higher opportunity cost than most warframes is not something that should be considered when designing a warframe, and interconnected ability sets such as Dante's should be encouraged. That there is one relatively uncoupled "designated helminth slot" in Dante's 1 is enough of a nod to the Helminth's existence.
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Dante has two potent supportive abilities, "Light Verse" and "Triumph", but neither are able to affect objectives. I would like to see Dante have some limited ability to heal and protect objectives with his abilities. Considering the strict limitations on healing and protecting objectives, I propose the following:
Light Verse
Heals objectives for a percentage of their health, capped at 100 health
Provides overguard to objectives, capped at 50 overguard
Triumph
Provides overguard to objectives, capped at 100 overguard
Provides the "Triumph" buff, allowing objectives to gain overguard regeneration with each kill or assisted kill, capped at 50 overguard per second
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Still waiting for Kinetic Diversion to drop from anywhere other than the planes of eidolon.
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P-l-e-a-s-e add Kinetic Diversion to Railjack in some way. It is a rare, effective and tactically unique mod that is also one of the rarest in the game. Please consider it's useage, corrected for archwing usage bias.
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I'd say standard(ish) crew, but with a extra special surprise for "optimists". Perhaps apply their element to ship guns they man, use their movement ability to get around to do repairs.
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If nothing else, it would be nice if the orbiter prime was given complimentary to owners of Liset Prime and future Prime Accessory landing crafts.
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I feel that these arcanes are meant to add to customization of modular weapons, specifically to provide something on par with passive on select non-modular weapons like Duel Toxecyst's and Pyrana Prime's gimmicks.
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Comments on frames i actually use with some semblance of frequency. And Rhino, because the joke.
Ash (Prime): B+
Atlas: B-
Banshee (Prime): B
Baruuk: C+
Chroma (Prime): A-
Only two abilities worth using, but two vary good abilities worth using
Ember (Prime): D
Nerf me baby one more time
Equinox (Prime): A
Excalibur (Umbra) (Prime): B
Does a lot of things well, but is also overshadowed by a lot of other frames that does a lot more better
Frost (Prime): A-
Lots of good abilities, but the augments combined with lots of different builds requiring different, uh, builds prevents him from wearing the jack of many trades hat effectivly. But freeze force update is worth a bump from B+++ to A-
Gara: A++
Garuda: B-
Gauss: A
Harrow: A
Hildryn: C++
As clunky as she is chonky, but does what she does well enough if you can get past it.
Hydroid (Prime): B
Inaros: A++
Ivara: A+
Khora: B+
Limbo (Prime): EX
Limbo main, not gonna pretend to be unbiased. OP listed him as A, so go with that.
Loki (Prime): C++
Fast, annoying and invisible. Hasn't aged well.
Mag (Prime): B-
Mesa (Prime): A+
Mirage (Prime): A--
Nekros (Prime): A-
Nezha: A
Nidus: A+
Nova (Prime): A
Nyx (Prime): C
Oberon (Prime): A
Octavia: A+++
Revenant: C++
Rhino (Prime): B
Opticor
Saryn (Prime): A+++
Titania: C++
Trinity (Prime): A
Valkyr (Prime): B++
Melee 3.0 is gona hit Valkitty like a brick wall
Vauban (Prime): D
Has aged even worse than Loki
Volt (Prime): A--
Still relevant.
Wisp: A-
Wukong (Prime): A---
He hits things with a stick and doesn't die. That said, he doesn't kill things fast enough or provide any team utility to warrant putting him with the rest of the A lineup
Zephyr (Prime): B-
Primary Exhilirate - Not Working With (Some) Forced Procs
in General
Posted
Primary Exhilarate - a primary weapon arcane that triggers a buff on inflicting an impact proc - will not trigger on attacks with zero impact damage. Attacks with forced impact procs that have some amount of impact damage, such as Acceltra, Corrinth and Daiyku, will trigger the arcane normally. Notably, Nagantaka, which has sub-1% impact damage distribution, will trigger Primary Exhilarate. Attacks with forced impact procs, that also have 0% impact damage distribution, will never trigger Primary Exhilarate. Examples of this include: Arca Plasmor, Javlok Alt-Fire, Phantasma (Alt-Fire Explosion only, Alt-Fire direct hit will trigger it normally), Scourge Prime (Alt-Fire Explosion only, Alt-Fire direct hit CAN trigger it, though it is not a forced proc).