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rawr1254

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Posts posted by rawr1254

  1. Despite notes saying it's affected by strength mods it seems to also be affected by range as well. I dont know if this is intended or not.

    nbEtgfJl.jpg

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    Edit: Now realising the mod is hidden, under the tooltip is Magnetized Discharge

    2nd Edit: Just checked, it isnt also affected by range (removed stretch) however it is affected by the augment.

  2. That Viral proc despite it still having reduced damage because of armor would be much more viable in the end. Tested 8 heavies vs a corr + rad + heat kuva nukor and then swapped corr for viral and it worked a lot better

    I mean think about it, that 550% possibility is effective against ANYTHING that can get a proc. 

    And to put it into even better perspective I outdamaged a Saryn earlier with just a Viral Amprex

  3. The shield gating wont be literal invulnerability like she gives, it  doesnt need to change. Its going to be a split second window that you can save yourself. and thats it, Hildryn  still gives true invulnerability  to all teammates for 3 whole seconds, which will probably be significantly more time than the generic gating. The whole point  of the gating is so you dont die with full shields in 1 shot.

  4. 1 hour ago, (XB1)XG1anBl4derX said:

    Looking by the simplistic answer, you probably don't play Rhino a lot. With Ironclad charge and 300% strenght alone I can barely reach 50k Iron Skin, way less EHP than most Damage Reduction tanks.

    Lol if that 50k armor isnt lasting for you maybe youre face-tanking too much. I mean I struggle around say lvl 70-80 with just what armor I get from a regular cast and then that 50k gets me well past say lv 100+ and that's not even a max str build I have.

    • Like 2
  5. I think that'd probably turn into an everyone uses it situation like most things lately which eventually = a nerf. Now if however they were say be removed from the game and then every arcane had an element that they had a chance to prevent on top of its regular procs for instance Arcane guardian having a chance to prevent slash procs and arcane trickster having a chance to prevent radiation procs.

    Or have a 3rd slot that can only socket a common arcane.

  6. How bout for the passive in the theme of Magnetism let the passive be bullet jump = the push away everyone has wanted all this time. So like 10m push away on bullet jump and it has the same mechanics as pull that prioritize tracking into a magnetize

  7. On 2020-02-28 at 10:36 PM, Krytac- said:

    1. Reservoirs

    Augment: Symbiotic Exchange

    Wisp places a reservoir on herself with an AOE field that will apply its buff to allies within its range. The Reservoirs will only last as long as the buffs duration, but once expired, you will get the full duration of the buff.

    (The idea here is to make Wisp much less tedious to play in modes outside of Defense, and Mobile Defense, and sometimes survival)

    Well with the support aspect in mind if this were to happen I think it should be within affinity range like most other support frames. However I think it should be instead can only have one active at a time except affects are doubled and +50% duration as an augment passive. This would of course mean that you would have to maintain the reservoirs you have active making it a bit more engaging.

    On 2020-02-28 at 10:36 PM, Krytac- said:

    2. Will-O-Wisp

    Augment: Sol Burst

    If Wisp's spectral image comes in contact of enemies, it will detonate in a 15m radius, providing a knockdown and guaranteed fire proc. If holding the spectral image, it will detonate as soon as you teleport to its position.

    (If you like using melee weapons, this is the opening ability you will find yourself using every time)

    I dont think I've ever hit an enemy with this thing yet so that wouldnt be that great, reminds me a bit of Effigys augment. So if instead considering it's called sol burst it dealt all the procs currently accumulated from your reservoirs in a burst that'd be nice.

    On 2020-02-28 at 10:36 PM, Krytac- said:

    3. Breach Surge

    Augment: Breach Swarm

    If an enemy is killed by Wisp with Breach Surge applied, the enemy spawns 5 Breach Swarms that seek out enemies and detonate on contact, dealing 100 damage per Swarm.

     

    (Room clear, and it would be very entertaining to watch)

    Honestly I kill everything before those things hit as it is, I use it more just for the blind. But if instead they lingered instead of dissipating when it loses the enemy it's currently tracking and then retargets a new enemy that comes in range that would be way better.

    On 2020-02-28 at 10:36 PM, Krytac- said:

    4. Sol Gate

    Augment: Energizing Flare

    Using Sol Gates beam on an ally will regenerate their energy at the same rate as your energy drain. 

    This sound very very good and considering we only have I think two frames(harrow and trinity) that can directly give energy without the orbs it would be a nice addition to that niche. I would however like to add that maybe if channeled for  seconds maybe 50% of consumed energy is released either around the reservoirs or around yourself, not sure which'd be better.

  8. 1 hour ago, GD82 said:

    Now with the Mainline update we have this:

    In essence, everyone will now receive shield-gating as a gameplay feature while this was supposed to be a special unique ability for Hildryn.

    6QTZeO1.jpg

    Thus effectively leaving her without even a passive ability.

    Now I realize I'm one of the exceedingly few players who actually play and main Hildryn to begin with. I realize that she is possibly the least liked and played frame in the game with maybe only Grendel beating that (both because he's the most recent, and because he's treated as basically a meme, sorry). But this doesn't even seem to be about that, that she isn't popular or played often. To me, it really does just seem to complete and total oversight because of, straight up, forgetting about it.

    And so I ask: Has DE actually, literally, legitimately forgotten that she even exists?

    With this update releasing soon next month, I just hope, really hope, that some kind of rework is coming, and soon.

    Her passive will still be superior to the generic shield gating. The new gating just prevents a single shot dealing lets say 1000 damage from spilling into your health pool but if less than a second (or whatever their first timer will be [half second?]) later you get hit by a shot that deals another 1000 damage then you're dead. Hildryns however give actual invulnerability meaning during that time you take 0 damage no matter what.

    Also as part of the status prevention she has only with Overshields this applies to all DoTs for her including toxin/heat, the new gating will only apply to slash procs and they will still deal damage except only to shields.

    And as to the Larkspur the passive is for ground only.

  9. Adaption somewhere, probably in place of vitality. And she can work better with a Blind Rage imo. And if you have them the arcanes for shield regen/restore Aegis and Barrier I think. I mean she's all shields man, armor and health aint gonna mean crap.

     

    Also this is my preference but Vigilante Vigor to boost any primary you might have in place of fast deflection

    And Aviator is fine if you like to use 4 a lot but if not one of the range/str drift mods.

  10. I would love to see the passive work with the armor shards dropped from enemies. Her biggest flaw is her survival and if those shards could act like an Atlas armor buff that would really make her a lot tankier. And for shielded enemies maybe drop a damage reduction orb(similar to maybe Novas 1 or Baruuks 3) and these stack and decay over time.

    Her 3 really needs to do something with infested enemies maybe just ripping parts of the infested armor parts of their body dealing a % of their total Hp however not dealing AoE damage like with shields or armor. And this in turn would act as a way to disguise yourself as an infested for her passive, so when picking up the dropped parts it's kinda like covering yourself in zombie guts, the enemies become less aware of you and enemy auras become beneficial to you. This way she becomes useful in all factions and not just corpus/grineer.

    Kinda on the fence if with her 3 if allies would be in the cast range those dropped parts could be picked up by them too, might be power creepish.

     

     

  11. Suck with 1 > buff with 2 depending on the enemy consumed is either increase energy/dmg/reflection Energy is the most helpful for me tbh cause I always make energy hog builds but if you dont then the dmg would be the best. 3 is what deals the most damage out of his kit and 4 is to do almost the same as 3 just without the toxin damage. And I say his 3 deals the most however that's in terms of raw damage, his 4 can output more dmg in an AoE but his 3 scales better. And to get the most out of his 4 have 10 enemies in your belleh.

  12. Only problem I ever found with mirage was he light/dark mechanic. This can significantly reduce her survivability which goes hand in hand with the light/dark mechanic. Light/dark areas arent really detailed in the environment. One area that looks bright as the sun could register as a dark area for some odd reason and vice versa. If maybe when she casts eclipse the light/dark areas are outlined in some way it would REALLY help her kit as a whole.

    • Like 1
  13. In terms of Revenant as a whole he does need work on most of his abilities like Gears said. 

    His 1 is only useful in a solo aspect and even then it's an oh wait dont kill that one situation even if soloing. It needs to be given a reason to exist/be used in the first place. So maybe for one the pillars they drop shouldnt be able to be destroyed by Danse Macabre. I know this gives him overshields or anyone else that happens to pick it up but it makes the ability feel like a waste in the end. I think the pillars should remain for a duration with the range of them not being affected by mods maybe 15m range for the shot 5m damage pool. Those ranges since pathing for enemies isnt always great. 

    His 2 is really, REALLY bad with huge amounts of enemies. Even with high str they can disappear in a mere second and then you're dead. The only spot I found his ability extremely helpful is on Railjack where you run into maybe 10-15 enemies at a time. This needs to work with most likely his first ability. Where it's something like every 5-10 enemies hit with entralled enemies will gain 1 charge and through this method you can go 5 charges over your cast amount(similar to overshields but instead the over capped charges will stun in an AoE instead of a single enemy) So if you are granted 10 stacks if on cast through the synergy of the two abilities you can exceed the cast amount. 

    His 3 tbh Ive only ever used for movement. Using it to kill or anything else hasnt really appealed to me(considering how that 100% health drain is ONLY for entralled enemies not regular). But now if instead of stealing huge amounts of health from entralled enemies it made a pulse for the thrall spread then that would be nice since sometimes Id cast entrall and itd take about a minute to reach the cap from that one entralled enemy(cause AI). Or maybe after casting it the "fog" would linger behind you for a certain duration either at reduced health drain or reducing enemy accuracy through the fog. Those ideas are honestly not great but it's all I could think of without completely changing the ability as a whole. 

    And his 4 I feel is fine, any QOL/tweaks would be nice but it isnt an utterly terrible ability.

    • Like 1
  14. Very excellent ideas, I feel the solution for most control abilities ie enthrall, Mind control, and even chaos is to give the enemies controlled a chance to proc the element weakest to the highest base points of the controlled target. If we give it any kind of dmg buff it just turns into a molecular prime. So for instance(for mind control ability):

    Grineer lancer: Grants a chance to proc corrosive by an additive amount(proc chance of all enemies always seems low so additive will most likely be best here)

    Bombard: Radiation

    Corpus Tech(higher HP than shields): viral

    etc.

    So now while an ability like Mind control(+50% additive) where you have a limited controlled AI(which is as we know bad) the chance to proc would be higher than for instance chaos(+25% additive), which on chaos would make the ability extremely useful in the endgame. And to put those %'s into perspective: Gauss, Ember, Mag, Hildryn, etc can all strip armor 100% with great ease so those %'s in my opinion are very generous.

     

     

    And as for her bolts I think if her bolts should target new enemies within range(same as casting range but needing LoS) when killed itd really help its QOL, and for an augment probably something like enemies killed will increase the buff/damage given with absorb(similar to maim so a % of their HP)

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