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Sev1107

Grand Master
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Posts posted by Sev1107

  1. Just now, Azimbee said:

    Snowglobe can Freeze.

    You are correct, but that requires the use of yet another augment or enemies already in your bubble field, which let's be honest is a cheap panic button if they are messing with you inside your bubble. And if the augment did an increasing chance or chance per second while enemies were in the bubble, might be passable.

    However the main point stands, Cold damage is neigh useless alone.

  2. On 2022-02-09 at 7:59 AM, [DE]Megan said:

    NEW WARFRAME AUGMENTS

    Frost: Biting Frost: Passive

    Frost gains 200% Critical Chance and 200% Critical Damage against frozen enemies.

    Can we talk about how this is only useful if you cast his Avalanche or his single target Freeze ability? When are we gonna see some love for Cold damage and by extension Frost? Can we freeze enemies eventually with enough stacks? Can we get it to shatter armor or decay the armor or something more than "Slow"?

    Please for the love of this game make Cold damage do something more than be one half of Viral damage.

    • Like 3
  3. I'm doing a data collection of the warframe market for my statistics class. If you don't mind helping a fellow tenno, tell me what is a decent price to you for the following:

    Riven mods (please separate for unrolled, average stats, and great stats)

    Prime parts/prime sets (please separate weapons and frames)

    Special weapons (please separate for event, prisma, and syndicate weapons)

    Mods (please separate for common, uncommon, rare, and prime)

    Relics


    Thanks for the help!

  4. I've been trying to use the mod Sacrifice on my Djinn, and I have it in the top left corner slot for it to have precept priority, but it NEVER revives me. Am I missing something? Even looked at the wiki for it and it should be working far as I can tell.

  5. There will be a TL;DR section at the end of each point cuz I know some people won't read the text wall of a madman. Even if it is well thought out.

     

    My first impressions of this frame weren't good. I maxed the levels and started to enjoy it, but still found it lacking. Here's my take away from passives and abilities to overall use.

     

    PASSIVES:

     

    Shield Wall: far as I can tell, this is fine. No issues for now.

    TL;DR: its fine.

     

     

    Shield Dash: I love the feel of it, but does it actually DO anything? The animation brings up shoulder shields, but I can't tell if it actually DOES anything. I was hoping it'd null the damage or mitigate some of it while doing so but all I can tell is that it's just a different animation for the roll.

    TL;DR: does it help in any way?

     

     

    Shield Energize: This is fine for the most part, the only issue I have is the amount of shields received for every energy orb. Based off of the abilities drain, we can assume that every 100 shield energy should equal 15 energy. This is based off of Ivara's Artemis Bow which cost 15 energy per arrow compared to Hildryn's Balefire Charger which costs 100 energy per shot. If every energy orb replenishes 25 energy for normal frames, I think that every energy orb should grant 170 (I'm rounding from 166.666.....7)

    TL;DR: energy to shield usage and orb granting needs to be re-scaled

     

     

    Upgrade: More or less fine, just wish energy granting buffs affected her.

    TL;DR: wish she was affected by energy buffs

     

     

    ABILITIES:

     

    Balefire: like many, I think this needs a buff in it's 5% crit/1.5x multiplier/10% status and 500 base stats. I think it needs to come closer to something like Ivara's Artemis Bow which deals 1680 across 7 arrows (not modded) which has 25% crit, 2.0x multiplier, and 20% status base. Granted this is comparing a 1st ability to a Ultimate, but even Khora's Whipclaw, which scales off of the melee counter mind you, deals 300 with a 25% crit/2.0x multiplier/20% status base. Even Ash's Shuriken deals the same damage as Balefire does initially and is more useful.

     

    And the slowed movement while firing/changing a projectile is absurd. Hell, just charging the projectile locks you to the ground unable to jump or anything to get a better vantage point. If we're gonna be slowed and made to feel like we're firing a heavy weapon, make it have the impact of a heavy weapon.

    TL;DR: increase base damage, crit chance, multiplier, and status chances. And no movement restrictions while firing/charging.

     

     

    Shield Pillage: this is a nice idea, but sorry to say, poorly executed. As others have stated, it should have a base given amount that adds with the shields and armor stolen. And just to make sure it scales, it should be a number, we'll use 100 as an example right now, for every enemy in the area, regardless of shields or armor as we want her useful against infested enemies as well. Additionally, scale that number by power strength and have a fixed percentage of MAX shields and armor while stripping away 25% of the enemies current armor, like a corrosive proc.

    And please fix enemies not being affected by it and not giving you shields back. Just learned it was due to line of sight, and all I have to say to DE is this: Why? She's too dependent on this ability for it to be line of sight, get rid of it, please.

    Also, allow for its casting while in her 4. I can't think of a solid reason for it not to be so. I can understand the argument of "We don't want someone doing it all mission" if there weren't already frames that did this.

    TL;DR: needs to be reworked to allow for enemies with no shields/armor.

     

     

    Haven: and here we come back to the Energy/Shield scaling issue I addressed in Shield Energize. Compared to Oberon's Renewal which is a 25 energy activation and a 2 energy per second drain plus 3 energy per target per second drain. We'll assume a full squad, plus pets so that'll be 23 energy per second compared to 250 initial cost and a 35 shields per second for the team and pets, plus 25 energy each for what we'll call 6 enemies in a 15 meter range (which is rather conservative number if you ask me) totaling out to 150 shields per second making this skill cost a whopping 185 shields per second. That's just not a sustainable buff like most others while also having to defend yourself, and it only damages enemies a small amount. Maybe add a debuff to enemies to make it useful against them.

    TL;DR: rework shields cost and energy orb to shield gain and it'll pretty much solve itself. And add a debuff to enemies of some sort

     

     

    Aegis Storm: love the idea, but its too slow and leaves you vulnerable. Add the dodge/roll to it without a energy cost unless the dodge/roll actually does something useful such as nulls or mitigates damage from those sides hit. Include the sprint function for it, this will solve the “too slow” problem in my opinion. Add a damage reduction value that is fixed because we are very much a big ol' slow flying target.

    Increase the energy orb drop chance because I see nothing being dropped most of the time and add a targets affected have a higher chance to drop them on death function because most of the time the targets die too quickly from other sources of damage. Add synergy with Haven for the orb drop chance if needed, but the orbs just don't drop very often from affected targets.

    TL;DR: additional movement capabilities such as sprint and roll, damage mitigation, increase orb drop chance and events, maybe add synergy with Haven to increase orb drop chance.

     

     

    I really do enjoy the frame, but it is just lacking so much to make it a "sortie" frame which is my benchmark for all frames.

  6. So I just finished and Arbitration, and while i was doing it it said we received the mod "Vigorous Swap". However upon completing and extracting, it did not reward me the mod and I am still missing it from my inventory.

    Had another guy in that same mission that said he was supposed to have gotten an "Adaptation" but never received that either.

     

    I know my "Vigorous Swap" drop was one of the first 3 or so drops, anyone else having these issues?

     

    EDIT: In case it matters, it was the arbitration mission from 7-8pm PST

  7. While this is a well put argument, I'd say the point of the matter is that fire damage DOTs just needs to stack like other elements that deal DOTs, even if it's just for her. That'd more than likely fix her DPS issues, although the new Passive idea would probably be the next step as far as simple solutions go.

  8. On 2/9/2018 at 6:12 PM, TheDefenestrater said:

    Chroma's Fury buff is not working at all.  It shows numbers in the UI, but it's not increasing attack damage.

    Chroma's Scorn buff appears to have been given the same pre-mod calculation treatment as Fury, but I'm not certain.  He seems really squishy compared to before.  He can't even stand up to lvl 100 enemies.  If it is calculating the Scorn buff before mods, that makes it completely redundant with ice elemental ward and a massive nerf to his EHP.  No one ever said his armor buffs were broken.  it was his poorly designed damage buff.  So why the hell has his armor been nerfed into the ground?

    Chroma's 1 is still worthless, as it does less damage than all of my guns without a functional vex buff.

    ^This. I have had so many issues with Chroma actually dealing appropriate damage. I've seen 13 damage from a gun thats supposed to do 1281 damage without the buffs, so something is really off.

  9. So before we get into the details, I want to say that I enjoyed the stacking mechanic of Nidus and wanted to see it in more 'frames. And before any of the "too OP, would need a nerf" posts, please note that I have gone through a lot of math to come up with reasonable numbers for most of this (although there are a few things that I just had to make up), so without further ado I present to you:

     

    Spoiler

     

    Asiz

    (pronounced ah-zeez)

     

    Health: 150 (450 at rank 30)

    Shields: 90 (270 at rank 30)

    Armor: 350

    Energy: 100 (150 at rank 30)

    Sprint Speed: 1.1

     

    Appearance details (cuz I can't draw): sort of a wiry physical build with a sort of "lava trail"-esq power-lines going along his arms, legs and body. He'd have exhaust ports on calves, forearms, along the spine and other parts of the back that would slowly open up with more stacks, bursting out fire. 5 stacks would open up the ones on the spine, 8 would open up the calves, 11 the shoulder blades, 14 the forearms, and 17 the 2 on the sides of his head. The more Stacks there are the more fire there is coming out of the ports.

    That's a basic version of it, can't really describe the helmet too well so i left it out for the most part. Maybe a dash of Grineer feel to the design while still making it obviously tenno origin.

     

    Passive: Feed the Fire- the cinders of Asiz's enemies further fuels his strength making him an unstoppable agent of destruction. Enemies killed by Asiz's abilities count towards a stack meter.

    Passive 1 energy regen per second, max is 6 at 100 stacks.

    Enemies must be killed to gain a stack, stacks up to 100. Each stack grants a boost. Power strength x ((1+number of stacks)/5).

     

    ABILITIES

     

    1.) Cinders/Ignite- a cloud of thick cinder surrounds Asiz, absorbing impact from enemy weapons. If Asiz activates this ability again, everything his cinders touches will burst into flames

     

    Cinders: Damage reduction from enemies by 10%/15%/20%/25% (capped at 90%), lasts for 20/25/30/35 seconds

    Ignite: 100/150/200/250 Fire damage +15/30/45/60 additional damage per second of duration remaining in a 10m radius

     

    Energy Cost: Cinders 25, Ignite 50. Total cost: 75

     

    Cinders is affected by Power Duration and Strength, Ignite is affected by power Range and Strength

     

     

     

    2.) Burning Impact- Asiz rushes forth encased in smoke and fire, igniting all enemies in his wake and causing a violent explosion on impact.

     

    Asiz travels 6/9/12/15 meters dealing 200/300/500/700 Fire damage to all enemies hit, deals an additional 150/250/350/500 Blast damage in a 2/3/5/7 meter radius at the end of his charge. Impact range of Asiz 1.5/1.6/1.8/2 meters. Ability can be cast again to stop prematurely.

     

    Energy Cost: 50

     

    Affected by Power Strength and Range

     

     

     

    3.) Heat Wave- Asiz begins to burn off the excess heat into the surrounding area, reducing enemy armor and max health.

     

    Enemy armor reduced by 10%/15%/20%/25% (affected by power strength) and health by 10%/15%/25%/35% (fixed) within 13/17/21/25 meters for 10/15/20/25 seconds

     

    Energy Cost: 0

     

    Stack Cost: 3

     

    Affected by Power Strength, Range and Duration

     

     

     

    4.) Hellfire- Asiz endows his weapons with fire from the void.

     

    Weapons deal an additional 125%/150%/175%/200% Fire damage for 20/25/30/35 seconds. Every fifth kill with weapons now count towards stacks. This ability is not affected by Stacks, but instead by Power Strength only. (otherwise it could get up to something like 4000% bonus damage, and that's just broken)

     

    Energy Cost: 0

     

    Stack Cost 5

     

    Affected by Power Strength and Duration

     

     

    Let me know what you think!

     

    P.S. if someone could draw that, that'd be cool too.

     

     

  10. If you want you can skip to the second part, the first is just an example.

     

    I can't speak for other players, but I know that I end up changing my focus school to accommodate a frame, example: For Ash, I'll use Naramon as I use him for melee attack damage the most, then I'll switch to Chroma who I use to tank while using the Ack and Brunt but I use Zenurik for him because my mod setup makes him expend a lot of energy that I normally have a difficult time keeping up. But more often than not I forget to change the school, especially now with the "Change Loadout" button in the navigation section.

     

    So, the change I'm asking for is that we add focus into the warframe loadout section so that you can switch frames and it will switch the focus school for that warframes loadout, kinda like it was a weapon or sentinel.

  11. 3 minutes ago, (PS4)psycofang said:

    Moderate damage (like she does now), decent CC (like she does now), buffing with decent timers (like she does) and upkeeping them while popping in and out of pixie form.

    Thats how i play her with primed flow and Zenurik with a balanced build favoring range for better CC and status prevention on team mates while my 4 does good damage.

    You're asking for too much out of one frame. Especially since she doesn't have any augments.

  12. 5 minutes ago, (PS4)psycofang said:

    I do im using primed mods and its still too low for a caster.

    Ok, what are you expecting her to able to do? Cuz depending on how you're doing things and what you're loadout is may mean you need to play differently or mod differently.

  13. 2 minutes ago, (PS4)psycofang said:

    Tbh she needs more energy even with primed flow its still too low.

    Change a few tributes or tweak them possibly to be more potent or take less casts.

     

    And to that I say mod properly and its not an issue.

  14. What you propose is a bit like a better version of inaros' 1st ability without the small amount of lifesteal and instead an AOE invisibility.

    As an Ash main I can honestly say that as nice as this would be its not needed and would make a different frames ability obsolete in trying to make an augment mod more useful. A base ability should be more powerful than an augment mod so I think its fine where it is.

    Now if you wanted to make the augment mod different enough you could have it add an inaccuracy debuff to enemies, but that'd be pointless unless you got rid of turning nearby allies invisible. You could also add a slight slash proc to it and this would be fitting since the ninja of old used something called blinding powder which often contained glass shards, spices, and metal filings. Make the smoke bomb have a time duration for the AoE in which the metal filings and glass slowly dissipates and enemies passing through gained diminishing amount of damage as there is less of the smoke in the air.

    In short for that last part: change the augment mod and get rid of the invisibility buff to allies, add a diminishing inaccuracy debuff and slash proc to enemies as the cloud dissipates for additional enemies that pass through.

    I'm not saying blind the enemies, just want make that clear.

  15. Looking for a Furis Riven that is MR15+ unrolled or already has the stats for damage and punchthrough. Will pay more for stats that are already there.

    If you think you have one worth mentioning that has good stats feel free to post its max stats.

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