Jump to content


PC Member
  • Posts

  • Joined

  • Last visited



Recent Profile Visitors

691 profile views
  1. The Hounds that spawn mid-mission, don't play the Parazon Finisher Animations, just the generic "hacking" Parazon Animation. The Hounds that spawn with invading Sisters will play their Parazon Finisher Animations just fine. Just to be clear, the mechanical part functions correctly. (Blood for X Mods, Murmur Progression, etc)
  2. It'd be great if we got some Mechanical changes for them too. Like making Concealed Explosives' and Thunderbolt's Damage scale with Mods, or be based off of the dealt Damage, instead of dealing their current pitiful flat 250. And maybe making Blast cause an actual Explosion, dealing AoE Damage, with scaling Radius Size or inverse scaling Damage Fall Off the more Blast Status Effects the target has on them.
  3. This is already live on PC and should arive to PlayStation at some point.
  4. Will the Galvanized Critical Mods'[1][2] Stacks be changed to tick-down like all the other Galvanized Mods and the Primary/Secondary Arcanes? I really hope that this is an oversight or bug, and not a balance choice, because they're significantly harder to trigger than the others' Stacking Buffs, while also being the only ones whose non-scaling half is conditional and with their potential power increase being very weapon specific and also, debatably, the weakest of the bunch. There's seemingly always a better Mod choice, even in very Criticial and One-Shot oriented Weapons.
  5. wasn't that fixed a few patches ago edit: here it is it should be bundled in with this Update for Consoles
  6. Tyl Regor should drop both a Night and a Day Part every time you defeat him, to narrow the grind somewhat, and the crafting time for each half should be reduced to 12h, like regular Warframe Parts, or crafting the main Equinox BP should be instantaneous, like a minute of craft time.
  7. Please make sure to reduce her head height when on Merulina, because if I keep bumping my head and losing all of my momentum whenever passing under any old Grineer doors (like the circular doors of Grineer Gallon) and old Corpus doors (like the square doors of Corpus Outpost), I'll still not use her for the mobility Also, will K-Drives get that Roll? If not innately, how about as a Mod? I'll also ask again for Merulina to be mod-able. Much of her innate Mobility is unwanted in regular Tilesets, but could be restored and amplified with Mods for Landscapes. Doing Tricks in regular Tilesets is useless, but it wouldn't be after equipping the Mod which turns Points to Energy. The K-Drive Combat Mods are overshadowed by the Mobility Mods for normal K-Drives, but would be a perfect fit for Merulina.
  8. Yareli is the latest Warframe, yet somehow feels like she was designed 5 years ago and like she's in more dire need of a rework than Hydroid. Yareli's Base Her Base Stats are ok, but its hard to Mod her, as she needs Survivability, Strength, Duration and Range Mods, while also not ruining her Efficiency. This is partially due to how weak her Abilities' Damage is. Her Passive is strong but mostly uninteresting. It's also disappointing that it doesn't with Primaries. Her overall survivability is lacking, she's in dire need of a way to regain HP. Most of the tools we'd use for that, excluding Warframe Arcanes, are fighting with Merulina. Primaries and Melees that can Heal, innately or with Mods, aren't usable while on Merulina. Healing Yareli by swapping to Operator, will take her off Merulina leading to constant re-casting, which ruins Yareli's Energy Economy and gameplay feel. As it is, the best play would be to replace Merulina, Yareli's signature Ability, with Gloom, and that ain't good. Sea Snares It's decent CC, not bad for a "First" Ability. It feels like an old first Ability. Like a Smite, a Fireball, a Freeze. But unlike these Abilities, Sea Snares isn't a One Handed Action, which really ruins the flow of using it. Its Damage is negligible in any mid to high level content. Leaving Enemies trapped in the Bubbles to die from the DoT isn't a valid plan, since their Damage is so (s)low. Yet by shooting these Enemies dead, the Ability's Energy Cost is kinda wasted, with the bubble going pop before its duration runs out. Bubbles should home-in on another target every time their current one dies, until their duration runs out. If the Sea Snares' DoT healed Yareli (and maybe Merulina too, when Yareli's HP is full), their DoT being weak wouldn't be that much of a problem. An alternative would be manually popping the Sea Snares by shooting them, to instantly deal all of their remaining DoT in an AoE. Aqua Blades could auto-pop Sea Snares on contact for some Ability Synergy. Riptide would add an extra layer of Ability Synergy, pulling all Sea Snared Enemies in a bunch, for Aqua Blades to pop them all and cause a significant AoE chain reaction. Its Damage Type is Cold, which is decent, but doesn't deal any Cold Status Effects. This isn't a massive problem, but for some Enemies that can be temporarily affected by the Sea Snares and then almost instantly break out (namely the Hounds), it'd be much better if there was a weaker but long term CC on them, in the form of Cold Procs. It'd also be yet another Status Effects to work with the Condition Overload type Mods. Merulina It really doesn't move well in regular Tilesets. Most are either too cramped, or made around the Warframes' movement. Yareli's Head Collision should be lowered to comfortably fit through the old Corpus and Grineer doors while on Merulina. It really should be Mod-able. Merulina has some K-Drive Mods' effects as innate effects, but they can be actually undesirable in regular tilesets. Eg, Merulina gives us extra height on Double Jumps, like the Poppin' Vert Mod, but that just bumps me all the way to the ceiling more often than not. I'd love to be able to take this off. And on the other hand, the K-Drives have some Combat Mods that are frankly useless for normal K-Drives, but could be a perfect fit for Merulina. Eg, land on a Heavy Unit with Thrash Landing, to get some starting Damage, a knock-down and a Blast Proc for Galvanized Shot. It doesn't have enough HP for any high level content. Giving it the Iron Skin eHP Calculation would really help. I'd love to be able to use Primaries on it and K-Drives in general. Being able to throw Glaives too would be extra sweet. Aqua Blades It's probably Yareli's best Ability. Decent clear for trash-units and low levels. Constant Enemy Staggers for lite CC. But it's still not that good. Its Damage is honestly mediocre and in dire need of some multiplier. Viral would be a god-send for it, but Yareli's Kit has no source of Viral Status Effects and if I'm spreading Viral with Guns, I'm most certainly out-damaging the Aqua Blades with my aforementioned Guns, so why even bother. Its Cast Animation is a Full-Body one when off Merulina. It should be an Upper-Body one. Having to stay still to cast Aqua Blades is an uncalled for restriction, which really breaks the gameplay flow of Yareli. Riptide It just feels underwhelming. Its Damage Type is Cold, which like Sea Snares, is decent, but it doesn't deal any Cold Status Effects. It would help tons with Riptide as Utility if all Enemies that Survive it are inflicted by Cold Procs, slowing down their "get-up" Animations, keeping them slowed even after that and adding one more Element for our Condition Overload type Mods. I'd make it force Viral Procs to Enemies within it, before it explodes. This would give another Mulitplier to its Damage, which it needs, while also giving Yareli a source of Viral Procs to synergize with Aqua Blades' Slash Procs. Turn on Aqua Blades, shlorp a group of Enemies with Riptide, drown them in Viral, Slash and Cold Procs, move on while they're trying to get up and bleeding to death. She's honestly the weakest part of the Sisters of Parvos Update, but she's already kinda fun to use, she just can't keep up in higher levels of play. With some added complexity/interactions and more strength/scaling, she could be really fun and strong.
  9. I should start by stating that I like this idea, but 1 Holokey per Sister is so astonishingly low, that I'm left confused as to why you are even adding this. A Void Storm Mission can take 5 to 15 minutes and may reward up to 10 Corrupted Holo Keys (after the proposed increase), on the significantly highest chance Drop. A Lich takes however long we need for a progenitor with a desirable Weapon, then a couple of hours of Murmur progression and then a Railjack Mission that will take at least as long as a Void Storm Mission, with more Players making it take longer rather than making it faster, for a reward of 1 to 4 Holokeys. Don't get me wrong, I love the idea of getting Holokeys for other Players' Sisters, as it would promote more CoOp Play, but I don't see that happening if the Holokeys per Sister remain so insignificantly few. If one was to get all of the Tenet Weapons after this addition, even if they did so in full 4 Player Squads, there's not enough Tenet Primaries and Secondaries to get the Holokeys needed for one Tenet Melee. 1 Holokey per Sister times 4 Playes times 8 Weapons = 32 Corrupted Holokeys. Cost of one Tenet Melee, 40 Corrupted Holokeys. Increasing this to 3 per Sister, so that it's equal to the new lowest Void Storm Holokey Reward but also more than the highest Reward when on a full Squad (3 per Sister * 4 Players = 12 Total, vs 10 from Veil Void Storms) would actually be decent, thanks to them being guaranteed drops. I would preferably have each Sister drop a total of Corrupted Holokeys equal to her Level, to promote some Risk-Reward and give us a reason to want them to Level Up. One Tenet Melee Weapon would still take getting a Sister, pushing her to Level 5 and doing the Final Confrontation with a full Squad of Level 5 Sisters, twice.
  10. It's fairly common but seemingly random. I've (mostly?) had it happen with the MOAs that fire the orange beam. The bug is that there's an invisible, un-iteractable MOA, just shooting at us.
  11. TYPE: In-Game DESCRIPTION: Galvanized Aptitude, Galvanized Savvy, Galvanized Shot and most likely Condition Overload as well, don't increase the Innate Elemental Bonus of Kuva and Tenet Weapons. REPRODUCTION: Use any Nemesis Weapon in the Simulacrum and pay attention to the Damage Numbers in relation to the CO Stacks and Status Effects. EXPECTED RESULT: More Damage OBSERVED RESULT: Not as much Damage. REPRODUCTION RATE: Every time. What follows is a block of text with my testing, numbers, math and educated guess of where the problem is.
  12. TL:DR Galvanized Aptitude, Galvanized Savvy, Galvanized Shot and most likely Condition Overload as well, don't increase the Innate Elemental Bonus of Kuva and Tenet Weapons. Ok, so, here's what's wrong: The math formula should be this: BaseDamage * (1 + GalvanizedBonus * Stacks * StatusEffects) Then any Elementals would add this: BaseDamage * ElementalBonus * (1 + GalvanizedBonus * Stacks * StatusEffects) Both of which could be summed up as: DealtDamage * (1 + GalvanizedBonus * Stacks * StatusEffects) Here's what I got by testing against Leapers, with my Rank 8 Galvanized Aptitude (+32.7%) Braton Vandal - No Elemental Mods Dealt Damage = 42 One Stack Two Status Effects Actual Damage = 71 42 * (1 + .327 * 1 * 2) = 69.5 Correct, just a rounding error Two Stacks One Status Effect Actual Damage = 71 42 * (1 + .327 * 1 * 2) = 69.5 Correct, just a rounding error Two Status Effects Actual Damage = 98 42 * (1 + .327 * 2 * 2) = 96.9 Correct, just a rounding error Braton Vandal - With Elemental Mods (Corrosive + Blast) Dealt Damage = 126 One Stack One Status Effect Actual Damage = 167 126 * (1 + .327 * 1 * 1) = 167 Correct Two Status Effects Actual Damage = 208 126 * (1 + .327 * 1 * 2) = 208 Correct Three Status Effects Actual Damage = 250 126 * (1 + .327 * 1 * 3) = 249.6 Correct, just a rounding error Two Stacks One Status Effect Actual Damage = 208 126 * (1 + .327 * 2 * 1) = 208.4 Correct, just a rounding error Two Status Effects Actual Damage = 290 126 * (1 + .327 * 2 * 2) = 290.8 Correct, just a rounding error Three Status Effects Actual Damage = 373 126 * (1 + .327 * 2 * 3) = 373.2 Correct, just a rounding error So it all looks correct up until this point. Here's where it gets interesting: Kuva Karak - No Elemental Mods, Innate 42.6% Heat Dealt Damage = 38 Two Stacks One Status Effect Actual Damage = 55 38 * (1 + .327 * 2 * 1) = 62.8 12.5% Damage Loss Three Status Effects Actual Damage = 90 38 * (1 + .327 * 2 * 3) = 112.6 20% Damage Loss Four Status Effects Actual Damage = 108 38 * (1 + .327 * 2 * 4) = 137.4 21.4% Damage Loss So it seems to be a problem with the Nemesis Weapons and I think I know exactly where the problem is. Instead of calculating the Damage like this: BaseDamage * (1 + ElementalBonus) * (1 + GalvanizedBonus * Stacks * StatusEffects) it calculates it like this: BaseDamage * (1 + GalvanizedBonus * Stacks * StatusEffects) + BaseDamage * ElementalBonus The Kuva Karak has 23 Base Damage. My Kuva Karak with its +42.6% Heat has 32.8% Heat Damage. It deals 38 Damage vs Leapers, so we can assume that its Elements have a total Effectiveness of 38/32.8 ~= 115.8%. So, taking the Kuva Karak, Two Stacks, Four Status Effects as an example: Calculating the Damage like this: [ BaseDamage * (1 + ElementalBonus) * (1 + GalvanizedBonus * Stacks * StatusEffects) ] * Effectiveness should give us a total Damage of: [ 23 * (1 + 0.426) * (1 + 0.327 * 2 * 4) ] * 115.8% = 137.3 which is exactly what we were expecting to get in our previous calculations of Galvanized Aptitude. Calculating the Damage like this: [ BaseDamage * (1 + GalvanizedBonus * Stacks * StatusEffects) + Base Damage * ElementalBonus) ] * Effectiveness should give us a total Damage of: [ 23 * (1 + 0.327 * 2 * 4) + 23 * 0.426 ] * 115.8% = 107.7 which is just a rounding error away from the damage we actually get in game.
  13. Addendum to this. Galvanized Condition Overload: I've started using them and I love their addition. They were the key to defeating the Nemesis' new resistance scaling. Using a Primary with a Secondary and Melee as its Status Primers is very enjoyable. It can be used to replace the base Damage Mods, which is great for Build Diversity. Please fix their bugs. Galvanized Critical Chance: I've honestly stopped using them since I realized that they lose all of their Stacks at the same time instead of ticking down, please fix. Gun Arcanes: I've gotten to use them quite a bit, mostly the Deadhead and Dexterity, with some Merciless use as well. I love their addition. Getting them has been much faster and easier than I expected. A bit off topic, but Steel Path Incursions are such a good addition. The first Acolyte spawn should happen earlier in the Missions, I've even finished Defense Missions so fast that they didn't get to spawn. They too can be used to replace the base Damage Mods, and maybe more when they hit Rank 5, which again, Build Diversity! Pairing them with the Galvanized Condition Overloads, makes removal of the Base Damage Mods a very safe choice for most Weapons. Deadhead is my favorite of the bunch. It's easy enough to get and sustain for specific Weapons, even on Steel Path. I love how it promotes Raw Damage Builds instead of even more DoT (Viral + Slash/Heat) Builds. Dexterity might be the best of the bunch. The fact that it gets started by Melee, which doesn't needs any kills to get started itself, makes it the best choice for any endless Steel Path Missions. Unless you're using your Melee as a Primer. It will shine the brightest in Vigorous Swap builds, especially if both Guns have R5 Dexterity Arcanes. It can also be used as a "Statstick" for Melee Builds, which is nice I guess. Merciless is fine. It too, like Deadhead, is extremely easy to keep up for specific Weapons and their builds, but I find it to be the most boring of the bunch. Maybe that'll change once I get its R5 Bonuses, which should be very nice for quite a few Weapons. After the past couple weeks of use, I'm even happier with these additions than I was on my original feedback post. I will reiterate my desire for more balance passes and buffs on Mods that see no use and have no real niche.
  • Create New...