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owendawgx

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  1. Title. Tested in simulacrum, electricity damage Exalted Blade against Ancients did the same damage with or without Corrosive procs (applied from a different source.)
  2. Well how about that. Maybe it'll be fixed before the skin is a decade old.
  3. Hey! It's still like this! This is a premium piece of content for the game! Please fix this!
  4. Title says it all. Beguiling Lantern provides a MASSIVE damage multiplier to your weapons, however this damage multiplier will not buff damage over time effects like Slash and Toxin procs, even if the initial hit was buffed. DoT effects from status procs are a huge part of our damage against higher level enemies, and this really reduces the effectiveness of an ability that is already wildly inconsistent thanks to strict line-of-sight checks. Please consider allowing the damage buff from this ability to increase status proc damage, and also consider reviewing Lantern so that enemies are not staggered out of the effect while being damaged/enemies are more consistently attracted to the Lantern when they are in range. Many times enemies will just break out of its pull for a few seconds for seemingly no reason, and the ability is extremely inconsistent unless you place a Lantern above enemies heads. Also, pets seem to actively pull enemies out of Lantern's attraction when they attack. Very annoying.
  5. I understand Chroma is not next up for a rework. In the meantime, after playing him to try out his new skin, I really think Effigy is surprisingly close to having more consistent utility. Namely, I think the breath fired by his Effigy should have 100% status chance (or at least scale up to 100% with strength) to ensure it can stack procs on enemies, and the width/length of the beam should be increased to allow it to hit more enemies at once. This could allow fun builds with things like Archon Continuity and toxin to strip armor, or cold/heat/electric to mass CC enemies. Other numbers on the ability could also be tweaked, such as the energy drain. You could also adjust the armor removal to be a flat reduction (200?) or a percent reduction additive with his third ability (reduce by 50% but gets counteracted by his Vex Armor.) But both of these things are in my opinion secondary to the actual issue with the ability, which is that it barely does anything. The status chance needs a dramatic buff, as does the width of the breath to be useful as a point defense tool. I should be able to throw out a cold Effigy on an interception point and know everyone will be covered in max cold procs when I come back, which synergizes with the recent changes to cold status. Obviously skills like his 1 are more or less a lost cause without a full rework or god's gift to Warframe augments, but I really do think small changes like this to his 4 would go a long way to improving his reception in the community and general utility in different game modes, similar to how Frost's multiple buffs made him dramatically more useful without requiring a total kit rework. Also, if these changes are made, adjusting the Effigy AI to prioritize spreading procs across a group rather than focusing down a single target would also be really nice, as the damage is unlikely to ever be enough to kill anything. Thanks :)
  6. Big agree, this isn't just a melee issue, but Exalted Melee in particular have it really bad this patch because, unlike most normal weapons' exilus slot, the melee exilus slot is actually really, really impactful.
  7. This is definitely an option as well, and I like your Tennokai suggestion, but I think having it only be on Tennokai heavy would still leave these weapons in an awkward place. And having just +follow through on a mod could work, but I think it still leaves classes like hammers in the dust because they're also abysmally slow.
  8. Definitely agree. Shouldn't be punished for investing powerful mods in a weapon.
  9. Weapon categories like Dual Swords (.5) and ESPECIALLY hammers (.4) have abysmal follow-through stats which bring their effectiveness down dramatically when compared to other weapon categories, for seemingly no reason. Dual Swords at least tend to have high slash-weight, which helps them a lot, but they will still struggle to be even remotely as effective as other traditional melee categories (Daggers, Nikanas) just...because? Follow-through was initially described as an answer to high-range melee weapons, but even categories like polearms have higher follow-through than dual swords, and more range! I don't think there's any reason for the game to just say "this class of weapons is worse, by a lot" to certain melee categories. Other factors feed into this, like lackluster stances. Having some weapon categories (like hammers) be specialized in high damage against a single target is BAD. Warframe is not that kind of game. There are regularly at least a dozen enemies on screen at any given moment in relevant content, the follow-through stat really needs to be addressed. The melee rework cannot be finished with just the addition of Tennokai and Melee Arcanes, stat changes and changes to melee stances are needed to bring these weapon classes to a competitive level. Please either increase follow through for weapon categories across the board (.7 minimum?), or grant all melee weapons 1.0 follow through on the first few (3?) enemies hit. Also consider giving a follow through stat of 1.0 to all direct contact from slam attacks, to give a niche build option for certain weapon categories with lower follow-through. For reference, at .7 follow-through (Nikanas) you do full damage to the first enemy, 70% to the second, 49% to the third, 34.3% to the fourth, and 24% to the fifth. This means dual swords are doing similar damage on the third enemy that nikanas are doing on the fifth. For reference, .6 follow-through is 1>.6>.36>.21>.12 and .8 is 1>.8>.64>.51>.40 Hammers currently have .4, meaning they do 1>.4>16% of their damage on the third enemy. This is on top of being the slowest melee category and being almost entirely impact-weighted. It almost feels like a personal vendetta against the category. Did one of you really not like that one Beatles song? tl;dr We shouldn't have weapons with follow-through stats that just don't work with the enemy density found in high-level missions. The update is cool but I'd really like to be able to use the Fragor prime or Nami Skyla prime without feeling like I'm making a mistake.
  10. Same here, halts all progress in the mission. It still spawns somewhere but you have to scour the whole place and get lucky. Sometimes a red marker appears but it just directs you back to the kill zone. PC
  11. I actually don't think it wipes the Radial Javelin buff anymore. At least it doesn't visually. But it wiping things like Warcry is already really bad and feels like it restricts helminth abilities a lot, when other variants of Excal don't have to get punished by their buffs being wiped every time they use operator.
  12. I don't want my Umbra to have the helminth abilities, I want to be able to use Warcry without it being tuned off FOR ME all the time for no reason because I'm engaging in normal Warframe gameplay. I do not need help surviving. I want to play Excalibur and experiment with different builds but they don't work because Umbra turns them off. Umbra doing things while I am in operator is a disadvantage because it disables helminth abilities.
  13. Wukong's Defy or Valkyr's Warcry (with the augment) seem like great subsumes on Excalibur, but are completely broken with Umbra. Non-founders shouldn't be punished with a worse version of the frame. Having operator turn off all your helminth abilities is a significant downgrade, especially in game modes like Void Cascade. It also makes builds utilizing the extremely powerful operator arcanes like Anomaly and Lockdown much, much more restrictive. Running non-umbra Excalibur is also a notable downgrade, as you're missing out on a lot of energy max and armor, both of which Excal needs as much as he can get for higher-investment builds. It's been years since the helminth mechanic was added. Please don't punish people who weren't playing the game a decade ago with having to use a weaker version of the frame or one that just straight up doesn't function with some builds because of this mechanic.
  14. Good for you, I don't know why you felt the need to keep arguing against me for no reason either. I'm advocating for a change I think would make the game much better and more enjoyable, you went out of your way fight against it when it has no perceivable downsides to you. Don't know why you did that lol. "Removing enemies from gameplay is disruptive" is a very senseless thing to say in a game where literally every action we take is for that purpose, and Grendel still does that. It's a matter of how many enemies are being removed. DE is certainly aware of this, I don't know why you aren't either.
  15. DE didn't say that an enemy cap of 10 was disruptive. They said the previous cap was. Which was 40. Stop trying to twist their words to suit your argument. And how do you know what players typically did with Grendel? He was one of if not the least used Warframe. I did that with him. In fact, you can go back and find videos of people making builds with old Grendel using Gara's Spectrosiphon augment for exactly that style of gameplay. Eat a ton of enemies, spit them all up in a pile surrounded by Gara's mirrors and watch 20 energy orbs drop. Though this interaction was eventually bugged to no longer work, and never fixed before his rework. Not sure if it works with new Grendel because the enemy cap is so low that I haven't bothered to test it.
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