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TheSixOfDiamonds

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Posts posted by TheSixOfDiamonds

  1. While I don't know about "weak", the Vaykor Hek has always confused me. If you have access to it, you could have +100% Multishot and the Justice effect on a normal Hek. All the tset building I've done on the Warframe Builder site has the base Hek + Syndicate mod outclassing the side(?) grade Vaykor.

    Also is Tetra any good with Rivens? Mine's been gathering dust since they added the Ricochet mod.

  2. 1 hour ago, AdunSaveMe said:

    I can't agree with this at all. There was no "flow" - there was animation-locked combos with unreliable and awkward inputs that could not be mixed or recovered. Perhaps you don't have a "rhythm" because you haven't given yourself time to get used to the new system.

    While you may be right about not giving it time, those animation-locked combos let me, in a very literal sense, pull Right Trigger (because I only melee with a controller, just like it better) in a repeating pattern until I got bored. With the new system, I just don't get that, maybe because all my old cues are gone, I don't know, but it just feels off. Like I'm just mashing so it doesn't cut the combo off. This is an "initial impression", but it was not a good one. May also be being harder on it because all my old favourite combos either don't exist or require all the buttons now, which is probably unfair to the devs.

    Oh and yea, the old inputs were awful for a lot of stances. If it had conflicting combos (like a forward and a pause combo separate), I either didn't bother or just hoped the forward one was good.

    1 hour ago, vaarnaaarne said:

    Just about everyone who "isn't happy" is one of those people who has the absurd notion that being able to deal more than a billion damage in one spin2win was in any way balanced, and/or that endless to over three hours was "endgame." When they try to pretend it isn't about that, the giant post is just a dishonest trojan horse for "pls let me deal a billion damage again."

    False, especially here. I hate, no, utterly despise memeing strike. I don't want, as you put it, "a billion damage". If you notice, I rarely run anything over lvl 50. I'm not saying anything like what you're on about. i wouldn't blink if they just gutted spin2win, just like I didn't blink when they finally brought Covert Lethality down. I just want my melee to feel satisfying, and to be able to take what weapons I want. The only time I mentioned Blood Rush (though really, maybe it should have been Body Count), was because of the infinite scaling crit. Which originally made anything with (I believe) 15% crit chance usable for most missions, namely because it scaled so quickly. I don't care the behind-the-scenes way Blood Rush was nerfed, and I never used Condition Overload because it seemed like too much work.

  3. Since Nightwave just gave me an excuse to attempt a dedicated melee run, I can now say with a degree of certainty I'm not a huge fan of the new melee and why. Tested with Sigma & Octanis in a proper mission, and tested other stuff in Simulacrum (against a few lvl 50 Elite Lancers, maybe a Trooper, and a couple Heavy Gunners).

    Combos:

    Spoiler

    EDIT: [RESCINDED] After you guys said I was full of it with the flow of the combos, I grabbed Galatine Prime with Tempo, and you were right. Must have been missing something with Final Harbinger, or something. Tempo still gives cues as to what's up with the combo, I suspect it was something to do with the fact I used more than one combo with Tempo and only ever one with Harbinger. I am not above admitting I was wrong.

    I am conflicted on where some of my old favourite combos went. Most seem to be Block+Forward+Attack, but the part that made them so fun (the "flow" (I really dunno what word to use here), especially Atlantis Vulcan's "propeller combo" and Judgement's "Slash, uppercut, repeat" combo) is absent. Others have been split into other combos, and that's fine.

    That being said, I'm very, very grateful some of the more "why" combos have changed. I'm looking at you, Swooping Falcon, and your "move left" combo. The old "move backwards" combos weren't difficult to execute, it just always felt weird considering the pace of the game. I also thoroughly enjoy the new Claw combos. I think it's Vermilion Storm that felt the most improved, but all around the Claw love was nice.

    Damage Changes:

    Spoiler

    Many people have already said my take here, the "buffs to all" was a lie. If it wasn't a pure lie, it was very close. At best, a half-truth. Other threads have covered this, so that's all I have for that segment.

    However, I do love the fact i can now justify taking a Longsword to most mission ( I run sub-50 most of the time, unless I see rewards I want or need Axi Relics, can't run Arbitrations cause I can't be asked to clear the Star Chart) Prior to Melee 3.0, I would look at my Nikana (be it Dragon or now Prime), and the next best sword for the draw-slash-sheathe. Now I like my Longswords as much as my Claymores, but I like saving the big stuff for things that need it (or survivals), and it was very diffucult to justify taking any of the Longswords when the Nikana was just better most of the time. They had near identical builds (say, Prisma Skana and Nikana Prime) but the Longsword was purely inferior. Hek, even my Zaw that I built to be a "better Longsword" couldn't compete. Now, I can grab almost literally anything in my melee pile and it will work, I finally dusted off Dakra Prime and used it as my quick slash while levelling guns. Because now the similar damage makes it more cosmetic (sword & stance) than numerical. Yes, I'm aware that my Fragor Prime, Galatine Prime, and War (and other heavies) are the "numerical best" but again, I like saving those for when I need the damage, and my Dakra Prime basically melts anything under level 50 in a few swings now ( at least that I've tested on, didn't try a lvl50 Bombard, but the Hvy Gunner went down easy)

    Combo Counter:

    Spoiler

    You knew this was coming, and yes, I hate it now. Not for it's interaction with Blood Rush, or the fact that it ramps up differently, but for the fact it's a resource now. Now, I don't play a lot of games where the combo counter does something other than give bragging rights... that I'm aware of (Soul Calibur and DOA have been the only fighting games I've ever played enough for it to matter). To my knowledge it just.. counted consecutive hits. Now when Blood Rush first landed, it was like a second wind for melee for me, it's why I care about melee. The fact I had access to infinite scaling damage that felt tangible (it's probably always been there, but BR sealed it for me). Now, because Heavy Attacks drain 100% of your combo counter for reasons, and my Zenurik passive that specifically adds "Heavy Attack Efficiency" does absolutely bugger all to let me keep any Combo Multiplier just bugs me. The new system is exactly what I was afraid it was going to be when it was announced.

    Heavy Attacks:

    Spoiler

    Generally speaking, I'm not a fan. The thing about channeling was that you couldn't justify mod space for it (though I hope some people who are good a math could find a way), except Life Strike. Life Strike was just a no-brainer, especially on Rage builds or with Heavy Weapons. I never ranked mine up, because 5% of 1,000 damage from Scindo Prime or Galatine Prime was just enough to keep me topped off. Now we have a windup attack that I can't justify mod space for beyond Life Strike, that also half-punishes us for using it via a combo counter reset. It just doesn't work for me, it's literally a nerfed Channeling.

    Blocking:

    Spoiler

    Now that we have manual blocking back, yay! All in all I love the new blocking. We get 100% blocked at varying angles based on weapon type, and we get auto-blocking if we had to stab an annoying Butcher off to the side while shooting the Bombard downrange. This might be the second biggest highlight of the changes for me.

    Mobility:

    Spoiler

    Well, it's not gone, but outside the "block+forward+attack" combo it definitely doesn't feel the same. At least for that one combo we get a fair chunk of movement.

    Anything I didn't mention here has been said, possibly many times by many different people in various levels of politeness. I don't know if I will try dedicated melee for the foreseeable future, and that makes me sad.

  4. I was (and still might) gonna write something like this after I dusted off my favourite melees from pre-2.9, but this sums up everything I could have hoped for, better. Thank you.

    Also would like to add a positive: Longswords are actually justifiable as a "quick melee" weapon now. At least for what I run, though I Simulacrum'd vs lvl 50s to be safe. Before 3.0 I could not in any way justify bringing any longsword (even my Zaw, with it's hefty base crit) because they just lacked base damage. I had been using Scythes and Nikanas for the quick 2 or 3 hit combo to dispatch light enemies that got close, so i could focus downrange. And I had also built these weapons to the same spec, my Prisma Skana and Dakra Prime have near identical builds to Reaper Prime and Nikana Prime (even Galatine Prime follows the trend), so the higher base damage for heavier weapons just outclassed the longswords.

    And a small personal negative: Most of my faovurite combos have been dissected into stuff I have yet to see ifI can pull of reliably. Like Atlantis Vulcan's nunchaku-propeller and throwing my scythe at things from Reaping Spiral..

  5. I've always loved the Latron line, but the only thing I've ever actually had issues with is the zoom. When I begrudgingly sacrificed it for a Tiberon (back in Ash Prime access land), the lack of so much zoom was so refreshing. With PoE and Orb Vallis there are places to enjoy the zoom, but ostensibly I'm hoping to get a -zoom riven for it some day. Especially since the Prime reminds me of a favourite rifle from another game (the VSS from S.T.A.L.K.E.R. to be precise).

    • Like 2
  6. It should be bound to Fire Weapon while in melee mode. I have an Xbox controller just for melee runs, to the point I don't have reload bound on it. If memory serves, when you switch it should translate Fire Weapon into Melee attack, though your combos will still use your Melee Attack icon (say, Q for me).

    If it isn't behaving, though, I can only hope you find a solution.

  7. 32 minutes ago, LSG501 said:

    There seems to have been some things 'reset' in the settings.  Might be worth checking the mouse speed is still the same as before because I can't say I've noticed any difference with the aim movement.

    It's not reticule that's suddenly standing out, it's frame movement, like WASD (or arrows, or w/e). Reticule movement feels fine.

  8. If this is an attempt to force or "encourage" me to use mods like Spry Sights, stop. For a game that moves very quickly, why do you insist on reducing me to less than a casual stroll so I can aim?

    We were slowed before, but it kept pace with the game, now it's glaringly slow. The new Exlius slots are supposed to be a use for unused mods, don't try and "encourage" players to use specific ones by making something like aimed movement speed appalling.

  9. 22 minutes ago, Jiminez_Burial said:

    I agree with basically all of it except for one point. 

    Your comment on Ayatan/Mod RNG.  Ayatans are plentiful and since you know it's a possible 'challenge' for NW you can just keep 3-5 of them without stars.  As for mods... the index exists.  And if you don't want to solo that then just run some missions in the void and break containers.  In a 5-8 minutes syndicate mission where I'm breaking the containers (so it's easy to see on radar what are medallions) I get an average of 2 rares a mission.  That's not a lot of time in order to complete the mission, and if you don't want to do the entire challenge this way then just play normally until 1 day before weekly reset and then head to the void to finish it off.

    I know, though it would be nice if mission reward (like from Survivals) counted towards the Rare Mods. It's a small tedium that's fine unless I have to specifically run it. Then it becomes a very small annoyance. Ayatans you can even stockpile 1 every week, if you aren't trying to just find them kicking around in missions.

  10. I was originally going to post this after Series 1 but forgot. I will have my feedback on that (that hasn't been addressed, or is still relevant) in addition to the overall feel of Nightwave, and Series 2 specific stuff. For reference, I play mostly solo, occasionally I'll pub it with Oberon or group with some clanmates (when they are actually on)... and I guess I'm technically a "Vet" if that matters. Also a lot of my criticisms come from the inability to opt out at any point in a series, I will explain where relevant.

    Overall:

    Spoiler
    • Cannot get Nora to zip it. this is less relevant now that she has more lines, but she still grates after a while. Especially her "reptile backbrain" line.
    • Cred rewards are very "meh". While I understand not everyone has all the cosmetics for their frames of choice (or all of them if you want all of them), I have a suspicion that those of us capable of getting a surplus of Series Creds are going to quickly not need those rewards. The 10k Kuva is nice if you reroll Rivens a lot, Potatoes are okay since new weapons are coming out all the time (but depending on how "vet"  you are, you probably have a stock from Lotus Alerts and/or Invasions). All or most of the remaining rewards are "buy once and done", Helmets, weapons, camo, once you have it, you just have it. I would greatly appreciate more Series Credit "sinks", stuff I can buy in bulk and justify.
    • Stories are great, so far 2/2 in stories loved.
    • Unable to opt out. I hate this in premise, but allow me to elaborate. With Alerts, I only did what I wanted, Nightwave forces the challenges (many of which I can achieve passively/unintentionally) and enemies onto me. The only way to avoid it is to not play the game, which is the exact opposite of what I want to do. I still want to run full "levelling" loadouts and be left alone by random baddies dropping in. Running Archwing exclusively only partly avoids Nightwave, some challenges will still happen. Why does this matter? One, because lackluster credit cashouts, and 2 because after a certain point I either end up not wanting to gain standing or I'm tired of fighting the series baddies for whatever reason. I just think being able to say "got what I wanted, was fun, might be back" would be great.
    • Challenges are much better now than at start. The RNG of some of them is annoying (Ayatans and Rare mods come to mind) but the breadth of "challenge" is nice. Some are beyond trivial so you can get something by the Series's end.
    • Enemies need more flair for arriving, just some flashing markers (that aren't visible while aiming) or a 2s transmission was not enough to warn me that guys had just joined the fight.

    Series 1:

    The Wolf:

    Spoiler
    • He really wasn't a threat.to me in and of himself. He was a tanky pain and that was about it. I first encountered him in a Survival on Eris, and had missed his howl. I had to let him kill me (was running Oberon, and I was potentially healing faster than he could injure me). The fact he was de-tanked 3 times is telling how tanky he was out the gate.
    • His adds being invulnerable. I generally don't like invulnerability for enemies in general, nevermind invulnerability on the biggest threat in the room. Yes, I know the fight would have been easier if you could nuke his support down first, but then again he could've had the ability to summon more instead of them being invulnerable. Running around emptying clip after clip into something and it just not dying because of how tanky it is, is bad enough. Doing it while having to avoid invulnerable adds is just a bad experience.
    • Couldn't strip his armor. If I can strip the armor off Lech Kril (and maybe Eidolons, but can't confirm that), why am I being shoehorned into using a damage type I rarely use? Why should I be forced, in a game with many approaches to a given problem, to use a single damage type or run out of ammo? He's just an ex-con, not a literal Sentient.

    Fugitives:

    Spoiler
    • Holy firebombs, Batman. At first I thought these guys weren't bad, then I got to watch my health vanish on Mesa via fire procs. One proc could eat most of her health through Shatter Shield at 95% reduction, so I feel really bad for any new players that got hard nuked by this.
    • This is subjective, as I rarely run Capture missions, but it felt like it took aaaaages to capture these guys. With the aforementioned fire procs, and being unable to dodge whatever else was in the level, it was... not fun. Again, dunno if they used the same capture duration or not.
    • Because of when the "start" of the firebomb throw animation/trigger was, I repeatedly got firebombed by guys who made no arm movement, and were downed as soon as I saw them

    Series 2:

    Zealoid Prelate:

    Spoiler
    • In spite of his invulnerability phases, I genuinely enjoyed this boss. My only criticism of the fight itself is the lack of rewards, just a weapon. Can't say if it's good or not yet, no weapon slots atm.
    • Was kinda tedious to get Zealot codes, but I am also fussy about invasion missions when I'm levelling gear... and also in general. Probably isn't bad for most people.

    Special Derelicts:

    Spoiler
    • Really fun due to new enemies. Even if the new zippy Infested was a nuisance, the overall experience was good.
    • Minor downside, depending on priorities: these missions also drained codes used for Zealoid fights, only a minor downside

    Zealots:

    Spoiler
    • Someone ate their Wheaties. Even scaled to a node's level they punch above their level by a noticeable amount. Not sure if it was a function of rapid-fire or what, but they consistently would appear and, as soon as I was in range, deal easily 2x-3x the damage of anything else in the level. I botched the only time I tried testing (using Iron Skin), so I cannot confirm my suspicion.
    • Spawned far away, and frequently far apart. In one case, they didn't even come to fight me. If you wanna drop an enemy in, please at least have them wanna fight.
    • Invulnerability... *sigh* this time it's a case example of why I haaaate invulnerability on premise. Combined with the no-range-limit on the Herald's ability to make them invulnerable, the fact they were invulnerable until you hunted down the Herald (who could be 200m+ away from the rest of the bunch), it was awful.

    That's it, my complete thoughts on Nightwave to date. Count me as "neutral" on anything I didn't expressly mention. I hope this is readable enough.

    • Like 1
  11. 16 minutes ago, GnarlsDarkley said:

    It is shields. I never said anything about not draining shield. I am just laughing about recommending Redirection. And on top on a frame who cannot even make huge profit off it.

    Mods are % based...so Volt would be better, not to mention Hildryn. Or skip shields like I said and run an Inaros. Where there is no shield it drains HP

    I mean, my RhinoP is at 1200 Shields, which is more than enough with the combo I mentioned. And yes, I know it's % based, though I didn't know it drained health if there were no shields to begin with. Zephyr might be another alternative.

  12. 1 hour ago, GnarlsDarkley said:
    2 hours ago, TheSixOfDiamonds said:

    Rhino with Redirection

    :crylaugh::crylaugh::crylaugh::crylaugh::crylaugh::crylaugh:

    Last time I bothered running a Star Chart Hijack it worked fine, though this was a while back. Does it not drain shields to power the thingamjig anymore? If it's energy instead of shields, literally any Rage/Adrenaline build will work. The whole reason Rhino + Redirection worked worked was a simple Guardian on the sentinel to refresh shields, and Iron Skin to do well... Iron Skin.

    EDIT: according to wiki, still shields

    "The objective will siphon power from a player's Shields in order to move, stopping when no shields are available, either when the players' shields are fully drained or when no players are close enough to the objective to siphon power. "

  13. As a primarily Solo player, I agree and disagree with you.

    1) Eventually you will be able to pick frames that can cheese these no problem. Rhino with Redirection makes HIjack hilariously easy. Nekros (and Excalibul iirc) can cheese Interceptions. It generally kit that makes a difference.

    2) I did the same thing to skip Spy missions, so some kind of alternate would be cool for most nodes. Back before the Star Chart got ultra-reduced, I would plan paths based on how many Interceptions and Spys I could avoid.

    3) While I know we're not alone in this, there exist people who don't mind exploration. We're just a minority. Personally I just kinda plod towards objectives, neither going particularly slow or fast, just whatever the frame's non-sprint speed is.

    4) Occasionally Solo player do get mentioned, but generally the game is catered towards the majority (or perceived majority) that is multiplayer co-op. It's how the game is shilled.

     

    • Like 1
  14. 14 minutes ago, Steel_Rook said:

    Far as I'm aware, the Gas Status Effect deals Toxic damage for some reason.

    Gas is... complicated. I dunno how used it is, but the wiki shows why I use it for direct damage procs.

    15 minutes ago, Steel_Rook said:

    On topic: The issue with the Emissary enemies is the same as with the fugitives and with Wolf - they're a substantially more powerful enemy than what's found in the rest of the mission and can often mean game over for unprepared, newer players. I already lost one friend over Nightwave Season 1, because he kept getting Fugitives he couldn't kill in his missions, so he stopped playing altogether. You can blame the player if you want, but I personally feel that random for-no-reason difficulty spikes are not conducive to a fun experience for most people. Sure, the Emissaries aren't NEARLY as bad as Wolf, the sandbag with a gun. His appearance basically turned into a "quit and restart" event for my own group of friends. Emissaries are still killable, at least if they don't spawn 300 meters apart.

    Also, all of this. Just all of it. The precedent set by Season 1, that is continuing is not great. They "de-tankified" Wolf, what 3 times and he's still spongy as heck? The fire procs from the Fugitives and the Zealot damage are not fun. At best, they're irritating, at worse... well, what happened to your friend. Hope your friend is having fun elsewhere.

  15. 3 hours ago, Uhkretor said:

    Not exactly sure, it may have some physical damage component to complement its natural Toxin effect... Unless its a "physical version" of Torid, which only deals physical damage, and it only damages with Toxin if it procs.

    Which still leaves my original point. If they scale to level range, they're punching much higher than that. If with 95% damage reduction they can delete over half of my MesaP's 1150-ish health in one burst, at lvl12-17, when the only enemies coming close to that are Bombards (and even they aren't hitting that hard). And this is compounded by the fact they just show up. If you are aiming when they spawn you can just miss them coming in. 

    And with the OP specifically addressing newer players, while I can (with most of my frames) still recover and either stun, nuke, or heal (or some combination of), a newer player may just be nuked seemingly out of the blue. And you can't really avoid them and still play the game. They show up in literally any node, bosses and syndicates included. The only way to avoid them is to not play.

  16. 22 hours ago, Uhkretor said:

    they now match the level range of a specific node

    They do? I must say, while I was still wrapping up, the level may have matched, but they were punching above their weight, so to speak. Sudden burst from their Torid and I was suddenly about half dead... in a level 17 mission... with an Umbra kit MesaP... through Shatter Shield.

    And I do agree, Zealots are, shall we say a pain in the :clem:

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