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Buttaface

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About Buttaface

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  1. Lol, no. Don't even bother claiming you would keep Wisp's ult if you had an aimbot ult like Chroma's that applies -your choice- of status and allows you to keep using your weapons, or that you would take Wisp's ult over any of the exalted weapons in the game including Wukong's. WOF is arguably better because radial, less drain, and again, can keep using weapons while it's up. Only a fool would rather have Wisp's ult than Vauban's, a bad ult is not what makes Vauban weak. Wisp would be absurdly OP with Vortex. As for the "etc." there's Atlas, already mentioned that as a bad ult earlier in the thread... and that's about it as far as "etc" goes. But again, at least Atlas is allowed to keep fighting while the dumblers run around, and they do suck up some aggro. Wisp has a bad ult because it has weak damage compared to weapons, exalted or otherwise, is not radial, and locks her out from doing anything else.
  2. 9/10 troll, especially with the opening tense error. I LOLed, good one.
  3. Was headed to this subforum to make a thread on this and saw this one, so will add here. Old Io was one of the better defense maps in the game, a personal favorite of mine and many I've played with over the years. This was because of the unique "king of the hill" aspect that placed players at the top of a pyramid with swarms of mobs heading up the hill from all directions. The fun comes from seeing the swarms and moving back and forth across the hill to kill them and prevent them from getting to or significantly damaging the objective. Of course it wasn't particularly challenging in early waves, no basic WF maps are, but depending on player experience, gear and team composition, could get very interesting and tough past a certain point of waves. That map was one of the reasons I got hooked on your game. I believe many feel similarly. To be blunt, new Io is awful. It is atrociously bad. It inverts the pyramid and has all manner of unnecessary maze paths feeding mobs into the map. This hangs mobs. If this was intentionally done to slow things down, well it worked, and now the map is BAD. Slow, mobs hang, no fun. Played an arbitration on it last night, all agreed the map sucked, one player even left after wave 6 or so without bothering to stay four more waves for the reward. No one wanted to stay past wave 10 despite that the team was doing very well and could have easily remained. Please consider that just because a map is popular, an outsized number of players use it, doesn't necessarily mean that anything wrong is going on, but usually something right is going on. Over the years you have jiggered with many of the FEW really good maps in your game, and always negatively. Asteroid cave defense is a perfect example. Akkad, where mobs now hang in the halls, is another. Long enough, the point is that just because players apparently love a particular map and play it disproportionally doesn't mean any exploits are occurring or outsized gains. What it usually means is that many of the rest of the options available, raised platform defenses on Earth, Mars, etc., corpus raised platform defense, corpus "Ice cavern" defens that have always hung mobs, are so BAD that players flock to the better alternatives. Moreover, just putting a graphics person on reworking a map is not enough. It needs to have its spawning and fun factors tested thoroughly. Please consider reverting Io or at least redesign it to maintain some of its unique character. It is just plain bad now.
  4. Player with 3000+ hours gloating in no way invalidates OP's feedback on this MR test, which, in crystal clear terms a child could understand, claims the spawn rate is random and often too low... for them... their processor... their connection... their etc. Taking the newer player at their word, that they practiced extensively, they likely have a legitimate gripe. So I ran through the test and mobs spawned regularly as usual. Perhaps it is a connection, processor, card or other client issue. If so, then with the vast variety of connection and equipment qualities of WF players, perhaps the MR tests, or some of them that have mechanics such as this test, need to be tested under different qualities of processor, card and connection. This would not require many resources to do, and would be a legitimate request. Would be a far better use of time/resources than this or that next unnecessary UI change.
  5. I don't have a problem with the 4 fitting into Wisp's kit thematically, but it is objectively underpowered, one of the worst ults in the game, maybe the worst, even after the buff. Fine with this because Wisp is well-designed and powerful enough otherwise to support a crappy ult. But it could be fixed without OPing the frame. To preempt, the synergies available to Wisp's ult are available to any other weapons she might be using, which will do -vastly- more damage faster than the ult without spending energy. This is a fact and is not debatable. There is no way to build Wisp's ult so that it does more damage than average weapons, let alone powerful, well-built ones, and that makes it superfluous other than possibly a status applicator. Don't buy this? Compare a built out gas phantasma or ignis hitting mobs debuffed with Wisp's "3" and enhanced by the pods to mobs hit with the ult debuffed by the "3" and synergized with the pods. The weapons win convincingly, it's not even close. Again, no debate possible. The reason this is an apt comparison is that Wisp ult is a beam weapon that really doesn't do anything else, so without more, it should be compared to other weapons. So given the extremely high energy drain, the stagger and its objective dps inferiority, why ever use the ult? Looks cool? How to fix. 1. Remove the stagger and aftercast entirely. 2. Triple the speed of the initial casting animation. The beam should come on instantaneously when "4" is pressed and turn off just as fast sans any aftercast effects. 3. Give it 100% Rad and Heat status on things it hits. 4. Half the drain. Then at least it can be a decent status applicator CC with -some- damage attached and not at the bottom of ults in WF... where it is now. It will never be a room clear AOE cheeze power because it isn't radial, so could be enhanced in these ways without threatening to become the next OP AOE cheeze button press. Edited 7 minutes ago by Buttaface
  6. I don't have a problem with the 4 fitting into Wisp's kit thematically, but it is objectively underpowered, one of the worst ults in the game, maybe the worst, even after the buff. Fine with this because Wisp is well-designed and powerful enough otherwise to support a crappy ult. But it could be fixed without OPing the frame. To preempt, the synergies available to Wisp's ult are available to any other weapons she might be using, which will do -vastly- more damage faster than the ult without spending energy. This is a fact and is not debatable. There is no way to build Wisp's ult so that it does more damage than average weapons, let alone powerful, well-built ones, and that makes it superfluous other than possibly a status applicator. Don't buy this? Compare a built out gas phantasma or ignis hitting mobs debuffed with Wisp's "3" and enhanced by the pods to mobs hit with the ult debuffed by the "3" and synergized with the pods. The weapons win convincingly, it's not even close. Again, no debate possible. So given the extremely high energy drain, the stagger and its objective dps inferiority, why ever use the ult? Looks cool? How to fix. 1. Remove the stagger and aftercast entirely. 2. Triple the speed of the initial casting animation. The beam should come on instantaneously when "4" is pressed and turn off just as fast sans any aftercast effects. 3. Give it 100% Rad and Heat status on things it hits. 4. Half the drain. Then at least it can be a decent status applicator CC with -some- damage attached and not at the bottom of ults in WF... where it is now. It will never be a room clear AOE cheeze power because it isn't radial, so could be enhanced in these ways without threatening to become the next OP AOE cheeze button press.
  7. Neon green Hildryn, Yellow Komorex, Pink bob-eared kavat. That's what you want to be standing next to in the fashion frame contest for the judges to compare your frame to. Sounds hideous too, obviously from the "Simulor School of Fingernail Chalkboard Foley Arts." Everything about it says DE trolling, even the name. Is it a sniper rifle? or the safety material they make prison food trays and shoes out of to keep inmates from beating each other to death? Couldn't possibly be sincere. Just look at it, like a Harpak with a boner. 8/10 troll. So how to play it? Obviously on Wukong in PUG missions, kill yourself over and over with it needing rez, each time say, "WTH is shooting me? Someone in my clan told me Wukong was immortal, but I keep dying and dying anyway. Is there some trick to it?"
  8. Self damage is extremely useful in WF to help me determine very quickly whether to use a weapon or never touch it.
  9. Seemed OP was saying something like they removed pipe grinding behind Fortuna as a lvling method, just checked and they did not, so phew!. Lvling and rep gain is fine as is currently, one of the easier rep grinds in the game. As to functionality, they could add a fast travel function that lets you autopilot swiftly free of aggro to any Loc Pin you have placed on the map once "Logical" is achieved and not make this available to AW. They could add a "Luck o the Vent Kid" X minute drop/affinity/x booster-buff once Logical and do Xk worth of trick affinity. There is lots of potential for short duration buffs that the frame/operator get after doing X amount of tricks/affinity. The K Drive dmg mods are currently not useful and need fixing. Make them fields around the KDrive that do various things tied to trick affinity. This would be vastly more resource efficient than all the work required to use weapons or frame/operator abilities from them.
  10. Mesa and Saryn, strong and useful for several things, not just one, including 1. Killing things a second or two before they would have been dead otherwise; 2. Being at or near the bottom of the team utility list; 3. Contributing to the atrociously bad general player skill level in WF by encouraging players to learn only AOE cheeze instead of aiming, map awareness, parkour, cooperative team tactics; 4. Keeping tryhard and terribad money flowing into DE coffers. To the actual topic, opinion star-ratings of some of the more recent frames, ratings do NOT account for "fun factor" or fashion frame preferences which can make any frame a 5 or 1 in the eye of the beholder: Gara 5 star, OP prenerf perfect after. They even figured out how to make the 3 half-decent via augment. Harrow 2-3 star, could be higher with some mechanic reworks allowing team kills to contribute to fueling his skills and a large casting speed buff. Khora 5 star, example of DE rebuilding a frame the right way after release Garuda 2 star, pylon healing and slash procs is rather low on utility, and what else is there going on here? slowkill? Meh. Baruuk 1 star, what freaking game was this designed for? surely not this one Hildryn 2 star Wisp 5 star ult is still BAD after buff, but rest of the frame is "Dr. Manhattan."
  11. You should experiment with it more. It is extremely powerful in combination with fast weapons that proc high dmg per tic procs, especially fast condition overload melee. TTK with such weapons is not quite as fast as Saryn 3-1-4 TTK, the fastest TTK I have found on high level armor, but not far off...and it's a radial blind too. After more hours of simulacrum and missions yesterday, I believe Wisp shock mote/surge TTK on higher level armor surpasses high str Rhino Roar, Nezha disc, Banshee Sonar, Ember F Accelerant, previously the close second tier behind Saryn in terms of TTK buffing. Haven't tested some other buffs, M Prime for example. Wisp's 3 is plenty powerful, especially for a frame with so much support and utility. A few of the better weapons among many tried include gas Phantasma, Ignis W, Glaxion V, Synapse with Hunter Munitions, hybrid BR/CO gas/slash zaw, very many possibilities. Enhanced by Surge, Well-built and equipped TTK on 8 packs of live, firing 165 gunners is well under 10 seconds... with -gas- slash melee. To repeat... -gas- melee... on 165 armor. And the wisp, unlike other frames, takes little/no damage due to the mote and surge CC. Slow weapons? Not a good choice for synergy with Wisp 3. Back to the topic, the ult remains underwhelming and way too energy intensive given its damage. Sure, you can use the synergies to buff it, then spend all your energy killing slowly and get staggered... or kill whole packs of very high level stuff in seconds with some of the weapons mentioned above while spending 0 energy. At present it's like having a weak radiation/heat option in the weapon kit for funsies. Not a good ultimate, one of the worst. As stated, fine with this as the frame is extremely good otherwise. Nothing is perfect and the frame would be even more OP with a very strong ult.
  12. Agree with the above. Have noticed people complaining ingame in error sometimes about the shock mote hanging up mobs in missions. It doesn't do that any more than maim, miasma or half a dozen other aoe CC, and does it less so than lots of CC. Mostly, some of the -maps themselves- have a tendency to hang up mobs (Looking at you raised platform Earth, Mars, etc. defense tiles, and at some point in time Akkad tile started hanging up mobs) and those MAPS need to be fixed.
  13. I like Nezha also, need to play it more as the rework was great. Not to be rude, but you simply don't have enough experience on Nekros or Nekros P to make some of the assumptions and claims that you are making above. 1. Nezha requires energy expenditure to generate health orbs, and unless Nezha does nothing but stand around and press "2" in a perfect storm map/team for it, that Nezha will generate more health orbs than Nekros is simply not the case, not even remotely close. Nekros is always generating health orbs and will generate -vastly- more of them than any other frame in the game as a matter of fact and not opinion (even off dead shades if for some reason the team isn't getting enough otherwise... but they always are). Nekros, for example, will still generate orbs in a large radius from mobs killed by AOE of Saryn, Volt, Mesa, Equinox, Mag, Banshee, Ember, Gara, Frost, Octavia, Khora, etc. Nezha will not unless they were hit by the disc first. Same for energy orbs. And Nezha doesn't hork up extra ammo, resources and mods/endo WHILE filling the map with health and energy orbs automatically. Finally, Arcane Pulse, very powerful on Nekros due to the preceding facts, is not nearly as powerful on Nezha. 2. Turning to the kit, Nezha's 1 is an OK low level skill for killing trash, I'll take Nekros augmented 1 that comes in handy constantly in mid or higher missions and pugs, especially now with Magus Repair to heal up insta rezzed teammates fast. It allows me to run Naramon for very high combo while having pocket Vazarin via Soul Survivor also. Nezha's "1" is essentially a weak Dispatch Overdrive on the melee weapon (Nezha's 1 should not be speed capped IMO as a side note), and that makes Nekros plenty fast, wouldn't want to be any faster than 2.1 or so sprint speed, especially with Volts and now Wisps in lots of missions. Nezha -can- perma channel using zenurik, but if using naramon for the fat combo preservation, becomes sketchy. Also prefer Terrify over Nezha's disc toss. At levels high enough to need extra damage on disc-hit mobs, I find the immense CC and a bit of armor strip of Creeping Terrify more useful. It is essentially a pocket slowva -ult-, hugely underrated skill that I would recommend all Nekros players consider instead of SOS. Nezha's 2, esp combined with Nezha's 1, is nice CC as well, but nowhere near as powerful as Terrify due to not being radial. Turning to comparison of the third skills, I can't remember the last time I went down on Nekros, and without even using the 4 or SOS regularly for years... other than getting sliced by laser noobs in void defense. In a game with Adaptation, Rolling Guard, Health Conversion, Arcane Guardian, Arcane Pulse, and now Magus Repair, etc., I'm just not experiencing any (non boss fight) threats that would require Nezha's 3 in anything that takes an hour or less including arbitrations, kuva survival, sorties, void endless, high bounties, toroid farming, and I'm not going to play any single session of any game longer than an hour these days. It's nice, but superfluous. I regularly solo arbitration survivals to 30 minutes or so on Nekros with no survivability issues at all, and could probably go much longer if not for sheer boredom. Finally, frankly would take Nezha's 4 over Nekros' 4, given the choice, but only by a slim margin given all the CC immunities in certain parts of the game now, and how Nekros 4 can administer lots of team benefits and CC on its own. 3. Nezha got a really nice rework, and that is the only reason it's remotely close to Nekros in power and especially team utility. Lots of frames have not gotten reworks, despite dire need, which grounds my opinion that Nekros is fine and way down the list for a rework.
  14. Yep, states, not Fed, are the proper locus for such laws. Empty saber rattling regardless of what "butmuhbillsez!"
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