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Jimmeh420

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Posts posted by Jimmeh420

  1. I know that movement chaining needed to be heavily nerfed but did you really have to go about it this way? Could you guys come up with another way to remove movement chaining? Bullet jump, void dash and then switching back to your frame before you landed was a nice combo. It felt so smooth and even set you up for Zenuriks energy regen circle if you took it.

  2. 42 minutes ago, [DE]Megan said:

    To reduce unintended Transference movement chaining, one can only use Transference once after a jump and must land before being able to use Transference again.

    Could you guys come up with another way to remove movement chaining? Bullet jump, void dash and then switching back to your frame before you landed was a nice combo. It felt so smooth and even set you up for Zenuriks energy regen circle if you took it.

  3. So a few things:

    - Make his 1 a bit more consistent. It's a great ability but still lacking a bit of consistency. I feel like there is too much time between each barrage.

    - His 4 should summon tentacles which seek out enemies and slam the ground which knocks them down. Keeps his decent CC while removing the annoying part of enemies flailing around. Besides, it makes no sense for tentacles to impale enemies. It should either be holding them up by wrapping around enemies or slamming the ground.

    - I really wish you wouldn't work around Undertow. It's possibly the most annoying and boring ability to use. I'd recommend a new 3 and possibly a new 2 as well by moving his 2 to his roll.

  4. 25 minutes ago, SenorClipClop said:

    That is good. That is very, very good. It's really not supposed to be on par with EV in any way, since Trinity cannot apply CC and cannot grant the team +200% bonus Critical Chance. Harrow is an offensive support, so he's not allowed to have anywhere near the same restorative effects as our dedicated restorative support, lest she be made utterly obsolete. If you want piles of energy for no effort at all, we already have a Warframe that can do that for you.

    BUT she can give instant heals and 75% damage reduction whenever the F*** she wants within 50m. She can refresh it as well. Tell me. why the hell should Harrow have to put in more effort in order to get much less result? How the hell is that fair? It would be fair if Trinity also didn't have all this other crap in her kit. Why can't my change of allies kills giving a small amount of energy restore but Harrow's kills giving the current amount be brought in? He still wouldn't be comparable to her in energy restore but I would be happy with him because I wouldn't be screwed by my team thrashing the mission. Let us assume that Harrow gets 25% of the kills. His energy restore is still nowhere near Trinity's and that's not including the time you spend charging up Thurible and spent in his 2 and 4 animations OR allies going out of range. He still is nowhere near Trinity and keep in mind that she has her 4 and even more damage reduction and proc immune from her 3.

    Also, don't even talk about making Trinity obsolete. Harrow isn't going to do that even with my beforementioned buffs. Please don't embarass yourself.

     

    17 minutes ago, SenorClipClop said:

    I really hope you're not trying to downplay +200% Crit chance to all allies within 50 metres. Do you understand how strong that is? Please don't embarrass yourself.

    He didn't say the buff is bad. He said he only consistently gives 1 buff. 1 consistent buff as a support is a joke.

  5. 27 minutes ago, That1Cactus said:

    I believe the words "getting those kills" shows that I am fully aware that you need to kill to get energy. Though I'm speaking from personal experience I've been seeing teammates gaining the energy benefits from their kills and headshots when I miss my shots(none using any energy restoring based weapons/power/equipment). Also if you have a problem with a frame being "locked" behind casting animations then you're probably not gonna enjoy Banshee, Hydroid, Inaros, Limbo, Loki, Rhino, Trinity, or Zephyr (and some others I've probably missed off the top of my head) because they also have clunky animations on their abilities that could be considered a "hindrance"
    If anything from this you need to play him even more so you can get used to his abilities and gain the skills to make him effective which I've personally had no issues with since his debut.

    I can guarantee that only Harrows kills restore energy. I know because I've tested it and that's how the ability is supposed to work.

    Those frames with casting animations? 1. Their casting animations aren't as long as Harrow's. 2. They don't have as many as he does so that is a bad point. Also, to add to that, Loki, Inaros, Limbo, Rhino and Trinity are just flat out better frames than Harrow.

    No amount of skill can overcome Harrow being forced into many and long animations and no amount of skill can prevent your DPS teammates from whiping the floor and preventing your energy restore.

     

     

  6. 3 minutes ago, That1Cactus said:

    Especially once your team starts getting those kills and headshots they get ALL the good energy, and if you bring good killing weapons you also benefit alongside.

    Based off of this, you have not played Harrow. ONLY Harrow's kills restores energy to himself and allies.

    I freaking love his theme. I just want him to not be locked in as many animations and for him to restore energy to allies more consistently. Don't use ''He might not suit your playstyle'' as a reason for a frame having that many long clunky animations.

  7. 14 minutes ago, Trichouette said:

    I still have no idea what's the problem people have with harrow...

    The frame is OP as hell.

    Sure he's the kind of support that needs to be killing enemies to heal his teamates but that isn't so bad.

    -edit-

    Oh god I just noticed he got buffed

    He is ''OP as hell''? Sure, he has damage invulnerability but it has to be timed well. Does Trinity have to time her 4 well? Hell no. She just has to press it whenever she feels like it. The crit chance buff is nice but damage buffs to your team are infinitely less useful than consistent healing and damage reduction whenever you need it. His 3 is a worse version of EV in every way. It requires Harrow to get the kills, has less range than EV and has to be charged up first. I do like his 2 but I want him to give the buffs to allies but at a reduced number so as to not give ridiculous reload speed and fire rate to everyone.

     

    3 minutes ago, Trichouette said:

    I agree it should do more than give energy but the fact is, you can play full blind rage and don't give a damn about efficiency because of how broken that ability is :D

    You're looking at his 3 as a solo frame. He is supposed to be a support. DE themselves have said that he's a support frame but the problem is that right now he is a better solo frame than a support. I want him to keep the theme of being a support that gets kills to buff his team but not to shoehorn him into that. That's why I proposed the change of 3 working when allies get kills but at a reduced number to if Harrow gets the kill. He gets to keep the cool theme while being able to support his team better and not becoming a ''charge up Thurible and sit back'' frame. He is still enticed to get the kills but he's not completely screwed when allies get all of the kills.

  8. 1 minute ago, SenorClipClop said:

    He does, or you do?

    He does. You HAVE to get the kill as a ''support'' frame when you can potentially be with the top DPS frames in the game. Not to mention they also have to be within your range which is, by the way, smaller than EV's range.

  9. Sorry guys but ye fixed the wrong things completely in the most recent hotfix. He still has the main problems of spending a lot of time locked in animations and he finds it very difficult to apply his buffs.

    Once again, it's not fun to be stuck in casting animations and 3 of his abilities have you in animations where Harrow can't do a thing. Reduce the casting animations for Harrow's 2 and 4 and allow him to move while casting both. This will make Harrow feel less passive and more fun as you're not as often stuck in animations.

    Penance should give all the buffs except lifesteal to allies but the buffs that allies get should be around 50% of what Harrow attains since the buff can be kept up for a long period of time. Since allies don't get the lifesteal buff Harrow gets to keep the theme of damaging to buff his allies. The energy cost should also be reduced/removed entirely as sacrificing all your shields is a big enough loss. Assuming that buff goes through, to prevent Harrow from stacking Penance infinitely Harrow should not get any duration when he has 0 shields.

    Finally, for Thurible his allies HAVE TO proc the energy restore but make it so ability kills do not proc it. Harrow is a freaking support and he finds it difficult to buff his team. That makes 0 sense. I get that you're trying to give him this cool theme of killing to buff his team but unfortunately you're just relegating him to rarely being used. To fix this allies should proc the energy restore, however, Harrow and his allies should get greater benefit when Harrow himself is the one that gets the kill. This fixes the issue of, in Pablo's words, making Harrow too passive but at the same time buffs his support capabilities while keeping his theme.

    I feel that this post is in vain as that is probably the last look DE are gonna take at Harrow until his Prime but I figured I'd post it anyways.

  10. Sorry guys but ye fixed the wrong things completely in the most recent hotfix. He still has the main problems of spending a lot of time locked in animations and he finds it very difficult to apply his buffs.

    Once again, it's not fun to be stuck in casting animations and 3 of his abilities have you in animations where Harrow can't do a thing. Reduce the casting animations for Harrow's 2 and 4 and allow him to move while casting both. This will make Harrow feel less passive and more fun as you're not as often stuck in animations.

    Penance should give all the buffs except lifesteal to allies but the buffs that allies get should be around 50% of what Harrow attains since the buff can be kept up for a long period of time. Since allies don't get the lifesteal buff Harrow gets to keep the theme of damaging to buff his allies. The energy cost should also be reduced/removed entirely as sacrificing all your shields is a big enough loss. Assuming that buff goes through, to prevent Harrow from stacking Penance infinitely Harrow should not get any duration when he has 0 shields.

    Finally, for Thurible his allies HAVE TO proc the energy restore but make it so ability kills do not proc it. Harrow is a freaking support and he finds it difficult to buff his team. That makes 0 sense. I get that you're trying to give him this cool theme of killing to buff his team but unfortunately you're just relegating him to rarely being used. To fix this allies should proc the energy restore, however, Harrow and his allies should get greater benefit when Harrow himself is the one that gets the kill. This fixes the issue of, in Pablo's words, making Harrow too passive but at the same time buffs his support capabilities while keeping his theme.

    I feel that this post is in vain as that is probably the last look DE are gonna take at Harrow until his Prime but I figured I'd post it anyways.

  11. Thurible:

    His 3 energy restore has to also occur when allies get the kills. If you badly want to keep the theme of Harrow getting kills to support his team then make it so he and his team get greater benefit if Harrow gets the kill while if allies get the kill then everyone gets a normal amount of energy. Harrow shouldn't be punished so much for allies bringing a DPS frame.

     

    Penance:

    Harrow is a support frame but he doesn't give the buffs to allies. Penance cap should be at least doubled and Harrow should give all buffs(except life steal) to allies but at a reduced number because I think those high numbers would be too much for such a long duration ability. On top of that the energy cost should be removed from Penance. Emptying your entire shield bar is sacrifice enough for this ability. The ability to increase the buff duration with no shields should be removed as well to prevent people from being able to repeatedly charge up Penance free of charge.

     

    One final thing to note about all his abilities is that the animations should be sped up a bit and Harrow should be able to move while casting his abilities. Games are for fun but it's not fun to be stuck in long casting animations with no way of moving. 

     

  12. Harrow is a support so he should execute the role of support better than he currently does. Right now his 2 doesn't apply buffs to allies and his 3 is too difficult to execute. Here's how to fix him.

     

    1. His energy restore buff is too hard to apply. Its range is too small. It's actually smaller than EV, requires a charge up where he can't do anything but move, the energy restore is delayed and it REQUIRES Harrow himself to get the kill. Don't get me wrong, he's a good solo frame but he's supposed to be a support and right now he's not doing a good enough job. Make the range of his 3 20 or 25. Also allow allies to proc the energy restore for themselves and Harrow. This would put his 3 more on the level as EV and he would be a viable replacement in every mission except raids. I think there should be less benefit to the energy restore when allies get the kill such as allies not benefitting from the 4x energy restore when they are the ones that headshot but making it so Harrow does if DE really want to keep the theme of headshot support.

     

    2. He does nothing while charging up his 3. Allow Harrow to cast his 1 while charging up Thurible so he's at least useful charging. This would make Harrow more interactive and less ''stand in the corner while charging''.

     

    3. He's a support and his 2 doesn't even give allies the buffs. His 2 should give allies the buffs(but not the lifesteal) for the duration but at say 50% effectiveness(this is debatable), not scaling with mods. Also remove the energy cost of his 2. Sacrificing all his shields and leaving him with so little health is enough cost. There's no need for an energy cost. His 3 is so energy heavy already.

     

    With these changes I could safely say that Harrow would be less frustrating to use and be a much stronger frame than before. Obviously no one is ever going to challenge Trinity but this would make him a viable alternative and that's all I ask from this frame.

  13. Harrow is a support so he should execute the role of support better than he currently does. Right now his 2 doesn't apply buffs to allies and his 3 is too difficult to execute. Here's how to fix him.

     

    1. His energy restore buff is too hard to apply. Its range is too small. It's actually smaller than EV, requires a charge up where he can't do anything but move, the energy restore is delayed and it REQUIRES Harrow himself to get the kill. Don't get me wrong, he's a good solo frame but he's supposed to be a support and right now he's not doing a good enough job. Make the range of his 3 20 or 25. Also allow allies to proc the energy restore for themselves and Harrow. This would put his 3 more on the level as EV and he would be a viable replacement in every mission except raids. I think there should be less benefit to the energy restore when allies get the kill such as allies not benefitting from the 4x energy restore when they are the ones that headshot but making it so Harrow does if DE really want to keep the theme of headshot support.

     

    2. He does nothing while charging up his 3. Allow Harrow to cast his 1 while charging up Thurible so he's at least useful charging. This would make Harrow more interactive and less ''stand in the corner while charging''.

     

    3. He's a support and his 2 doesn't even give allies the buffs. His 2 should give allies the buffs(but not the lifesteal) for the duration but at say 50% effectiveness(this is debatable), not scaling with mods. Also remove the energy cost of his 2. Sacrificing all his shields and leaving him with so little health is enough cost. There's no need for an energy cost. His 3 is so energy heavy already.

     

    With these changes I could safely say that Harrow would be less frustrating to use and be a much stronger frame than before. Obviously no one is ever going to challenge Trinity but this would make him a viable alternative and that's all I ask from this frame.

  14. The first gripe I have with Harrow are very similar to the one I had with Oberon.

     

    1. His energy restore buff is too hard to apply. Its range is too small. It's actually smaller than EV, requires a charge up where he can't do anything but move, the energy restore is delayed and it REQUIRES Harrow himself to get the kill. Don't get me wrong, he's a good solo frame but he's supposed to be a support and right now he's not doing a good enough job. Make the range of his 3 20 or 25. Also allow allies to proc the energy restore for themselves and Harrow. This would put his 3 more on the level as EV and he would be a viable replacement in every mission except raids. I think there should be less benefit to the energy restore when allies get the kill such as allies not benefitting from the 4x energy restore when they headshot.

     

    2. He's a support and his 2 doesn't even give allies the buffs. His 2 should give allies the buffs(but not the lifesteal) for the duration but at say 50% effectiveness, not scaling with mods. Also remove the energy cost of his 2. Sacrificing all his shields and leaving him with so little health is enough cost. There's no need for an energy cost. His 3 is so energy heavy.

     

    With these changes I could safely say that Harrow would be less frustrating to use and be a much stronger frame than before. Obviously no one is ever going to challenge Trinity but this would make him a viable alternative.

  15. Agreed. For such a long charge up time it shouldn't be overshadowed by Rakta Cernos, Dread and Ferrox. I think the AoE on kill/damaging an enemy should be brought back. It was ridiculously fun, finally made the Opticor good for the first time and suited the weapon that is a big cannon.

  16. Those were some damn good changes but I think he still needs just a few more.

     

     I think he needs to apply Iron Renewal to allies if he is standing on HG i.e it shouldn't require allies to be standing/have stood on it at one point. This is the biggest one as it would reduce the clunkiness of applying the buff even more.

    - The range of his 4 and the blind portion of his 4 should both be increased a bit.

    - The armour buff should be increased by a bit. Either that or it should be changed to say max 50% damage reduction.

     

    The base armour reduction of his 4 could also be increased to 35% or 40% but that's not as detrimental as the 3 above. These changes would reduce his clunkiness while increasing the power he gives to his team.

     

  17. He does still have a few glaring flaws. The biggest one, in my opinion, is how difficult it is to apply Iron Renewal to allies and how mediocre the buff is for how difficult it is to apply. Oberon should apply Iron Renewal to allies and himself if he casts Renewal while standing on Hallowed Ground himself, regardless of allies being on Hallowed Ground or not. That will fix the difficulty issue. After that the armour buff should be increases or it should be turned into flat damage reduction. For example, 50%.

    The second biggest issue is probably Hallowed Ground. It should be made radial and its range increased.

    Now that the biggest issues are fixed I think his 4 range and range of the blind should be increased by a bit. The armour reduction should also be increased so you can reach 100% armour reduction of total armour with a bit of power strength. These last ones would be very nice but aren't quite a requirement.

  18. Of course he's better but he does have a few glaring flaws. The biggest one, in my opinion, is how difficult it is to apply Iron Renewal to allies and how mediocre the buff is for how difficult it is to apply. Oberon should apply Iron Renewal to allies and himself if he casts Renewal while standing on Hallowed Ground himself, regardless of allies being on Hallowed Ground or not. That will fix the difficulty issue. After that the armour buff should be increases or it should be turned into flat damage reduction. For example, 50%.

    The second biggest issue is probably Hallowed Ground. It should be made radial and its range increased.

    Now that the biggest issues are fixed I think his 4 range and range of the blind should be increased by a bit. The armour reduction should also be increased so you can reach 100% armour reduction of total armour with a bit of power strength. These last ones would be very nice but aren't quite a requirement.

  19. - Will there be any changes to the difficult of applying Iron Renewal? Currently it's too difficult to apply to allies while only giving mediocre results.

     

    - Any news on shield gating?

     

    - Will we ever be able to enter the Simulacrum from our ship?

     

    - Will Volt's 4 range ever scale off duration instead of range? Right now his build paths are awkward. Also the damage cap should be removed and the stun duration reduced. Either that or it should still stun even after reaching the damage cap.

     

    - Will arcanes ever not be tied to fashion?

     

    - Will we ever be able to select which Focus tree we are using from the arsenal screen?

  20. 2 hours ago, [DE]Megan said:

    Hello Tenno,

    We gather here post Update 20.3.0 to speak on Oberon and his recent changes.

    As of right now, we have changes and fixes coming in a later Hotfix based from your feedback and suggestions. 

    Current list of Changes coming include:

    • Added base damage to Smite projectiles. With the damage of Smite scaled into its projectiles, this will give Smite more punch when facing lower level enemies.
    • Removed Heal Time from Renewal. Renewal will remain active for as long as you have Energy or until you toggle it off. *Please note that Trinity's Energy Vampire will not give Oberon Energy while Renewal is active.

    Current list of Fixes coming include:

    • Fixed Renewal bleedout buff being removed when entering bleedout.
    • Fixed Hallowed Ground being impossible to see with low particle quality setting.
    • Fixed a script error with Hallowed Eruption Augment upon deactivating while another Oberon has Hallowed Ground active, resulting in the FX to remain forever.
    • Fixed Hallowed Ground & Hallowed Eruption Augment not hurting ragdolled enemies.

    The team is also working on more improvements to the visibility of Hallowed Ground.

    Thanks! 

    On top of these changes Renewal should have a great range and also give around 50% damage reduction. Healing without damage reduction isn't good at all in this game.

  21. Yeah. It looks like the change didn't even go through. With the flat 50% crit chance, point strike and argon scope I should be getting around 107% crit chance on tracer targets. That's a guaranteed yellow crit with a small chance of a red crit but I still see some white numbers which suggests that my crit chance is under 100%.

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