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Azamagon

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Everything posted by Azamagon

  1. Getting straight to the point: General If an enemy is killed by an attack which also would've procced a status effect, it now will apply the status. This most notably means AoE status-effects (like Electric) can now work better on lower levels as AoE damaging tools. Faction damage mods no longer double dips with elemental status damage; Currently, you get a faction bonus first on the initial hit, which buffs up the status damage once. Then, the status damage itself ALSO gets the faction bonus applied, making it apply twice. One of these should be removed, imo. ENEMY DEFENSES: Armor Enemy armor scaling now has a cap of, say, 2700 armor value, i.e. a maximum of 90% damage reduction. Of course, if need be, enemies with armor could have their health scaling be beefed up a bit to compensate. This doesn't have to be the exact number to cap at, but I feel it is a potentially reasonable number to stop at. Shields Enemy shields will ALWAYS pause its shield regen for 3 seconds if they are damaged by direct damage (DoTs do NOT count). Magnetic procs extend this delay further, as normal. Bypassing enemy shieldgating can now be done on ANY weakspot, not only on headshots. This means hitting MOAs in their "backpack" also counts to bypass their shieldgating. As will be mentioned on the Toxic element: Toxin damage (be it from regular damage or status damage) no longer bypasses shields, but it still bypasses shieldgating. This would be true for both players and enemies alike. Carapacial Tendons (shortname: Carapace) A new healthtype for Infested, given to ALL infested units, in front of their regular health. It is an ablative damagetype (just like shields), but has no "gating" mechanics whatsoever (so oneshotting Infested with high damage would function the same way just like now) However, when an Infested enemy loses all of its Carapace, it runs 40% faster, but deals 25% less melee damage. Use this to your advantage (read on Slash and its status changes, for example) Damagetypings (number can of course change): More vulnerable to: Slash +50%, Fire +50%, Gas +50% and Blast +25% More resistant to: Cold -50%, Electric -25% To keep up with only having 4 "healthtypes" per faction, it completely replaces the "Infested Flesh" healthtype. All units which had the "Infested Flesh" healthtype will get "Infested" instead. Viral does NOT amplify damage to Carapace. Mercy treshold DOES include amount of Carapace (basically, Carapace counts as being part of the enemy's healthbar for Mercy tresholds). The amount of Carapace added to an Infested unit has a similar amount of their main health removed. How much Carapace added and health reduced would need to be adjusted from enemy to enemy. Those with Infested Flesh healthtype, for example, could have the vast majority of their health replaced with Carapace (making them basically the same as before, as the damagetypings of Infested Flesh and Carapace are very similar). PHYSICAL DAMAGETYPES: Impact In addition, its status also increases weakpoint/headshot damage by 15% + 5% per extra proc (Max 60%). This bonus stacks additively to their natural damage bonus on weakspots. For example, if an enemy suffers 2x damage on headshots, it will suffer 2,6x damage on headshots if it has 10 Impact procs on it. Furthermore, when under the effect of Impact status, an enemy's entire body will be considered a weakspot! Potentially - although this is likely a bit much power? - everything that counts as headshots (mods, arcanes, Incarnon charge up etc) could potentially now be working on ALL weakspots (not just headshots) - which would INCLUDE the "whole-body-as-a-weakspot" feature of Impact procs! This would fit well with the Corpus shield-bypassing on headshots (and now also all other weakspots, like MOA's "backpacks", as mentioned in the Shields section further up) This also gives this status some much needed offensive boost. Puncture Instead of its current status effect, its procs now causes all damage dealt to the target to deal additional true damage, equal +8% + 3% per extra proc (max 35%). This also works for DoTs, including those that might already be present prior to the Puncture proc application. Fits well as the anti-armor damage type it is arguably supposed to be. Ought to make it a highly viable and valuable status-effect. Slash Still works the same, but damage is reduced from 35% to 20% per tick. However, each tick deals more damage, the more the target has moved (including forced movement, like ragdolls etc). The max bonus damage you can get from the movement is +75% (which raises the damage of the tick from 20% to max 35%, which is the same damage as now). Note that this bonus is only for the next tick, not all of them. So if you want each tick to deal 35% damage, you're gonna have to move the target heavily and continuously. In addition, a bleeding target is now marked on the minimap. Now a bit less extreme overall, but now has a unique damage amplification via enemies moving around, particularly useful versus the Infested, but also against other melee units and synergizing with grouping abilities and ragdoll attacks. SINGULAR ELEMENTS: Cold In addition, this proc also increases physical damage (Slash, Puncture and Impact) by 30% + 10% per extra proc (Max 100% bonus). Impact gains 2x of this bonus. Furthermore, reaching 8 Cold procs freezes the target for 6 seconds. Once the target thaws out, it cannot be refrozen like this until at least 2 seconds have passed. This gives Cold some offensive power and further enhanced utility. Toxin In addition, if an enemy suffers from at least 1 toxin-proc, 50% of all damage they deal (as soon as they attempt to attack, rather than as soon as they hit) is also dealt to themselves. This effect is NOT applied on players with toxin-procs on them. Toxin damage (be it from regular damage or status damage) no longer bypasses shields, but it still bypasses shieldgating. This would be true for both players and enemies alike. While Toxin is not all too weak, it has 0 utility against non-shielded enemies - and is now also quite a bit weaker against shielded targets due to not entirely bypassing shields. However, with the added self-damage bonus, it compensates both of those things, adding some general (and scaling) power to it, which also works particularly well with Radiation-procs and similar effects. Electricity Damage (both its direct damage and its status damage) versus Alloy Armor reduced from -50% to -15%. Damage versus Ferrite Armor increased from 0% to +25%. While Electricity has a decent amount of effects going for it, it is a bit harshly weak against armor, most notably against Alloy Armor. Heat No longer reduces armor No longer has the "heat inherit" mechanic - each heat proc added is calculated on their own merit, rather than from the very first heat-proc. Note that this is further nerfed with the suggested removal of Faction damage double dipping With enemy armor now having a cap, the armor reduction effect should no longer really be needed. The heat inherit effect is also a bit of an oddball mechanic, which feels quite unneeded. Void In addition, this status effect can now stack up to 5x. Each proc temporarilly reduces the enemy's level by 2, and each status stack lasts 3 seconds (same duration as the bullet attractor effect) An enemy's levels can't be reduced below 1, of course. Note: The bullet attractor effect remains identical regardless of how many Void procs the enemy had on them. COMBINED ELEMENTS: Magnetic Damage versus Ferrite armor is increased to +50% (up from +0%) and versus Alloy armor to 0% (up from -50%). However, damage versus Cloned Flesh is reduced to -25% (from +0%). Note: These changes are about its damage type - it has nothing to do with its status effects. Its status procs now also slows down the target's movement speed (but not attack speed) by 30% + 10% per extra proc (max 100% slow). Furthermore, its status effect also causes other enemies near the magnetized target to be gently pulled towards the magnetized target. Pull strength and radius scales with number of procs: 55% strength with one proc, +5% strength per extra proc (max 100% pull strength). 4,3 meters at base, +0,3 meters per extra proc (max 7 meters). With these additions, Magnetic is no longer as weak against armored targets, and has more utility, making it more than just an anti-shield element. While it has no direct offensive power against non-shielded enemies, grouping up enemies is a very powerful utility. Gas Similar to Electricity, Heat and Toxin, Gas now also has a bonus to its tick-damage based on added Gas (i.e. Heat + Toxin) damage mods, but only 50% of it. Radius is now always a set 6 meter radius, and no longer scales with amount of status-procs. Can now apply more than 10 procs, just like other DoTs. With these changes, the AoE damage potential of Gas would likely make this element a lot more valued. Blast Now has max 8 status procs, just like Cold, and duration is now 10 seconds each, up from 6. Accuracy reduction is rescaled to 34% + 8% per additional proc (Raising max accuracy reduction from 75% to 90%). If a target gets 8 procs on them, they are also blinded and deafened for 6 seconds. Once they regain vision and hearing, they cannot be blinded and deafened by Blast-procs again until at least 2 seconds have passed. Furthermore, if the blast-proccing attack is from a non-radial damage source, the blast status adds an explosion on the target! Damage is Blast-type, with damage equal to 75% of modded damage (similar to how other status damage works), dealt in a 5 meter radius, with 50% damage falloff. This ought to increase both the defensive and offensive uses for Blast. Radiation In addition, the damage between enemies fighting each other with Radiation-procs is increased in an additional way: Enemies both deal and take damage with 15% + 5% less damagetype resistance (such as Cold having -25% damage versus Fossilized etc), for a max of 60% damagetype resistance reduction. Note, this resistance is ONLY for enemy friendly firing one another. This addition would make the friendly fire mechanic a bit more deadly overall. Corrosive Armor reduction scaling changed to 36% + 6% per extra proc for a total of 90% reduction (from 26% + 6% and a total of 80%). In addition, its status also makes the target more vulnerable to all sorts of AoE and AoE-like damage sources: Radial / AoE damage deals 15% (+5% per extra proc) more damage (max 60% bonus). Punchthrough costs 36% (+6% per extra proc) less punchthrough distance to pass through the target (max 90% punchthrough distance cost reduction). Followthrough is reduced by 36% (+6% per extra proc) less when passing through the target (max 90% followthrough loss reduction). This gives Corrosive a use even against unarmored targets, although it still is arguably a somewhat niched benefit. Viral Reduced to 50% + 15% damage amp, (max 185% bonus), from current 100% + 25% and max 325% bonus. Viral is simply too effective, even on its own, so I feel a nerf like this is definitely warranted. ----------------------------------- TL;DR: Some nerfs to slash, heat and viral, while most of the other damage/status types get buffs (mostly offense-boosting additions). Huge disclaimer: Most of this might still seem like an overall pretty huge buff to players. However, imo, a lot of other stuff in our arsenal could need toning down numerically (like raw damage mods/arcanes, critdamage mods and a few other things like that) - so please have that in mind.
  2. Dera Incarnon Its Incarnon mode is still full auto, but slower rate of fire. Its projectiles are now wide discs (think Dread/Paris Incarnon), with unlimited enemy punchthrough, and big boosts to damage, crits and status. Incarnon is also a bit more slash-oriented. Quite a lot of max charge (100 ish?). Evo 2A - Void's Vector - Increases damage by X. For every 3 meters a projectile has travelled, its damage is increased by Y%. Max boost at 30 meters. Evo 2B - Raging Ricochet - Increases damage by X. Projectiles can now ricochet on the environment up to 3(?) times. Each ricochet increases the damage of the projectile by Y%. Yes, this also fully functions in Incarnon mode. Choosing this evolution also disables any modded punchthrough. Evo 3A - Reloadspeed bonus (+60%?). Evo 3B - Projectile speed bonus (+60%?). Evo 3C - Fire rate bonus, increasing the lower your magazine / Incarnon charge gets. (Like +1% per shot, max 30% bonus or so?). Evo 4A - Crit chance and crit damage. Evo 4B - Crit chance and status chance. Evo 4C - Headshots increase multishot by X% for Y seconds. Stacks Z times.
  3. @Joezone619 I like everything you've suggested! :) In particular: Faster Animations + Railjack abilities shouldn't use energy, but instead work off cooldowns Those 2 alone would make current RJ much better. Your mission suggestions are really cool btw, I'd like to play that WAY more than "Taxi RJ".
  4. For example, let's say you get multiple of parts or blueprints for Citrine / Steflos / Corufell. Once you are getting duplicates for these, they become complete garbage in terms of rewards. If we could sell them - in the case of Citrine / Steflos / Corufell, to Otak for some Rania+Belric crystal fragments - these duplicate drops are all of a sudden worthwhile rewards. Of course, the same would go for all other similar component-vendors (like Voruna at Yonta etc). This would be pretty nice, no?
  5. Yes, cuz Hydroid has 4 meager abilities that don't work well with one another, and he has terrible survivability. He needs a massive and thorough rework / mega-tweaking. The other 3 are in just in need of tweaks: Loki: Decoy invincible and "detonatable" (maybe some blind effect on detonation/expiration), while Switch needs something like a "death-explosion" of the swapped target, or a gathering effect a la Ensnare. Passive needs a boost too. Invis and Disarm are more or less ok. Nyx: Aggressive Mind Control target with better damage, Bolts with "wallhack" vision, Absorb needs full mobility, Passive needs a rework. Chaos is ok. Inaros: Devour should pull in multiple enemies at once, Sandstorm should speed him up (rather than slow him down) and have better mobility control, Scarab Swarm should provide "healthgates" at the cost of Swarm-percentage.
  6. Dagger skin, Dual Dagger skin AND Throwing skin (ie for Kunai, Despair, Fusilai etc) Please?
  7. For example: If I want to put in Gloom on Nidus, and I want it over Parasitic Link on one config and over Ravenous in another config... well, we currently CAN'T do that! Could this please be fixed?
  8. First of all, this update is generally great! Overall, you've done a great job. There are a small number of things that could need another look at, however (as per the quoted parts): 1) PATHOS CLAMPS COST FOR KULLERVO FIGHT The reason for this - not being able to do it unless you've beaten the Orowyrm once - could've LITERALLY been the unlocking mechanism for this objective. Instead, you're just causing a grind-ception (something we REALLY don't need more of). It feels completely unnecessary and punishing to have this cost slapped onto it. If it was a small amount of ANY other Duviri resource, I honestly wouldn't bat an eye. But pathos clamps are already the hardest resource to come by, there was absolutely no need to make it even worse. 2) SURVIVAL LIFE SUPPORT NERF First of all, the drop chance is not reduced "a little". It's seemingly not even a quarter of the chance it used to be. Completely unnecessary, and made solo SP Circuit unnecessarily stressful (especially if you wanna grab the 3 decree fragments). Please revert? I really don't see the point of this seemingly heavyhanded nerf. And if nothing else: PLEASE SHOW THE CHANGE IN NUMBERS! I really don't trust the words "a little" after trying it out today! 3) INCARNON GENESES CHANGES In general, Geneses stuff needs WAY more in depth changes than this (see my link below for a really thorough feedback on everything about Geneses evolutions etc). Most notably, far less restrictive requirements for many of the effects to function. In particular, requirements like "only melee" need to be abolished, and other like "with overshields / X energy" need to be rethought so you can use them with all Warframes (Remember that Hildryn, Lavos, Nidus and Inaros exists?). And all the with "X armor" or "Y energy" and such, why can't you make them segmented (So instead of 100% effect only at 450 armor, how about 10% effect per every 45 armor?). You guys just did that with some of the new Decrees, which is great, and I think the Incarnon upgrades would benefit immensly from such segmented functionalities too. Anyway, on to more specific feedback to the update notes: The Soma changes don't seem to be that big? You know, considering it is arguably worse than the base gun? I expected way more critchance (maybe with a little bit less base damage and multishot to compensate) so it makes more sense and is in theme with how the base gun functions. Hata-Satya functioning in Incarnon mode is nice though. Furax Slam is still an absolutely worthless attack. Going from ~100 damage to ~300 damage via the Seismic Wave mod is a really laughable "upgrade" if nothing else is changed about it. I mean, enemies in steel path have MILLIONS of health, what is this minor slam effect supposed to actually contribute with? Did you guys forget to add a functionality on it or something? Like a vortex-effect? Noticeable damage? Anything? Incarnon Bronco REALLY could've benefitted going from 20 shots to 40. It's currently one of the weakest (non-melee) Incarnons, so doubled Incarnon charge could've been a nice little useability boost. I know the Prisma Skana thing was a description fix - But could you unnerf the previous Skana evolutions please? It's already a painfully bad Incarnon... ESPECIALLY the Prime version. As mentioned above though, here's the far more thorough Incarnon feedback:
  9. This rework completely loses the spirit of Limbo, so that's a big no from me. You can make him teamfriendly without basically just making the Rift into a Radiation-proc. Here's one example of that:
  10. While not all variants end up "as a 10" is fine generally speaking, Lato Prime and Skana Prime are very exclusive weapons. As someone who owns both, I personally think it would be the most fair if the Lato Vandal and Prisma Skana became identical to them in power when Incarnon-ified.
  11. Yup, exactly, that's what I was thinking too. It fits mechanically and thematically, and isn't overpowered or anything, as Rage is a pretty meh ability at the moment.
  12. Prime has one thing pretty heavily in favour over the Vandal: Gun CO. Currently, "gun CO" effects do NOT take into account the bonus damage from evolutions, most notably evolution tier 2. So the Vandal only scales gun CO with its base 46 damage (but not by the +22 from evo 2), while the Prime scales from its base 60 (but not from its +2 from evo 2). When this bug is fixed though, they would become a lot more similar.
  13. I'd like to buy Pathos Clamps with other Duviri resources. Those become useless way too quickly, even after saving up for Incarnon weapons and buying all the decorations from Acrithis.
  14. Fully agreed. I'd add a disarming effect to Rage though, to synergize a bit with Maim, getting enemies into her slash+detonation range more easily (which would make their boosted movespeed also make more sense)
  15. I dont think his abilities need to be merged or scrapped, but rather just oomphed up. For example: https://forums.warframe.com/topic/1337576-a-loki-revisit-making-him-more-lethal-yet-still-mischievous/#comment-12704541
  16. They all have their uses. Crimson is obvious; Strength is super useful for getting certain abilities to hit breakpoints (most notably armorstrip abilities - but is often a bit overkill / overrated otherwise.. Duration is also nice QoL. The remaining three aren't bad, but are too weapon-specific for my tastes. Amber is criminally underrated. Cast speed is my fav bonus to toss onto... well, basically any Warframe. It's not just QoL, it's notable survivability on tougher content, to get that survivability ability up in time etc. Parkour velocity is also nice, but generally not as useful as cast speed, imo. Energy orb effectiveness is also arguably quite good if you don't wanna use Arcane Energize, but it is a bit costly in that regard, imo. The health orb boost and spawn-energy are both kinda meh. Azure is the most niche one, imo. Yes, it can be useful (via armor for squishies and energy max for low-energy frames, most notably), but Crimson and Amber are just generally better, and its other three options are all quite weak. If I'd give them one more stat choice each, I'd say: Crimson - +5% ability efficiency (+7,5% with Tauforged) Amber - +10% sprint speed (+15% with Tauforged). Azure - +0,5 energy regen per second (+0,75 with Tauforged).
  17. Most of them, actually: Latron, Torid, Miter Lex, Stun, Braton, Burston, Dread, Bronco, Lato, Despair. All good and fun (although some are more powerful than others, sure). Can't really pick a single fav of those, but the most surprisingly fun was Latron, Dread, Burston and Miter. Didn't expect them to be such a good blend of power AND fun to use. Didn't like Hate much, strangely. Also not a big fan of the Sibear, especially since it doesn't have any functioning quirks right now. Haven't installed the Incarnon on the Ack & Brunt yet, so no opinion on it. Will probably wait until there's a Kuva/Wraith/Prisma version of it before I try it, as melee Incarnons in general have felt disappointing. Of the ones I don't have, I'm mostly looking forward to Dual Toxocyst. They seem so much fun! I also look forward to the Boltor and Kunai and potentially the Dual Ichor and Ceramic Dagger. The rest don't seem to float my boat (most of the remaining melee seem very meh). Of the originals, Felarx and Phenmor are my fav guns, while Innodem have become my go-to melee since I got it!
  18. So Archon Shards don't count for your tier-ing, but Helminth does? Bit inconsistent, don't you think? Frost is all about finding that sweetspot of range though (I think I have 145% range, works fine for me). Since I only play SP Circuit solo (cuz online is so broken in regards to reliability etc), I consider a Defender / Distractor a must have, or else you're very likely too fail higher level Defense missions. In that regard, I can't put Baruuk, Protea or Titania in S-tier (but Octavia and Gara are S-tier, I agreed). Because of that I'd add Loki (with Irradiating Disarm), Zephyr, Frost (imo, if you shard him up and put Silence over Ice Wave) into the A or S-tiers for soloers. I mean, if you can solo up to wave 15 with someone like Titania or Protea, I'd be really impressed. I'm not saying it's impossible, but I personally would NOT consider them S-tier for solo SP Circuit.
  19. Which is why there should be 2 matchmaking options 1) As now 2) Matchmaking after enterring the PORTAL.
  20. Frost in C-tier? LOL. That is all I have to say.
  21. People are saying this would be overpowered - how? Most great frames have 0 (like Zephyr) or 1 (like Wisp and her 4th) ability that is subpar or overly niched. That means current Helminth benefits them well enough, or isn't needed for them. However, the weaker Warframes usually have 2 (or arguably even 3) abilities that are bad - while I'd prefer them to get reworks, it seems DE isn't eager to do that anymore despite how much it is needed. With Warframes being able to subsume in 2 abilities, the worse frames would benefit greatly. For example: Inaros: I'd probably replace his 2 and 3 with something like Blood Altar (gives him a gapcloser, powerful heal and invulnerable target for #4 debuff-spreading synergy) and Larva/Airburst/Ensnare for a much better grouping ability than his terrible Devour Loki: I already made a Circuit build on him which replaces his 3 with Airburst, which has been really effective. Now, if only I could replace his frail Decoy with, say ... ANYTHING else, really? Resonator perhaps? :P Hydroid: His 1 and 3 replaced with ANYTHING else would help him tremendously too. Chroma: I replaced his 4 with Gloom, which fit fantastically for him. If only I could swap out his 1 for something useful too, that'd be even greater.
  22. Well, the various buffs and changes were done more for consistency and streamlining the evolutions. Lets go through each chang though: Base explosion - To bridge the performance gap between the base gun and Incarnon mode. The Incarnon is giving both full auto AND the explosion. Giving the base gun the explosion simply makes the gun feel more consistent with itself. Similar to the Phenmor, if you will. 3B - For consistency again, as I gave similar buffs to similar evolutions on other guns. It was simply useless for / getting into the Incarnon form. 3C - Another case of "useless in Incarnon form". Number is maybe a bit high though, admittedly. 5B - The weakest of the three options, and to go in line with the Genesis weapon evolutions with the same name/effect, I gave it a multi-target buff/niche, considering 5A and 5C focuses on raw output instead. 5C - Powerwise, this remains the same, fyi (+1200% damage, as before). I just changed it to work WITH power growth, rather than against it. I just thought its current design was, simply put, dumb.
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