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iPathos

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Everything posted by iPathos

  1. I agree that it's odd, just seems weird that it would both add damage to the "blocked" counter while not increasing the count - considering that normally blocking that damage would well...block that damage. Instead it's detrimental to block it since you might as well just facetank it and attack while doing so.
  2. This one is about as simple as it comes. While Hysteria was active, I was attempting to block some shots to build combo and test a couple things when I noticed my combo meter not increasing and the timer was still ticking down. It is still increasing per hit as normal and I do not have Xoris equipped, my combo duration is around 26s due to Swift Momentum and two Dexterity arcanes, so it is not expiring. It is simply not increasing when shots are blocked. It does still increase the stored damage though, which is applied as normal if an enemy is in range when Hysteria is decast/dispelled/weapon changed. Video below; https://streamable.com/mg8sr5
  3. You don't need to tell me this. I have been reporting bugs to them for years now, it's known.
  4. The extra reward pool is a pool. You have a chance to get each of those items. As per the drop tables: They told us this when Duviri first released and it has not changed since, apart from the pool widening to include the newer arcanes.
  5. I'm...not. You're seriously reading too far into this. If you're going to go out of your way to post links to bug threads to "remind" DE about bugs they are likely already aware of - you are entirely capable of including a concise message stating that you are indeed reminding them. Think of it this way, if you took a product back to a store and just swiped through several online reviews without any further context, then proceeded to glare at them, waiting for them to do something. That's roughly equivalent to posting several thread links with zero context.
  6. You can hit enemies with three separate blades, which is the same as hitting them with three separate spears. I am not seeing why this point holds any further merit? Final Stand causes you to be considered Airborne for the duration, thus you are able to use options such as Aerodynamic and Aviator to reduce any damage while in that state. Also, you are able to increase your movement speed while casting Final Stand by augmenting your Sprint Speed - for which we have many, many options. That doesn't change the fact that you still need to get into very close proximity with enemies before being able to even damage them with Aquablades - opening up a huge window for them to be able to damage, CC or otherwise cause you harm. You also need to remain within close proximity for Aquablades to continue dealing damage to any affected enemies, vastly undermining any ability to simply "roll or do any fast maneuver" - as that will commonly take you out of range of the enemy(s) that are being targeted. Final Stand can be cast from considerable distances so long as you have a visual on the point at which you want to cause the impacts. The Blast component of Final Stand has a 100% chance to proc slash on any enemy hit - this is not affected by status chance or strength or any other modifiers. If they take damage from the AoE component, they get a slash proc. Even with minimum duration of 12-13%, you still throw four spears which all cause slash procs if something is hit by the AoE. To my knowledge, the direct hit by the spears does not proc slash, just deals slash damage. I could be incorrect on this but even with testing it is a difficult property to be sure of when the other component is both AoE and also procs slash if it hits.
  7. Clem is considered an exception due to being tied to your landing craft - for some reason. He is not in the same category as other specters. Yes, I am aware that landing craft support charges are a consumable. I don't make the rules.
  8. And yet the message including them was deleted? I'm stating the situation as it is, not as I perceive it should be. It's patently obvious that the lack of context was the reason for the message's removal. I will consider responding to this in full later on, when I'm not making a cursory pass over the thread on my break. Aquablades have both a set range limit and a built-in mechanic that makes enemies temporarily immune to further hits, eating into potential damage output. It also requires you to be in considerably closer proximity to enemies to even hit them compared to Final Stand, which just needs near-LoS to hit or aim near the intended targets. Also, Final Stand only has a limit on directly hitting enemies. The AoE portion of the ability (which is also the portion that deals the guaranteed slash proc) can hit as many enemies as are in range and within line of sight of the impact location. The upper limit on enemies you can hit with 30 spears is not 30 - this just tells me that you don't fully understand how the ability works and are basing your position on said misunderstanding. Also, I never said that weapons and frames are not affected by weapon damage buffs. HOWEVER, Aquablades is not and that's a very important distinction that you also appear to have missed.
  9. Aquablades isn't affected by weapon damage boosts such as Arcane Arachne, Vigorous Swap and the like (as far as I'm aware), while Final Stand is. I've used Aquablades on several builds and I can confidently say I'd prefer Final Stand, even without the augment. The second the augment is brought into the equation, it's not even a competition. Final Stand also deals 1500 slash per direct hit and 1500 blast per explosion. The explosion includes a guaranteed slash proc. You are considered Airborne while casting Final Stand, allowing the use of mods like the Aerodynamic aura or Aviator. While Aquablades costs 75% of the energy, it deals 750 damage per direct hit - a considerable loss compared to either 1500 from aln AoE or 1500+1500 for a direct hit. Enemies hit by three consecutive Aquablades become immune to them for a short duration, not something they suffer under Final Stand. The primary advantage that Aquablades has over Final Stand is twofold: Mobility (Aquablades allows more free movement) AoE detection (Final Stand uses sight detection, Aquablades does not) You can use what you like, but if you're going to compare the abilities - the least you can do is have your information straight. It helps when you actually say something within the post instead of simply pasting three forum links to be embedded. Elaborate at least slightly and you'll find it's usually better received.
  10. Congratulations, tell that to the mobile interface that detests quotes. Final Stand forces slash in an AoE, much like one of the best melee weapons in the game. I'll take what that's offereing, thank you. Also it's 15k base, affected by ability strength. You're not running a straight 100% strength on him.
  11. Just to back up your claim above @Doomelf - this took all of five minutes within the simulacrum. So managing similar numbers within actual missions is certainly something that was being done, with ease. 😁
  12. Nullifiers remove Mesmer Skin, they do not remove overguard given by Intrepid Stand. Players not using Final Stand is a choice, same as all abilities.
  13. Ok, wow. This has to be the most bizarrely out-of-touch response I've received in a long while. You're trying to tell me that you think DE did this in an attempt to sabotage players? To cause them undue stress and hardship? Yet again you're making huge claims without any information to back them. A quick search of at least the Steam Charts clearly shows repeating fluctuations in the player count, with the current average of 44k being about the expected amount. We'll see a decently large uptick of players during TennoCon and afterward for a short while, then it'll ease off again as it always does. It makes me chuckle though, that you can suffer from such dissonance and then confidently post about it for everyone to see. Apparently, some of us are just a little more capable of critical thinking than others - unfortunately, that shows.
  14. No. Those weapons are functionally separate from their single variants and the fact several of them have exclusive augments (that would not or do not work on the dual variants) just reinforces that. It's difficult for me to weigh in on sold items as I don't have anything that qualifies for that. They have definitely adjusted the rates based on results from friends, so chances are you're just getting unlucky. The selection algorithm won't be changed to "upgrade" single pistols to dual (because they are functionally separate weapons) and the whole idea of having multiple choices of item (intrinsics) mitigates any "subpar" choices to a large degree.
  15. "Gamebreaking" isn't the word I'd use, but it's certainly an inconvenience (since we have the option to use other crew or converted nemeses). I'm unsure if I've got a Grattler Lich converted, but I'll have a look when I get home and subsequently weigh in within the thread if so.
  16. Previous hotfix. (The one before last, to be specific.)
  17. They are the Duviri kavat equivalent, yes. Like how they have Krubies to our Kubrows.
  18. That's normal for Prime Frames and is rather bizarre as a request out of the blue. It's the weapons that can come with extra gimmicks.
  19. They do, but that's separate from this issue. The damage being inflicted unequivocally displays that the buff isn't working at least in the simulacrum. Since it's a nightmare to do consistent testing of something like this within missions, the simulacrum should be a reliable option to do said testing. As things stand, the buff icon simply does not appear in the simulacrum when using Latron Prime with the Incarnon Genesis adapter installed, regardless of whether incarnon mode is active The damage numbers reflect it stacking with Incarnon mode disabled, but there is no discernable difference when it's enabled - regardless of ricochets or not.
  20. This is a case in which I disagree about consistency. Status effects pride themselves on variety between themselves, including many DoT stacks not having the same limit either. This is a functional change that simplifies and encourages these options.
  21. Ok so after some initial testing - the Double Tap buff icon doesn't show up even with Incarnoff while in the Simulacrum. The damage numbers definitely reflect Double Tap stacking outside of Incarnon Mode, but inside Incarnon Mode it is not. This is specifically with the Latron Prime, so I do wonder if it's restricted to that one variant or not, or just Simulacrum. Will keep this post updated.
  22. I am still currently at work, thus I cannot test anything yet. Such is the lot of having rostered shifts on the days DE likes to release updates or do devstreams...
  23. The game is a free to play, live service game. They are giving you a pathway to obtaining some of the strongest weapon options in the game without spending a single paltry platinum. I understand that people can get tired of waiting, but that's a two-way street. Warframe needs to have more long-term goals for players both for the purposes of retention as well as interest. You get two choices per week of outstandingly powerful weapons which can easily tide you over until the next rotation rolls around. Not only that, it's not a predetermined choice so players can prioritise within each individual week. Your first suggestion already has a pitfall in that there's five new weapons but more than five weeks of rotations, even without considering this addition bringing it up to seven. Your second suggestion has merit in that duplicates become useful to more than just those who want multiple variants or copies of incarnon weapons - but based on us never getting a similar option, even within the specialised pity system vendors, I don't hold much hope for that. There is no direct reason for players to be able to obtain every single one of these adapters within a short timeframe outside of individual player wants. Now, I admit it could be grating to miss out on a selection or two of adapters - but this goes back into all other time-gated purchase or grind options such as Archon Shards and The Steel Path Honors weekly offerings - they reward diligence. I'm not one of the people who simply "enjoy grinding", a huge part of it on my end is the method of engagement. Changing up loadouts with different frames, weapons, modding configs, helminth, etc. This system strikes a decent balance between "not allowing players to grind as infinitum" and "giving players choice", especially since obtaining these adapters is a matter of either luck and diligence combined, or simply diligence in working at the numerical total progress required for your selected rewards. Drop chance isn't a factor, a welcome change to the overarching prevalence of that system over different systems. Chances are it's a UI issue, it's also the first drop of a mainline update. Give a chance for players to encounter issues and report them, then for DE to fix them.
  24. It varies. I've missed several drops because of the stream ending early for uncommunicated reasons or Twitch muckups. Having a larger buffer window makes more sense unless there's an intended effect of limiting players on how many drops they can receive...which they can manually limit anyway.
  25. When did I say anything inferring that? The point is that star chart progression follows a path and the entire path must be completed for access to higher tiers of challenge (Steel Path or Arbies). Those needing to complete the nodes "again" clearly never completed the progression the correct way in the first place. As I said in the same post that you quoted, there was a subset of players who did not need to re-complete the nodes as they had done so correctly to begin with. I also said that as much as it would be nice if it could have been resolved with a script or the like, we were given instructions on what to do to correct the issue and many failed to read those in full.
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