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iiReapzx

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Everything posted by iiReapzx

  1. I actually had another idea for Tragedy to always hit enemies with Toxin, Heat, or Slash status on them (Tragedy doesn't detonate Gas or Electric). That way you can prime with both Dark Verse or weapons.
  2. Since DE is still pushing for LOS on Dante's 4 despite the immense backlash, I have an idea that could help make the ability more reliable since LOS is probably not going to be removed. Add a marking feature to Dark Verse so that any enemy hit by the ability is marked for a set duration, and marked enemies will always be hit by Tragedy whether they are in LOS or not. This would make the ability more consistent while still requiring an active playstyle. It would also make sure you're actually hitting every enemy you hit with Dark Verse regardless of any obstructions to your LOS. On tile sets with smaller rooms I could mark enemies in one room, move to the next room and mark a few more, then detonate Tragedy rather than having to use Tragedy more than once between rooms.
  3. Add "Removal of LOS on Dante" to your list of plans for the week. It is completely unneeded and uncalled for. Tragedy was already balanced before the nerf because of the way it functions and is able to deal damage. It has 2 checks in place to prevent it from being overly dominant and disruptive. Those checks are requiring slash, toxin, and/or heat status effects to even deal significant damage and requiring 3 ability casts in total just to use Tragedy once. Dante requires an insane amount of casting and energy to maintain ability DPS and keep his buffs active. And in high level or Steel Path content, you aren't nuking anything that hasn't been primed by DoT's so the fact that it could go through walls with no LOS checks was not an issue at all. No one in the history of this game has ever liked line of sight so idk why y'all thought it would be well received and acceptable now, especially on a warframe that isn't even the strongest nuker we have. This nerf was rushed and impulsive and horribly thought out and I'm just tired of trusting in y'all (referring to Rebecca and Steve on the Dev short ASSURING us that they were being careful and thoughtful about the Dante nerfs which was clearly a lie). The only thing y'all need to look into in terms of line of sight is removing it from as many warframes as possible because its a terrible feature that will always have inconsistencies and seriously makes certain warframes far less fun to play.
  4. You can’t be serious. First of all, most nuke frames require multiple inputs and setup to nuke or dps. People can take a Torid Incarnon and melt through rooms in seconds before some nuke frames can finish their setup. Granted, Thermal Sunder exists, but it does fall off a little in higher levels unless used on Gauss since he makes it much stronger. But we haven’t truly had a press 4 to win frame since World on Fire Ember and the old old Saryn Miasma nuking days. Dante requires 3 ability casts just to use the 4 ability once. Also, you are not killing anything with Tragedy in high level/steel path content unless you prime enemies with powerful slash, heat, and/or toxin status effects. So not only does Dante require insane amounts of casting and energy to maintain his dps, but he also requires priming enemies first. Tragedy was already balanced and had checks in place to prevent it from being disruptive and dominant and DE decided to nerf it anyways with one of the most horrendous, unliked, and horribly received mechanics this game has ever seen, line of sight. Totally uncalled for nerf that needs to be reverted. If they really want to nerf Dante’s nuking potential, it’s a simple matter of reducing the base range of the 4th ability so it can’t reach absurd lengths like 70-80 meters. But, like I said before, you aren’t killing anything with Tragedy unless it’s been primed with status or it’s low level star chat enemies.
  5. I think reverting LOS is the best option for Dante, as do many others. No one really had a problem with Tragedy in the first place except maybe people that just dislike nuke frames. In that case, I think the most reasonable nerf would simply be reducing the base range of the ability. But anyways, LOS will always have inconsistencies no matter what, so no amount of fixes can fully fix it. It should also be removed from plenty of other warframe abilities because there’s really no point in having such restrictions in a pve power fantasy game. Especially with how detailed and obstructive certain tile sets are, removing LOS as a whole would just be so much better for everyone.
  6. Thats actually crazy lmao. Enemies blocking other enemies and preventing Tragedy from hitting is unacceptable when they're literally all right in front of you. They seriously need to revert the LOS changes since Tragedy wasn't even a problem in the first place.
  7. Exactly. Tragedy was only a map wide nuke at low level non steel path content where enemies don't have enough EHP to survive the initial damage. In steel path you have to prime enemies with strong status effects from either Dark Verse or weapons for Tragedy to deal significant damage, so the ability having no LOS was not even an issue. No one had any problems with Tragedy nuking except maybe a very small portion of pp that are just outright against nuke frames in general. The main complaints were that overguard is preventing them from using certain mods and arcane effectively, so there was no reason to nerf Tragedy anyways. The nerf to pageflights "unintended" extra damage was also a huge nerf to Tragedy since that damage was greatly increasing his nuking power. And even pre nerf, Dante wasn't even close to being the strongest dps/nuke frame. And I'm really tired of people saying his nuking is low effort for massive rewards because its not, you literally have to cast 3 abilities to get one Tragedy off, not very low effort but instead very energy hungry and cast heavy to maintain the same level of dps that other frames can achieve by doing far less.
  8. Exactly, even though it could hit through walls, on steel path you were not nuking anything that hadn't been slashed by Dark Verse or loaded up with powerful toxin, slash and heat procs by weapons (except maybe very weak fodder enemies like butchers). This nerf was completely unnecessary and not thought out in the slightest.
  9. This needs to be reverted ASAP. There is nothing reasonable about this change. This is the worst possible solution to his nuking when y'all could have just instead nerfed the base range of the ability since its way too high in the first place. It should just match the range of Light and Dark Verse or be slightly higher than that so you can only get up to a maximum of 50 meters or so like other warframes with nuking abilities. I literally cannot hit enemies in the same room as me because of minor obstacles. This ability is now completely dead.
  10. Fr, after all that yapping on the Dev short about how they're being very careful and considerate when it comes to how they'll nerf Dante and this lazy rushed mess is what they decided to put out. Really unmotivated to even play the game now. Was having so much fun with Dante and now he feels horrible to use in terms of ability dps.
  11. Yea this is absolutely unacceptable. They BUTCHERED Tragedy and in the laziest way possible. You can't even hit enemies in the same room as you a lot of times. Plenty of other warframes can nuke through walls and its ok but Dante doing it is too strong? The thing is, the only enemies that take significant damage from Tragedy are ones affected by slash, heat and toxin DoT's, so even hitting through walls wasn't doing much before. They need to just revert the Tragedy change and instead nerf the base range of the ability.
  12. I really had hope in DE after seeing the recent Devshort. Rebecca and Steve assured us they were taking their time and being very serious about how they will nerf Dante in a way that fixes the communities problems with him and keeps him fun and powerful. Unfortunately, they did not do any of that. I feel both cheated and lied to. Many peoples main complaint about Dante is that his continuous overguard support prevents them from taking advantage of things like Hunter Adrenaline, Arcane Avenger, and anything similar that requires damage to health or shields to activate. Slightly lowering how much overguard he is providing doesn't fix this issue. The line of sight nerf to Tragedy is absolutely horrendous and way too over tuned. It's so bad that small objects, railings/walls, pillars or anything that might slightly block your view of enemies ends up cutting off Tragedy from hitting anything behind said obstacles. Things like Maim, Spores, Miasma, Dread Mirror (projectile), Mallet+Amp all have no line of sight checks and are capable of nuking enemies through walls, but when Dante does it its too much? To be fair, his base ability range is much higher but Tragedy doesn't even deal very significant damage to enemies that are not affected by slash, heat or toxin DoTs (those are the only damage over time status effect that Tragedy "detonates"), especially on Steel Path. This overall just makes the ability dps aspect of him that I loved so much incredibly unappealing now. The slight buff to Wordwarden is fine but 20% more damage doesn't make it any more appealing than it was before. Pageflight nerf was just considering it was unintended. If it were up to me, this is what I would have done in regards to Dante's overguard support and Tragedy nuking: OVERGUARD: Either create a feature that allows squad memebers to reject certain buffs from other Warframes, or make damage to health/shields mods and arcanes proc off of overguard. TRAGEDY: Just revert the line of sight changes and instead nerf the base range of the ability since its honestly way too high in the first place. If that's not an option then remove the line of sight but only make the ability affect enemies with slash, heat, and toxin on them.
  13. So I noticed that the secondary color on the new Styanax Deluxe syandana always retains this green reflective color no matter what color you actually choose. Right now, I have the secondary as black but in the right lighting/at the right angle it still picks up that green coloring. I wish this was not the case. I do not want my syandana do have bits of green showing through as it kinda ruins the whole aesthetic I am going for. Please fix or change this DE so that it just looks like your chosen color from all angles and in all lighting.
  14. This is exactly how I feel. I am literally never going to touch Duviri again unless they add a new incarnon adapter I want. The randomizer just ruins the experience for me. I get that Duviri is partially a new player experience, but that's exactly what ruins it for some vets. I'm a long time player and I've already established what I like and don't like, so why would I ever wanna use some ancient forgotten weapon over something I actually enjoy and frequently use. And even if I did want to use a weapon I don't have, the builds on them are atrocious. But tbh they really need to adjust the randomizer or give more options to higher MR players who know what they like to use, or prioritize their most used warframes and weapons. Or add a button like someone else said that lets you reroll your warframe and weapon options a few times. I really like the way the Circuit works. It's a good game mode that could be really fun if I could bring whatever I want. I mostly play survival cus I just like destroying hordes of enemies. That's basically what the Circuit is but a lot less boring since there are decrees and a variety of game modes that alternate every round, and it even scales up the levels pretty fast. But all of that is completely ruined by the randomizer, at least for me it is.
  15. I too dislike the Circuit purely because of the randomizer. It would be fun if I could bring what I want when I want, but nope. I wish it would prioritize my most used warframes and weapons before other stuff. They should honestly make that feature for higher mastery ranks so new players still get a wide variety of weapons to choose from while veterans and people who've been playing longer will get stuff they use more frequently. That's a great idea. They should add a button somewhere that gives you 3 chances to reroll your warframe and weapon choices. It could reset every time you complete a circuit run or whenever the Duviri mood changes.
  16. Honestly I don't think TS is that big of a problem in the grand scheme of things. At lower levels sure, it might be a bit overpowering, but what isn't overpowered at low levels? In SP you can really feel the difference because it takes a lot more casts to kill enemies. So unless you like destroying your hand, I wouldn't recommend using TS for high level nuking. You can just as easily delete crowds of enemies with guns and other abilities. I think what they mean is people are probably using Macros to automate the casting of this ability because I've tried TS Garuda and my hand starts hurting after just a few minutes. You have to spam this ability a ton in high level content to kill enemies, and on Garuda you're casting even more than just Sunder so its like the ultimate carpal tunnel build lmao. So I could definitely see people automating their key presses to spam this ability rather than manually doing it. So true lol Agreed, I don't think TS is too overpowering with all these ridiculously strong incarnon weapons going around. Torid will literally delete a room just as fast, if not faster than TS. Exactly. In higher levels you can start to see this ability fall off as it requires a lot more casts to kill. Sounds like a good way to get the most painful hand cramp you've ever had XD
  17. So I'd first like to ask, does anyone actually use Blending Talons for the extra combo count chance? Personally, I just use it for turning Seeking Talons into an instant tap AOE, and I'd reckon that's what the majority of people use it for. I think the whole combo count chance part of this augment mod is, simply put, mid. For one thing, it only works on Garuda's own Talons melee. If it gave you the extra combo count chance for any melee weapon then it would be a bit more useful and worth it. But imo this augment mods best/main use is changing Seeking Talons to an AOE. For those reasons, I think they should buff the AOE from base 9 meters to base 10 meters. This would give the augment the same range as the explosion from Garuda's 1st ability which would make a lot more sense as the 1st and 4th ability synergize with each other. I don't think adding 1 extra meter would be anything game breaking either, especially since this ability isn't really meant for/capable of killing (at least in higher levels) but rather debuffing enemies. And if it really came down to that, I'd prefer them to just outright remove the combo count chance part of the augment in exchange for more range on the AOE. What do y'all think? Any Garuda mains out there that would like this change?
  18. My absolute favorite go to setup is Warframe: Garuda Prime with Nourish instead of Blood Altar Primary: Torid or Strun Incarnon Secondary: Epitaph Melee: Quassus, Hate Incarnon, or Ceramic Dagger Incarnon Companion: Nautilus + Vulklok Nourish on Garuda is nuts because it basically buffs her 1, 3 and 4. The 3 ends up giving way more energy, even at negative efficiency, and then her 1 and 4 can now proc viral since they are coded as weapon damage. So now you have a viral slash ability nuke with infinite energy (I use Molt Reconstruct for easy and fast heals). I really just love frames that can DPS with their abilities alone, and Garuda is THAT frame lol. Not only that but she basically doubles as a weapons platform with her amazing passive and slash debuff from the 4th ability. With Nourish+Seeking Talons, you don't even need to mod for viral+hunter munitions and can do more unique weapon builds with otherwise impossible status combos like toxin/corrosive + viral. I also use 5 cast speed shards on my Garuda because I honestly don't see a need for anything else on her. She's very flexible with modding and her real only big downside is how slow and clunky her abilities are, and 100%+ cast speed completely fixes that. I use a Primary Blight pure Toxin Torid Incarnon with this setup and sometimes a Corrosive Heat 655% status Strun Incarnon build because I find those weapons the most fun currently and they're just so powerful too. I have been using Epitaph literally since it was added to the game. It's my all time favorite secondary purely because of its utility and priming capabilities. I always have Amalgam Barrel Diffusion for the faster rolling/dodging, and I can fit both Augur Mods on my build too for shield gating. If I ever need to deal more damage with my main weapons, I just spam the quick fire a few times to prime enemies and then go to town on them. As for melees, I really enjoy heavy attack builds since they can deal damage quick and effectively. All 3 of those melees are exceptional for heavy attacks and I frequently change between them although I'd probably say Ceramic Dagger is my favorite cus of that insane incarnon passive that gives you a ton of initial combo. I also sometimes use the Praedos if I'm speed running a mission because of its evolutions that buff your sprint speed and parkour velocity. My new favorite companion is the Nautilus. I used to exclusively use a Panzer, but I find the Nautilus just so much more useful now after the rework. Constant grouping from Nautilus just makes a ton of builds even better since enemies are grouped up right in front of you. You can land abilities and weapon shots more easily and conveniently without having to move around much or reposition. It's just so handy in nearly every mission and I don't think I'll be using anything else for a while. I use the Vulklok purely for buffing my critical damage with the new Tenacious mod, although if I for some reason use a secondary other than Epitaph, I have a slightly different Nautilus build for priming enemies with the Helstrum.
  19. Yea I'm understanding now how broken adding more range sources could be. When I posted this I was really just thinking about a few select frames that I would enjoy a bit more range on, but taking a step back and looking at every warframe with extra range would just be too overpowering. DE would most likely end up nerfing something else in return to balance things or just go back on the extra range additions. Either way people will end up unhappy. But yea everyone here has convinced me, I actually do not want more range, just keep things the way they're going and don't ruin the balance lol.
  20. Ok I take it back, I don't wish for more range sources anymore lol. It would probably be too strong and end up leading to nerfs which no one likes.
  21. As you can see here, I am wearing black and silver with red energy, however Seeking Talons continues to show the base prime colors of gold, grey and red on the physical talons that float around you. Please fix the colors not matching on the 4th ability. I know its something small and seemingly insignificant, but it does kinda bug me and it doesn't seem like this is an intentional feature but perhaps something that has just been overlooked or gone unnoticed.
  22. So far just the Green and Orange shards have been revealed but I don't think anyone has been able to find what the Purple shard does. But based on the stats from the Green and Orange, I'm guessing the Purple will also be based around elements. Like the Green one for example gives buffs to toxin and corrosive damage, and the Orange deals with blast, radiation, and heat. So I'd imagine a purple shard would probably be based around electric and magnetic and maybe even cold.
  23. Just found this post while looking for one that I made on this exact topic (I think it got deleted ;-;), but yeah I really hope they fix this cus it has also bugged me ever since I acquired Garuda Prime. I wasn't actually aware that her Blood Altar doesn't change color since I always subsume that ability off, but her Seeking Talons not changing is something I noticed almost immediately. Edit: Ok they actually fixed Blood Altars color so that it matches, but the little talons that surround you on the 4th ability still do not match your color scheme.
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