ShogunGunshow
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Posts posted by ShogunGunshow
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2 minutes ago, Corvid said:
Well, 3 clones means 4 companions total (not including Venari).
Either way, I'm interested in seeing what Sentinels are like with this mod. I look forward to filling up my screen with Nautili.
Always wanted to RP a Gundam with funnels in Warframe.
Laser lightshow. Or Helstrum doing Macross-style missile barrages.
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Figured it would be that kind of limit on clones lol. 3 is fine, coulda been 4.
Still looks like silly fun. I almost wish they had let us have an uncapped version for a few days, though, just for the memes.
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Also Caliban's 4 has been bugged like literally since release where its lingering effect doesn't even render if you're a client.
That's a bad one.
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2 hours ago, (PSN)rexis12 said:
Caliban isn't bad, but he's A Frame that has... really nothing to him to stand out.
Like there are Frames where the rest of the kit is pure Garbo, but has just enough in one ability that it even outs. Nekros with Desecrate or Mesa with Peacemaker.
The issue is that... well none of this abilities are really that special or worth anything that you would want, especially when he's a jack of all.
His 1 is terrible, his 2 is a damage vulnerability that has an enemy limit (lol) and lifts the enemy which is one of the least desired status due to bugs and just them being annoying (at least you can use it while enemies are in the air lol), Lethal Progeny"s only upside is the shield Regen which then come with the fact that LP is on both a timer and health meaning that yes at high levels they can be gunned down as quickly as they appear not to mention the slow 1 by 1 summon, and then Fission Strike is his best ability.
But if the best ability you have is an Armor Strip, you might as well just subsume Pillage or Terrify on any random Frame and use their more interesting abilities to get through the game.
Ding f***ing ding.
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45 minutes ago, (PSN)rexis12 said:
There also the difference in the EHP of enemies with Ferrite armor, and well armor in general, compared to... ANYTHING ELSE.
The fact that a basic Lancer, only has 1/2 the EHP of a Field Boss while a crewman has 1/20 is a sign that something is really wrong with Armor Scaling.
Hell, this is JUST Lancer. The Heavy Gunners have 6 Mil EHP at the same level. A basic mini-boss has like 7x the EHP and is only not as tough due to Damage Attenuation of Acolytes which makes the even weaker elements EVEN MORE weaker.
Indeed. Any rebalance of status in Status 3.0 almost by necessity has to be paired with a complete rethink of how enemy armor works and an adjustment of enemy EHP in general.
We've been here before once already. Unless we want to just have the exact same problem in a few years, when escalating enemy levels render the latest stopgap measures ineffective, whatever change is made has gotta be more dramatic.
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2 hours ago, CosoMalvadoNG said:
Is DE considering changes to the elemental damage table?
It's a question, but not a question.The answer is almost never because there's little reason to adjust for elemental weaknesses when the viral bonus is right there, many times larger than the largest elemental weakness that any faction has.
They wanna change that, they gotta do a Status 3.0, and Viral has to get piledrivered into the earth.
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8 minutes ago, quxier said:
Yeah, I like to be forced into specific type of play because game spam nullies like 3 per every room. Even some of the are eximus. /sarcasm
1 Nully once in a while is fine. Whole room of those stupid things are disgusting.
ps. YMMV - you may have 1 Nully once a while and be happy with that.
Eximus are worse? Unless it's an another spam, you just roll or hit specific stuff (Guardian). Simple as this. I only get hit or stuff like this when I'm not paying attention (half asleep) OR there is freaking Eximus Nully...
I guess they have to turn off > cast Kullervo > turn on again. :D
For me using Kullervo's with Voruna 4th is too much work but it's still something pretty nice to have once in while.
And both Voruna's & Citrine's abilities are nerfed. I've tried one and it's almost useless.
So 90% of my gameplay should be using those options BECAUSE THERE ARE ~3 NULLIES IN EVERY ROOM (YMMV)?! Yeah... not my cup of tea.
Hmm... are they going to buff Voruna/3?
Yeah, he is nice but not perfect. Like Grendel being more playable (can cast other Grendel's abilities) but there are some "issues". Some folks don't like 5 enemy in gut limit. It's change that added added something but took something else. On other hand we cannot cast Helminth using Pulverize. Was it Pablo said that Yareli/Merulina needs whole set of animations to cast Hellminth on Merulina? Perfection is not always good. I personally like Grendel change. Hydroid will be another frame - they should make another frame instead, imho.
If you have 3 nullies in a room consistently, then you really need to kill them faster.
If you can't kill them faster, you might be underbuilt for what you're doing.
If you're not underbuilt, and you still can't kill them fast enough, might be a you-issue.
Having to bring the right tool to solve a problem isn't some unfair ask in a video game. If nullies are a problem for you, take nulli solutions. 🤷♂️
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Not there. But if I ever do, it will be because I get annoyed at having to reslot things whenever I forma.
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You don't need a specific augment to deal with them, though. You just need a weapon that fires rapidly. My gaze kitgun pops bubbles pretty much instantly. And my melee weapon has a long enough range that I can often just advance while swinging and not even fall into the bubble.
The only issue I have with nullifiers is when I'm using a frame that relies on remote persistent effects on Steel Path, because it's sometimes difficult to keep a nullifier from, say, popping my magnetize bubble, but that's a niche problem that can be solved with gameplay.
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Well, it's some other problem on your end, I guess. Tried firing-as-melee, tried quick melee, tried toggle aim and not toggle aim, all combinations work for me.
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51 minutes ago, Void2258 said:
Hold aim, look at enemy, melee attack. Stand there swinging in place. Nonfunctional.
Just in case I was doing something wrong, tried every other combination of commands I could think of (in case the instructions were wrong). Either melee in place or fire weapon. No jump ever.
And you're sure you, like, actually have the mod equipped, right? :P Hate to be that guy, but. Gotta ask.
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7 hours ago, (PSN)JaiWilliams767 said:
My biggest issue with nightwave is that the weapon augment mods are unobtainable. Some of these mods like 'Wild Frenzy', 'Efficient Beams' and 'Napalm Grenades' completely change your weapon playstyle and create alternative ways to build and play. These rewards should be obtainable in Nora's shop or at least Baro's Inventory. It's not fair to newer players who started playing literally after they were locked away. With all the reworks going on I'm praying this is one thing DE doesn't skip over. If they are truly committed to making the experience more accessible changes must be made.
They eventually get rotated back in on the Nightwave intermissions. Wouldn't worry too much about it.
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1 hour ago, Void2258 said:
Yup. You aim, and just attack in place. No jump.
I'm not sure what the issue is on your end but I just tested it in the simulacrum and it seems like it works fine?
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6 hours ago, DrivaMain said:
Let me remind you he is the one responsible for adding nullifiers into the game. A bane for the "fun" crowd. It left a scar for some people.
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I'm glad he's getting to focus more on the core gameplay for a while instead of having to reinvent the wheel for whatever the latest fever dream was that popped out of Steve's head and decided it had to be part of the game.
( <3 you Steve, glad you're enjoying your new project, look so much happier these days )
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Hey now, Banshee had a 4th ability.
It just got merced so that now it's not even good for no-effort mid-level stuff, and is just an active troll to your entire team!
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This QoL update is based. Funny how what people have been begging for for years ends up being hype, eh?
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Hydroid's kit was very much not fine, and it's not from a lack of brainpower that people didn't play him. Even played optimally, he was suboptimal for... 99.9% of content. But anyway.
I'm not thrilled either that almost every frame has to deal with the fact that all but three or four statuses suck big, and that armor removal almost has to be a thing because we're reaching a point in scaling where removing armor multiplies relative damage by twenty times, but it's just the reality of modern Warframe because DE doesn't seem willing (or able) to address the underlying issues, and keeps leaning into them more with each update. Why does Grendel, all about stomach acid, have viral? Why does Hydroid's new augment? What happens to all these abilities that don't fit thematically, and only exist to satisfy this deeply unsatisfying meta, if statuses were to ever be reworked and viral was somehow not nearly as good?
Sadly, based on the arcanes that have been released where DE has tried to make people take things like elec and cold (and have largely failed because the numbers just aren't there because I guess nobody in the design team has heard of the term 'opportunity cost'), I don't think that these problems are ever getting fixed, just band-aided.
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2 hours ago, Hexerin said:
1h38m is 98m, which assuming absolute best case (spawn every 3m) is 32 Acolytes. Each drops 2 SE, which with booster is doubled to 4, and then Charm doubles to 8. Multiply 32 spawns by 8 dropped per spawn, you get 256 SE over the run. There's something not adding up with that screenshot.
Iirc, double resources weekend stacks with the double resources booster, similar to how double credit weekends stacks with credit boosters. And German seems to confirm that this was the case (Double resource weekend) for this pic. So add another doubling to your calculations, ending up with 8 without charm, 16 with charm, very rarely 32 if they were lucky enough to get a double proc.
Seems eminently doable numbers wise when you factor that in.
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Resource booster + some lucky double charm procs would be my guess. You can get some high value out of a double proc and resource booster, turning a normal 2 drop into 16.
This is why DE made it so that Steel Essence despawns in 5 minutes instead of 20, BTW, because with 20 minutes you could always wait for the right Smeeta proc.
E: also maybe a double resource weekend effect.
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Would be nice if Ember's Immolation augment was affected by strength up to 100%, so allies could fully enjoy her damage reduction.
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1 hour ago, Hexerin said:
Reading comprehension not your strong suit?
I brought up Helstrum for status, so I was confused why you were bringing Artax into the conversation to compare to Verglas for Status. Because Helstrum is a better status-stick - that I was talking about.
Not entirely sure why you're so hostile about my implied exasperation that you feel the need to get nasty, tho.
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33 minutes ago, Hexerin said:
I didn't include Helstrum in my post because it's doing something different. My post was specifically a comparison between Verglas and Artax.
🙄
Alright.
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29 minutes ago, trst said:
I'm not entirely certain but I believe DE intentionally "removed" that feature of black energy sometime in the past.
Wasn't there like a 'Missing No.' thing for some sort of shader for a minute? Or am I thinking of something else?
Lately DE_ Pablo has given a lot of love. More gifts for the next update.
in General Discussion
Posted · Edited by ShogunGunshow
Yeah the question is "do they have individual cooldowns on their abilities/precepts."
Also there's are, what, apparently eight more bonds that we haven't even seen yet? If even a few of them are as interesting as what we've seen, things could get pretty wild.