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Paradoxbomb

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Posts posted by Paradoxbomb

  1. I can accept that the DEvs probably want to take their time making more substantial changes to Vauban down the road, but this "buff" to Tesla  just seems like a waste of time. Aside from getting a little more bang for your 25 energy (which, if you're even bothering to use Tesla in the first place energy is clearly of no issue to you) there's no reason to waste time slowly charging each individual Tesla when you can just spam a barrage of them and achieve a similar effect.

     

     

  2. 9 minutes ago, Hawk_of_the_Reborn said:

    It's worse than his old passive I'd say. a flat bonus damage increase with no scaling is stupid.

    Worse than an insubstantial armor buff on a frame who has no business tanking damage, who ideally shouldn't even be taking damage due to keeping enemies CC'ed, and doesn't even benefit you if you're playing without a squad? I'd dare say that a 25% damage increase to enemies trapped by your (or any) abilities is a substantially better passive than the previous one.

  3. While I certainly don't disagree that Vauban needs much more substantial buffs and tweaks to his kit (especially his 1 and 2) I think the DEvs are very much aware that Vauban needs a lot more attention and likely intend to make more substantial improvements to him later down the road.

    If anything else, at least his passive isn't poopy anymore.

  4. There are a few locations where fish seem to spawn annoyingly far from shore, but for the most part Murkrays and other fish seem to spawn within a reasonable distance. Maybe you're just having bad luck?

    Out of curiosity where are you sea-fishing? Along the western shore or the Southeast one? Personally I prefer the latter, and the spawn locations are pretty fair there.

  5. Considering charge attacks will be a lot easier to pull off now, the low healing cap may be more balanced since you'll be able to charge your attacks more fluidly and frequently. But who knows, maybe the DEvs will up the damage cap anyway, or maybe "ninja on fire" mode will improve the potency of it.

  6. They never stated in the Devstream that Life Strike or any channeling mod is going to be tied to charge attacks, and even if they are Melee 3.0's charged attacks are lot less cumbersome-looking than the current ones (no more having to perform a quick attack beforehand) so unless you're playing braindead you should easily be able to adjust to properly timing your attacks to replenish lost health.

    As for Exalted weapons, considering they're overhauling every other melee stance don't you think it's likely they'll do the same for the Exalted ones as well? I think you're crying doomsday way too early here.

  7. 3 hours ago, (PS4)JimsonWeeder said:

    1, Blazing Chakram's health bursts should help replenish your warding hall's health (Chakram needs a damage tweak for sure for this to work)

    I'm all for this synergy since it simultaneously addresses the issues of Warding Halo scaling poorly and Blazing Chakram's healing aura being nigh useless to Nehza himself, although my main concern would be that it might make Nehza a bit too strong (due to his fast movement speed and immunity to both damage and CC). Perhaps with the right values in place, the energy cost to upkeep WH would be enough to keep it balanced, but I'm tempted to say that the halo may need a slight nerf in some aspect to warrant the sustainability buff.

    No complaints with regards to the other suggestions though, and just to add to the pile of ideas perhaps the Chakram could automatically ricochet between enemies impaled with Divine Spears, doubling the damage and/or healing aura radius.

  8. I personally use Accelerated Blast on the Corinth to get that extra bit of fire rate as well as a little bit of bonus puncture damage (which unlike most shotguns actually compliments the Corinth, being puncture-focused). As for the reload time, I've never had an issue with how long it takes and honestly think it's pretty generous considering you can quickly load a round or two and fire off in a dire situation instead of being forced to wait the entire 2.3 seconds as you would have with just about any other shotgun.

  9. It seems kind of pointless since Vauban can easily lob 3-5 Teslas in the time it'd take him to charge a single one and attain the same effect. I mean I guess it saves energy to charge Teslas, but if you're even bothering to use Tesla grenades in the first place than chances are you have an excess of energy anyway.

    I'm still optimistic that the DEvs will give Vauban a more thorough look-over down the road and as such I can accept this as a temporary "buff", but I genuinely think that Tesla should either be outright removed or placed within his Minelayer ability (as a replacement for Bounce mines, which are also a pretty obsolete ability).

  10. Mara Detron has been my go-to sidearm for a while now; aside from maybe Eidolons I've yet to encounter an enemy that can't be easily melted by it. Granted I do have a riven for it, but even without one it holds up immensely well. I suppose my only real complaint about it is that I feel like it kinda got screwed in terms of aesthetics compared to Baro's Prisma weapons. Like, I know it isn't actually a Prisma weapon, but I'd sure love it if the Mara Detron could get a second pass on it's textures to look shiny and metallic rather than like a glowing piece of plastic.

  11. 21 minutes ago, (PS4)big_eviljak said:

    Explain what a super proc is.

    Basically a stronger version of a standard status effect. For example, at >100% status chance a fire status effect has a chance perform a buffed version of it's usual effect, such as dealing increased DoT, lasting twice as long, creating a fiery AoE that can burn multiple enemies, or something along those lines.

    I feel like buffed status effects would be a much more logical approach for weapons exceeding 100% status rather than a direct damage buff, which is basically just doing what crit-chance mods already do.

    (admittedly I may have misinterpreted your original post; somehow I assumed you were proposing both a super-proc and damage buff mechanic rather than only the latter, that was my bad).

  12. I do like the idea of "super-procs" being a thing for weapons with a status chance greater than 100%, although I don't see the need for a damage boost. Wouldn't it make more sense to simply follow crit-chance logic and just have any percent over one-hundred be the percent chance to trigger a super-proc?

  13. Seeing as energy efficiency caps at 75% and you aren't using Blind Rage, you can probably use a Rank 10 Fleeting Expertise and a Rank 8 Streamline instead of maxed ones. It won't change much, but you'll get an extra 10% duration and two extra mod points to use elsewhere.

  14. On 2018-07-29 at 12:44 AM, (PS4)RockstarJungle said:

    Anyway, What i think he needs is buffs to his skills. For instance, the warding halo, what if it took 200-250 hits before it disappeared instead of 100?

    As others have already mentioned, that 100 is just a percentile representation of the Halo's health and isn't a set number of hits you can take. Giving the halo more health wouldn't be a bad change per se, but it wouldn't do much to address the issue of how quickly it gets shredded at higher levels (just extend that margin of high level).

    On 2018-07-29 at 12:44 AM, (PS4)RockstarJungle said:

    There's no point in having a lot of armor stats if your other defenses are weak. Nezha's shields arent weak i think, But the ratio is still off. For instance, if he's going to have that kinda armor then he needs the shields to complement it.

    If they were to buff Nezha's EHP, wouldn't make more sense for him to have more health rather than shields? Between his high armor and his ability to heal from Blazing Chakram, I think having more health would prove more beneficial, not to mention give him a reason to use his own healing ability.

    On 2018-07-29 at 12:44 AM, (PS4)RockstarJungle said:

    The next buff would be to fire walker, What if it delt more damage or lasted longer than it did and required less energy to maintain. 

    I think the damage is fine as is, but I wouldn't object to the trail being slightly wider and improved energy efficiency is something I wouldn't object to.

    On 2018-07-29 at 12:44 AM, (PS4)RockstarJungle said:

    I think he needs to be faster as well, he's pretty fast already but it fits his persona alot better if he was just as fast as ash, or maybe just a little slower. I have my own reasons behind this however, from just experience alone that wouldn't make sense to anyone who doesnt play him as their only frame.

    Please no, between the speed boost from Fire Walker and the fact that his passive makes him feel like he's coated in a thick film of butter, I personally think he's quick and slidy enough (not to mention he can teleport). If you really think he needs even more movement speed, +speed mods and auras are a thing.

    On 2018-07-29 at 12:44 AM, (PS4)RockstarJungle said:

    The charka, i cant help but feel like it should be a heat-seaker that connects with a target within it's direction that it's thrown rather than throw in that direction and just flys about with the potential to not hit anything. If it stays the same then i think once thrown, that it should circle around an area damaging all enemies inside of that radius. And if necessary providing some kind of buff to his squad in that range as well, it doesnt need to be overpowering but still worth throwing the charka and energy consumption none the less. I know this might be more than a buff request, but whatever.

    I agree that a slight amount of auto-targeting and/or some "smart" bouncing in the general direction of the nearest after hitting an object would make the Chakram a lot less cumbersome to use since glaive mechanics in general are kinda wonky IMO. Also, rather than have it immediately 180 back to you once it reaches it's max throwing distance, I think it should decelerate as it approaches its max distance and re-accelerate back to you afterwards, in order to make it easier to catch the Chakram at it's max travel distance and maximize distance traveled via teleportation.

    A more drastic change I wouldn't mind seeing to Nehza's kit would be Blazing Chakram and Warding Halo synergizing with each other, namely BC's healing aura having the ability to restore a small portion of WH's health (say 10% or so); this would address the issues of Nehza's own healing aura being near useless to him due to his low health as well as his Halo's poor scalability at high levels, and would (ideally) encourage a high-risk, high-reward playstyle where Nezha is constantly in the heat of things (pun intended) using his Chakram to upkeep his Halo's health. That said, such a change would probably require a nerf to WH (such as removing status/knockdown immunity) since a replenishable replica of Iron Skin might actually make him a bit too powerful without some kind of tradeoff.

    On 2018-07-29 at 12:44 AM, (PS4)RockstarJungle said:

    His ultimate is also great, I just think the base radius should be increased if you wanted to make him deal more damage, But it's fine without it.

    Not to beat the whole "ability synergy" thing to death, but while his ultimate is fine as it is, it would be nice to see synergy between the spears and his other abilities, such as Firewalker's trail setting the spears on fire and dealing enhanced burn damage to the impaled, or his Chakram auto-ricocheting between impaled enemies and doubling the radius of their healing aura.

  15. Here's a pretty lengthy list of abilities that could be considered "troll abilities" if you want to avoid annoying teammates (or if you deliberately wish to do so):

    • Volt's Speed - generally people don't mind it, but for some people constantly having their movement speed altered can be jarring. Acknwoledge players in chat if they ask you not to use it near them; players can also perform a backflip to cancel out of it.
    • Vauban's Bounce Mines - they're the only one of Vaubans abilities that can move players, but they're pretty useless so there isn't much reason to use them anyway.
    • Loki's Switch Teleport - Let's Loki switch places with another player or an enemy. Can be disorienting if your teammates aren't expecting it, so try to use it on them sparingly.
    • Frost's Snowglobe - despite being a go-to ability for defense objectives, the fact that they block player's projectiles from the outside means they can be a nuisance if a neglectful Frost litters the area with them. Use his Freeze ability to pop globes you no longer need.
    • Valkyr's Ripline - If I recall, this one can pull players the same way it does enemies, so be mindful of who you're targeting.
    • Mag's Magnetize - Can be obtrusive if you're casting it on top of your teammates. Try to cast it in choke-points where enemies funnel in so that they all die attempting to pass through the bubble.
    • Banshee's Soundquake/Resonating Quake - While it's good for locking down a large portion of the map in dire situations, Banshee's SQ (and it's augment) can prevent enemies from advancing towards you if used excessively, meaning you have to run around the map to kill them and collect their loot. Try not to use it for an extended amount of time unless you're affinity farming with friends.
    • Nova's Molecular Prime - Similar to Banshee's Ult, Nova's ability to slow down enemies can be considered a hindrance on certain missions like defense since it results in the rounds taking longer. If a mission is low risk and doesn't call for the slow-down effect, you can build for reduced power strength on her, which reduces or even reverses the slow-down effect.
    • Hydroid's Tentacles - Can be a bit obtrusive since they flail enemies around, making it hard for player's to hit them without some kind of AoE weapon. Similar to Magnetize, try to relegate them to choke-points to get the most use out of them.
    • Inaros's Sandstorm - Similar case to Hydroid's Tentacles, picks up enemies and makes them hard to hit; best use sparingly.
    • Nyx's Mind Control - More of a misconception really, some players seem to be unaware that Mind Controlled enemies take all damage dealt to them by players and enemies once the ability ends, generally insta-killing them; Nyx cannot keep an enemy alive indefinitely to drag out a defense mission. That said, a Nyx built for duration should press 1 again to cancel Mind Control early should an affected target be the last enemy on the map during a round.
    • Limbo in general - While the Cataclysm + Stasis combos is one of the strongest CCs in the game, Limbo's Banish and Rift Surge abilities aren't the most team-friendly abilities in the game. Best to be extremely mindful of where you use said abilities, or play with teammates who deliberately wish to make use of the abilities. Also, player's can roll out of the rift, but you should assume that no one knows this (because they usually don't).

    With all that said, as long as don't spam these abilities (or any ability, really) excessively and use them when appropriate you can generally get by without angering your fellow Tenno. As for Limbo, he's a lot less obtrusive than he use to be but he still has a bit of a bad rep, so as long as you aren't Banishing enemies willy-nilly you should be fine and can afford to ignore players who are being unjustly salty about your presence.

  16. Unless you wanna keep him for sentimental reason or just for the sake of owning everything, I'd say get rid of him. Prime frames are pretty much direct upgrades to their standard counterparts, so once you've got your Primes leveled up and modded the originals are just a waste of a warframe slot.

  17. Kind of a misleading thread title; there's no proposition of a rework, just a recommendation to outright remove Limbo from the game or to add some kind of anti-troll measure to consoles. Although you have the right idea with the second one, changing Cataclysm so that it doesn't prevent players from interacting with certain objects (ie. Ambulas' console) would probably be the most simple (and level-headed) course of action.

  18. I'm a bit disappointed that the arms are static even when reaching full mutation; I really would've thought they'd extend out to his sides in a Valkyr-style "imma claw your face open" pose or something (and in retrospect they due look a bit too much like jelly). Also his chin almost always clips into his collar regardless of which helmet you're using; feels like they could've extended it a smidgen to account for that.

    That said, I am still really impressed with the skin, and that syandana alone was worth the price or purchase.

  19. Honestly I have no qualms with their little "death-sneeze" attack since it's pretty easy to avoid once you pick up on when it occurs, although it would be nice if it had a visible AoE since I imagine it must be really confusing for uninformed players to just suddenly die out of nowhere.

  20. Eager to see his deluxe skin fully rendered; Limbo's a good frame but he always looked a bit too goofy compared to the other frames for my taste.

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