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Paradoxbomb

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Posts posted by Paradoxbomb

  1. 3 hours ago, ShiraHagane said:

    or, we could like, undo the crit chance nerf to it, since lenz is a thing now

    or

      2aauvkF.gif

    I honestly wouldn't argue against a crit chance buff, seeing as Tonkor can't exploit crit-headshot multipliers for absurd AoE damage anymore. Combined with the self-damage, I'd argue that the Tonkor actually requires more than two brain cells to use now and could afford a second pass.

  2. Just feel like it's worth mentioning Hydroid's Pilfering Swarm only requires enemies to be held/damaged by the tentacles for them to drop extra loot; the tentacles don't need to deliver the final blow. And like Diarmut said, the bulk of the Simulor's damage comes from detonating the spheres rather than relying on the AoE of the mini-vortexes, so if you aren't using it that way already it may be worth trying to get more bang for your buck.

    Some increased range on the mini-vortexes would be a nice buff though.

  3. Before it got it's reskin, the Braton was also a Corpus weapon and it was considered to be a reverse-engineered version of the Braton Prime (not sure if this was a canon or fanon explanation though). With the Braton's skin change that was basically retconned, but maybe a similar explanation holds up for Helios (either the Corpus could have reversed engineered it, or the Tenno themselves did so using the Dojo's lab and Corpus technology).

  4. As a fellow fan of the Latron series myself, I hate too say that there sadly aren't many weapons in the game with a similar feel to the Latron Prime. That said, you could try giving the following weapons a shot:

    • Tiberon Prime - I haven't used this one extensively myself since I only recently got it, but I'm pretty sure it's semi-auto mode is equal to or greater than the Latron Prime, and it can even switch to burst-fire or full-auto when needed.
    • Argonok and Stradavar - Not sure where these guns are in terms of power since the recent weapon overhaul, but they do at least have a semi-auto trigger option with a much larger magazine than the Latron Prime when in this mode.
    • Dex Sybaris and Sybaris Prime - These two are burst-fire only but they're both fairly powerful rifles that still have a similar feel to the LP. Both have smaller magazines but reload a bit faster.
    7 minutes ago, -Mandachordian-Tenno- said:

    Grinlok is what I would suggest. comes with an Augment Mod as well, you should check it out.

    Almost forgot this one. I can't say this one really has the same feel as the Latron series and even after the weapon overhaul it's still nothing remarkable,  but it's a personal favorite of mine as well so I say give it a try as well.

  5. I have similar Riven that requires me to destroy 3 Dargyns with a bow in a day, but it doesn't seem to be counting any of the destroyed Dargyns (and there are no additional requirements such as aim gliding). Me thinks the Dargyn-related Rivens are in fact bugged.

  6. Riven mods have randomly generated stats, so while there are more than one Ignis Rivens in the game that particular combination of stats is fairly unique (I mean, there could possibly be another Ignis Agri-Visimag out there somewhere, but the odds are slim). The prefixes and suffixes that make up it's name change depending on the stats the Riven has; I don't know them off the top of my head, but that link to the Riven Mod page on the wiki has a list of them:

    18 minutes ago, Cook-EN- said:

    Also, you can change the stats on that Ignis Riven using a resource called Kuva. The current one your friend has now is okay, but they could potentially get something better for it by investing some Kuva on it.

  7. 21 minutes ago, NullSaint said:

    You are complaining about a frame after the literal first look we've ever had? Are you serious? You've seen a minute, maybe two of the frame in motion, and heard vague descriptions of it's abilities and you are already set to declare it useless?? JFC.

    First, not every frame has to be to your liking. Other people might enjoy it.

    Second, there are others ways to play the game, at least one which doesn't necessitate killing any enemies, much less hordes of them.

    Third, how many times was Khora changed after she was released?

    How about if you have a cup of tea and wait for the frame to actually be done before you decide if it's good or not?

    How is this a complaint thread? The OP saw the WIP gameplay of Vlad and provided feedback as to what believe could be a potential issue with the frame's current design (and the game as a whole) for the DEvs to  consider when fine-tuning them for their actual release (and potentially minimizing reworks/hotfixes), all without being needlessly vitriol towards them.

  8. What exactly is the huge appeal towards the Battle Royale style of PvP anyway? Like, I've got nothing against PUBG or Fortnite as games (moreso the "culture" surrounding them) but I don't see how a playstyle that consists of scrounging around for resources for an extended period, kill a person or two or be killed yourself, and then wait around again is considered exciting gameplay compared to a good ol' fashioned Deathmatch of Free For All, where there's actually a steady stream of action happening.

    As for Battle Royale in Warframe, I'm gonna have to say no. The idea just seems like an attempt to capitalize on a fad and I'd much rather see the DEvs and playerbase come up with ways to improve the existing game modes instead of adding a new, trendy one that'll immediately be forgotten within a week.

  9. 6 hours ago, ActionPoohole said:

    Why would a Gold rare, have 10 expensive spots to fuse, have a negative of 33% accuracy and have less damage than a brown mod (which has a bonus effect)? Do you really think that it's just expensive and bad to be bad? It's not. It's a utility mod that is supposed to provide pellet spread to make it easier to use against crowds etc and that's the reason for the low damage output. There would have been no reason apart from the negative accuracy that I would ever have ranked this up.

    With all due respect to the DEvs, I think you're giving them a bit too much credit there. They have a bit of a habit of forgetting to (or at least waiting an extremely long time to) buff or revisit old mechanics/items that have been rendered underpowered or obsolete by new content (or have just been bad from the get go). A prime example of course being the vanilla status mods:

    latest?cb=20171007154934  

    Which have been garbage since Damage 2.0's conception, rendered nigh useless by the Status + Elemental mods, and still haven't been addressed to this day. Don't get me wrong, I understand that negative accuracy can be considered an advantage on certain weapons and that could somewhat justify how subpar MF is (but not really IMHO), but I'm highly skeptical that this was something the DEvs had in mind when they added Augur Pact to list of available mods.

    With all that said, I do agree that this relationship with the Arca Scisco and multishot should be addressed. If it's going to be a trash mod it could at least be a consistent trash mod.

  10. I find that the bombardment attack the Eidolon uses early on in the fight is easy enough to avoid; even with the operator you can use a well-time slide or just go invisible. Now the projectiles that fire out of it's limbs after being broken, those can afford to lose their seeking capabilities. After breaking any more than two synovias the operator pretty much has to stay in void mode constantly or just tank the shots since they move way too fast for them to dodge (which kinda sucks since most of the other attacks can be mitigated through management of your void mode energy).

  11. I've kinda been slacking on the whole Quill standing thing myself, but having a competent weapon for the operator is definitely nice, so I'd say it's worth at least investing in a T1 amp to mull you over until you get something better. The primary isn't super strong but it is precise and energy efficient, and the secondary attack actually packs quite a punch. At the very least, It'll certainly make Eidolon fighting less of a hassle in the long run.

  12. I do like the idea of an explosive sniper, but this seems just a tad bit excessive. Even the Lenz (a thematically similar weapon) only has a base damage of 660. I don't think even a 4 second reload and a single round for reserve ammo would offset being able to dole out 48,000 damage using nothing but a point strike mod.

  13. The need to switch between sigils to get reputation for different syndicates never bothered me all that much, but I wouldn't complain if they implemented such a setting. At the bare minimum, it would be nice if all your sigils for a specific syndicate gained the percent bonus of your most valuable sigil purchase. I personally don't care for Steel Meridian's final sigil (with the 15% bonus) but would love to retain the rep bonus from it while wearing any of the other sigils.

  14. Pretty sure weapons have almost always been stronger than frames in terms of killing power. Strength mods can only carry flat damage abilities so far in comparison to the plethora of damage mods there are for weapons, and even the majority of scaling abilities (Sonar, Maim, all CC abilities, etc.) are reliant on or an extension of weapon damage.

  15. Personally, I always thought it'd be neat if it could deep freeze an enemy if focused on them long enough, after which killing the frozen enemy creates a small explosion that damages and applies a cold status effect to all nearby enemies. But currently frozen-solid enemies are immune to status effects so unless they made some kind of exception for the Glaxion it'd probably be counter-intuitive.

    But yeah, the Glaxion is definitely a lot better off than it previously was thanks to the beam weapon rework, but even so it's still pretty lackluster compared to almost every other beam weapon out there, most of which can already proc status effects fairly frequently or just flat out kill enemies quickly (or both).

     

  16. Was this the 2nd part of the sortie (the exterminate mission)? If so, enemies in that mission had resistance to and dealt additional elemental damage, which would explain why your chromatic blade was dealing less damage while the enemies were dealing more damage themselves.

    Otherwise, it could've just been that an Ancient Healer was somewhere nearby, soaking up the damage and status effects from your attacks.

  17. Another QoL change I'd like to see would be for them to replace the cycling mechanic with a gear wheel like the one we have for ciphers, restores, etc. So that way you can just hold the ability key to quickly click on your preferred arrow/mine instead of having to slowly cycle through them.

    But yeah, an audio cue would be a welcome addition too.

  18. Just my two cents on the arch-guns that I've actually used (I haven't gotten around to getting the Cyngas or Phaedra):

    • Imperiator (Vandal) - Honestly, I think both versions of these guns are fine where they are. For a starting weapon the Imperiator holds up pretty well and the Vandal is probably one of most versatile archguns in the game. You also literally can't run out of ammo for it, so it's got that going for it too.
    • Corvas - The Corvas always felt like a poor man's Velocitus, which bothers me since it it's the only arch-shotgun there is and as such it would be nice to have a reason to use it. I agree with removing the charge mechanic and just letting it deal full damage normally, and it needs a buff to it's horrendously slow ammo regen time
    • Dual Decurion - Like the Corvas, these guns also don't feel very satisfying to use. They're sluggish and they miss enemies constantly even at close range (I don't know if their accuracy is that bad or if the enemies just have wonky hitboxes) and even with the better on-paper stats I feel like the Imperiators are still more reliable guns. I could maybe get behind these if they functioned more like the Twin Vipers, dispelling their ammo in a super-quick burst, and of course with a buff to their accuracy and recoil.
    • Fluctus - Fine as is, although part of me wishes you could rotate the blasts vertically a la Dead Space's Plasma Cutter (and on that note, is anyone else bothered by the fact that it's projectiles are horizontal despite the Fluctus being aligned vertically?)
    • Grattler - I know a lot of people request that the projectiles have proximity detonation to account for the fact that most archwing enemies are small and move around a lot, and while I wouldn't complain if they did add that I honestly think the Grattler is fine as it is. It's a cumbersome weapon but when it does hit it has a lot of impact.
    • Velocitus - Another favorite of mine, and I don't think there's anything wrong with the Velocitus per se, it just doesn't have much a niche (pretty much like snipers pre-PoE). It's a beast against Ogmas and Goxes, but you encounter them so infrequently compared to Dargyns and Ospreys that it really doesn't get a chance to shine. So I don't think it needs a buff, just more targets that aren't the size of pinpricks to fire at.
  19. Dethcube does have a special ability though:

    latest?cb=20171008162340

    Mind you it is a load of poopy and I wouldn't argue against replacing with something better, but Dethcube never struck me as a melee-oriented sentinel and a viral AoE seems like it'd be more thematically appropriate for Djinn. I think some kind of Opticor-style deth-beam or a rocket barrage would be a more fitting replacement for Vaporize.

  20. The quote literally says they want to make Saryn more viable outside of Onslaught and make her less broken in the already broken gamemode, so to me it sounds like the intent is to buff her for 98% of the game's content, while making her less cheesy in that one super cheesy gamemode that shouldn't matter.

    I mean, I won't rule out that the DEvs could end up inadvertently nerfing her, but we won't know until they actually give us details on what they're gonna do, so I think it's a bit early to start "Saryn Ruined Forever Thread #364."

  21. Didn't get to video capture Zephyr sliding around in a locked animation with her head pulling an exorcist, but I did manage to get this screen cap:

    3NcjlB8.jpg

    But yeah, something's up with Zephyr's animations.

  22. Haven't tested this yet, but based solely on the picture posted in the patch notes, it looks like projectiles have a slightly more curved trajectory upon being redirected instead of immediately being directed in a straight line towards the center. In which case I don't think it's a nerf per se so long as you can adjust to the new redirection path.

  23. It's a bit of a shame that a lot of interesting/awesome melee weapons Like the Jat Kittag, Arca Triton, Sancti Magistar, etc. have the misfortune of using hammer stances, 'cause boy oh boy do I loathe them. Hammers just feel like they have the worst qualities of light and heavy melee weapons without the benefits: they feel sluggish even with attack speed mods, yet their range and damage doesn't seem to reflect that. So yeah, I would love for hammers to either get a speed buff to make them feel more like practical middle-ground weapons, or actually get a range/damage buff to make them feel like legit heavy weapons.

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