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(PSN)Dragulish

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Posts posted by (PSN)Dragulish

  1. 16 hours ago, MasterBurik said:

    75 Base Health, with 225 Total Health at max rank (before mods). Baruuk can easily sustain over 90% DR, effectively multiplying his Health and Shield pool by 10.

    It has the potential to be a viable mid-mission role exchange, but the disarm aspect of Desolate Hands currently lacks the value for it to be appealing.

    I find that 360° elude comes at too high a cost for what it's worth. Adding sustain, to keep it up, increases the cost even further. If one wishes to erode restraint quickly with Elude, the base 180° is plenty. Just find a moderate-high rate of fire enemy. Otherwise, Lull can cut out large chunks of restraint with an appropriately timed cast.

    Unless this is a suggestion for a future augment (😉), there are plenty of methods to restore health:

    • Health Orbs
    • Health Restores
    • Team Heal Restores
    • Teammates
    • Vazarin tree
    • Rejuvenation Aura
    • Equilibrium Mod
    • Life Strike Mod
    • Truth, Justice, and Purity syndicate effects (via weapon or mod)
    • Hirudo
    • Sancti Magistar
    • Arcane Grace
    • Arcane Pulse (see: Health Orbs)
    • Arcane Victory
    • Magus Elevate
    • Magus Nourish
    • Magus Repair
    • Exodia Might

    I'm wary of such a change, considering the waves go through walls to hit every enemy within its range. The ramp up would be extremely quick, and sustaining it isn't an issue. What might DE tweak, in exchange?

    It appears DE was purposefully selective in that regard. Some mods function on waves (such as Condition Overload and Shattering Impact), while others do not (like Healing Return and Life Strike). I'd imagine it might have something to do with the traits I mentioned in regards to hits counting.

    To be honest, I like that the waves don't hit recruitment beacons. It cuts out AoE issues for Toroid farming. But if that changes in the future, I suppose I'll just select another frame to farm them with.

    The force behind Desert Wind attacks is quite powerful though. A single punch tends to knock every enemy in its range back further than the waves do themselves. It certainly cuts out a lot of combo buildup potential, but I'm inclined to believe DE wasn't planning on Serene Storm/Desert Wind leading in that direction. IMO, he's right on the verge of being a finisher frame. Baruuk doesn't start fights, but he sure as hell can finish them.

    At this point, he certainly isn't worth the Fortuna grind. IMO: When plat farming is the easier grind for obtaining a frame, something is wrong. And when new frames lack lore for their grind placement, something is very wrong.

    The fact that you bought him with plat doesn't make your opinion worth any less than those who chose to grind for him. Thank you for sharing your thoughts.

    Thank you so much for replying to this! And honestly in regard to the potential augment mod with health being more sustainable I was thinking that might be what they would add but I feel as though in writing this I made it a bit obvious that I am super reluctant to move from my build of baruuk and wanting him to work for me rather than just work, I recently did decide that Rejuvenation and possibly coaction drift may be where I'm leaning, I appreciate not being discounted for buying him and the advice on how I can better optimize him, thank you again. 

  2. Hi, I love baruuk so far but I have an issue with how far that love goes and the potential red flags in this relationship I think need to be addressed before I take things any further. His values and role seem to be a but skewed from my perspective and I feel as though because of his trait being the reluctant warrior that his potential seems unrealized or at least hidden.

     

    75 health at max level without any health mods is my first point, it's an odd choice in my personal opinion to make him lower health than characters like limbo who have a passive that doesn't provide a simple buff to protections but has a passive that provides the ultimate damage immunity in the entire game, not only does baruuk require some level of health to survive long enough to get that level of restraint eroded but once it is his ult is either going to undo that or he simply should opt for not using it at all to make up for the lack of protections he'd undergo.

     

     

    His 1 & 3 do not clash well in most builds, I personally don't mind losing some (A lot) of damage for a 360 elude effect but that makes keeping daggers impossible as they are quite literally sometimes gone as I'm activating it this has happened to me before that's not an exaggeration I have watched it not even count the amount of daggers I was given because they were immediately gone upon summon. Usually the best solution is to opt in for not using one of these abilities, you have to choose one to excuse from your playstyle which is not something awful for most warframes building for a specific way is honestly what we are all here for usually and it's fun to have a unique way to play - but each ability for baruuk goes towards not only eroding his restraint but towards that and higher damage reduction, he needs the most out of each of these abilities to actually make him either tank viable or ult orientated. I have made a build more or less that finds a middle ground myself but this leads us into my final point and my most crucial. For anyone else who has things to add please do so. 

     

     

    Serene storm needs hit procs for the waves- A Ted talk. 

    So as far as baruuk goes I feel like maybe adding a healing mechanic to him would be a very useful addition, perhaps for every hit dodged ? Or for every enemy put to sleep ? 

    Serene storm doesn't proc from the waves as a hit and when I say proc I mean it doesn't register the waves pass through enemies and I completely understand that they're supposed to but it does not add to any mods such as healing return or life strike and for the recruitment beacons in the orb valis the waves themselves do not exist, the beacons are not damaged unless you get close and punch them, enemies do not provide health unless you punch them, the serene storm fist themselves  (in your hands) are treated as the exalted weapon which is nice but the engagement is non existent if someone wishes to use them as the exalted weapon they are because they knock enemies away, you cannot utilize the weapon part of the exalted weapon because they remove enemies from your reach and the waves themselves don't register as weapon hits. 

     

     

     I would really love to see baruuk change for the better because I like playing with him, I've tried to use different builds and he isn't a bad frame or unless as pe9ole are saying, he just isn't worth the grind that people have done for him and honestly I can only say that me buying him doesn't give me as much credit to say that he's not all those things other players say because they put in the work for him, they are understandably upset and it's valid to voice that in a respectful way. Have a good day and thanks for reading. 

     

  3. So I think at this point it's safe to say (for now) we won't need a warframe that can fly (keep in mind I am referring to flying in this context as titania or zephyr where as characters such as wukong who can float are still a welcome addition in this tenno's mind) because for open world maps of you are the owner of an archwing you now have a 5th ability called gear hot key 1 and boom you have wings now which I love and will continue to love so much in fact that I had an idea, we should further bridge the gap between warframe and archwing. 

     

     

    Archwing deserves tenogen and deluxe or "Hide" option:

    the community and dev team has created such amazing and jaw dropping designs for warframes that I think it's worth noting that the things attaching to us sometimes has a visual clash with them that I wish was more open to fashion framing on their own right with unique skins and effects, to even further this idea I want themy to have a customization screen somewhat like weapons in that we can even choose to hide them all together allowing our already winglike syandanas to stand out and have use to their features that activate upon bullet jump or wing glides. 

     

     

    Archwing concept "ikoros": 

     

    The exo archwing, ikoros would be built in the tenno lab and rather than the usual slew of abilities that archwings are given this archwing has no abilities 

    This archwing is a utility vehicle that simply allows its user to use their warframe abilities while providing better base defences and movement speed.

     

    Another idea is that the archwing can have some minor abilities making the first one a cycle of the warframes abilities to use when pressing but I am unsure if this would be overpowered or not, archwing is not aim glide so this would not open for aviator mod build replacements you are still simply in an archwing with the added ability to use your warframe as effectively as you would from the ground,  unlike other archwings this will only work for open world locations such as Venus and earth unless there comes a decision to allow archwings on regular maps with slower speed and maneuverability, ikoros is somewhat like a simple exo wing that when equipped has a sleek design that's not overwhelming or bulky in appearance, I'd also like to see the introduction of animations in air so that flight looks more personalized but this is not an easy request so I won't hold onto that, anyway this has been my concept for anow archwing update/overhaul. Thank you for reading. 

  4. All input is helpful I want to add, I feel like many players have found something that works with inaros and are afraid of the slightest change resulting in a nerf I am equally as against the idea this isn't poking sleeping bears it's just trying to help our mummy pal be the best version of himself he can be 

  5. 15 hours ago, (PS4)vrykolacas82 said:

    I run Inaros with x2 sets of Arcane Grace and facetank everything. The only abilities I ever use are pocket sand for good CC / Finishers and charging up my augmented scarab swarm.

    I do not even recall the last time I used either Sandstorm or Devour. Never really saw the usefulness of either ability and the sand shadows last about as long as a fart. Inaros can get plenty heals out of his finishers for himself and I also never see someone running  for an Inaros using devour to get some heals. In all honestly I also don't even recall seeing another Inaros using devour.

    Scarab Swarm seems fine where it is especially with its augment and so is his Pocket Sand. Sandstorm could be useful to throw enemies off the tile maybe and devour is just useless unless you are really in a pinch and need the invulnerability while using this ability. (Lets be honest this never actually happens)

    IMHO Devour should just get a complete overhaul but the other 3 abilities are fine. Synergy is not really needed on Inaros, he is a top tier frame as stands right now.

     

    It's not needed for how you play friend, not every build is a carbon copy nor should we be content with the bare minimum if there is room for improvement, like you literally said you only use at most two of his abilities and I assume take use of his high health and armor stats for the rest, I don't think that's how DE designs frames to be played, not saying they would be against you doing that at all I want to add but no one wants their frame to be a two trick pony there needs to be a balance and rhyme to reason, hearing any of his abilities being called useless would likely speak more to the fact that he needs a rework on them rather than a "let well enough be" approach. And if you think devour should get an overhaul I have to ask would you agree that it would work better as an aoe where he heals nearby allies as he drains the life from enemies he devours? There are steps to an overhaul and at least you agree that the abilities in question as is now don't work for you the way you'd like. Sandstorm is a great cc ability and as I mentioned a little before writing this when used on an enemy effected by devour sandstorm heals inaros as it does damage to that enemy. 

  6. 17 hours ago, (XB1)GearsMatrix301 said:

    He doesn’t need synergy. His abilities function very well on their own.

     

     

    He already has synergy, devour and sand storm are the example I'll keep using. Enemies who die while trapped in quicksand turn into sand shadows as is the result only if inaros fully devours an enemy except a kavat. This is a synergy conflict where as it cost no excess energy to simply continue devouring an enemy after the initial cast and get the temporary minion, it takes energy drained to cast and maintain sandstorm but I will note that using sandstorm on a devour effected target will heal inaros while they are trapped in his winds, my idea to fix this is to have the same functionality shifted over to scarab swarms activate where it will spread and effect more enemies and open a chance to cast sandstorm abd sweep in enemies taking damage by the swarm and now his storm and will turn into multiple sand shadows upon death which is more likely on higher levels because the swarm does corrosive damage and ticks away at them.  

     

    As it is now the only way to yralize sandstorm implemented synergy efficiently is if you cast the quick sand of devour on multiple single targets and then praying to get hit enough to use sandstorm provided you aren't full on efficiency. The heal is nice but this can also be applied to the swarmed enemies and would actually benefit him more because more enemies equal more heals.  

  7. 18 hours ago, Tiddlerdoo said:

    I wouldn't mind it. I actually do run a healer Inaros build but the problem is not many people realize they even can devour enemies trapped in his quicksand, and the build is fairly limited to endgame missions  where scarab swarmed enemies aren't instantly killed before they can do much healing. Something like this would really help the build work in lower level missions.

     

     

    This was also my experience, players often don't notice an enemy trapped in quicksand and it usually don't want to bother for the heal if it means they have to stop the fight it feels less fluid than it could be, and then there's the ones who just beat the poor soul half to death before realizing that hp they beat out of him could have gone to them lol. My thinking was that by making it the aoe heal that scarab swarm does to enemies and instead adding a said shadow to swarmed enemies upon death abd lifesteal to those who deal damage to them it's a better balance, inaros can be useful while he's sucking up (I'm so sorry it sounded more professional in my head) enemies instead of losing a frame from the field because he's determined to gobble up a  lvl 50 napalm. 

  8. 22 minutes ago, peterc3 said:

    Let me more explicit, then. This turns an extremely tanky frame into an extremely tanky healer frame.

    Again, he already has these effects I am not adding anything new to him but switching them to fit more accurately to his battle tactics, you are aware of how his devour works right now as far as allies right ? And that scarab swarm still has a heal aoe when casted on enemies, if anything these changes would make allies have to be more active in the battle to benefit from health that he already gives rather than needing to walk up to enemies in quicksand and have immunity frames while they drain it of life. 

  9. 12 minutes ago, peterc3 said:

    This is turning one of the tankiest frames into an explicit healer. He heals others as a side

     

     

     

    he already has these effects, I don't see how he loses any tankiness by this. 

  10. I've had the old mummified master since he came out, I actually remember doing his quest in the dark in my kitchen drinking water and listening to the amazing voice acting, fighting golums and really getting the feel of this savior from the infested vibe I was hooked, then playing him ??? When I died oh I was amazed that I was in a sarcophagus and could leech anything and pop right back out. 

     

     

    Inaros really has great abilities but the main focus of this thread is to see if anyone else would agree or disagree or like to add anything on to what could make him better. 

     

    Devour and scarab swarm should switch some functionality- Devour: is when you stun an enemy in quicksand and or pull them to you and well...self explanatory but it also allows allies to walk up and devour the leftover- enemies you don't finish which is nice, I don't think people have realized that inaros is a really good support frame, he's a battle medic so this ability makes sense. In addition however enemies effected by the quicksand who die by being devoured turn into sand shadows thus also happens if they are killed by sandstorm. 

    Scarab swarm: is when inaros sacrifices 29 hp per 1% of armour up to 100% extra armour which is amazing and makes him extra ready to take on the battlefield  (plus those fx around him don't look half bad, not half bad at all)  inaros can also cast scarabs on enemies for 25% armour cost and energy, effecting them with corrosive damage per second and heal allies and himself in a certain radius this effect spreads to enemies in 5m around the target and has punch through meaning it'll effect enemies behind enemies initially hit but does not pass through objects this is effected by range mods but the spread is not while the heal and damage tick is effected by power mods. 

     

    Here's how I would like for them to switch 

     

    Devour: as inaros has an enemy in his grasp he emits a fountain of life giving a healing aura to his allies for the duration of the devouring process  (because yes some enemies do not die quickly and the poor fools serve the tenno cause by giving all they can) this remedies an issue I personally had where allies would realize theyre getting healed by my swarmed enemies not know where they are or kill them immediately or just not get the chance to get close enough before the swarm itself takes them to the duat.  If you want AOE heals ? Crowd around the inaros as he eats not the enemies that periodically attack or die for inconsistent  heals. 

     

    Scarab swarms activate: the swarm spread is increased and enemies heal allies based on damage they do to the effected, in addition sandstorm now turns enemies effected by the swarm into sand shadows upon death rather than the quicksand effected enemies by devour, this way allies will find it more organic to benefit from inaros's healing while giving him more utility towards his crowd control abilities. 

    See the enemies suffering the swarms might and Dash slice for a nice life steal as the others are swept into the storm to join the sand legion and stand United as inaros feeds on his prey and gives his allies the gift of life. 

  11. This started out as a concept for Excalibur but extended into another concept about casting frames such as Ember, Frost, Oberon and Volt. 

    I will start by stating something very important, Excalibur is my favourite frame in the game and my most worked on, he represents my ambitions for the future and I value his move set. That being said, I use maybe two of his abilities on each Excalibur, I have two for separate builds but each really only utilise two of the other abilities and my first one which is F8 was focused around Radial Blind and Exalted Blade on my second Excalibur I focused more on Radial Javelin and Slash Dash and I've went back to try those builds on a more powerful Excalibur to test if it was my F0 Excalibur not using the two last abilities to their full potential or if they don' really pull their weight and well no they don't, I took them all into simulation, I'm still there right now actually and with the very same build Radial Javelin barely scratches enemies and Slash Dash knocks them down, Exalted Blade of course slashes right through them with up close hits as it should but the other abilities have little to no use or reward for risk if I'm using energy to combat foes with them when I can kill them and only be spared the drain. 

     

    Here are my ideas for a sort of reform for the Two abilities to bring them up to date any additional thoughts are encouraged and needed so that we all make a community effort to bring about an improvement and to enure I'm not stepping on any toes. 

     

    Slash Dash: Current - Dash between enemies while slashing with the Exalted Blade (this ability adheres to distance as well as damage and has an invincible momentum while animation is active) 

    Updated- Dash between enemies while rending their armour and taking it as your own (melee counter value adds towards duration of how long the armour buff lasts [surging dash would have a very beneficial use for more players with this change]) 

     

    Radial Javelin: Current- Launches javelins towards enemies dealing high damage and Impaling them to walls (this ability stuns enemies for a short duration and leaves smaller Exalted blades in enemies that look nice) 

     

    Updated - Calls down javelins from above that impale enemies into the ground dealing impact damage to enemies not held down by the piercing javelins  (wishful thinking on my part here but I picture this ability being held and charged, a wider radius the longer you hold it causing swords to be visually seen spawning in the air for lower damage but more impale chance and an instant casting would be an impale and knock down proc at close range with higher damage, the idea of this change is very much in addtion to my Slash Dash update synergy where as Excalibur can challenge a range of enemies he can use more crowd control to his benefit that isn' Radial Blind, this will do high damage offer a proc for those that survive the crowd control and open enemies up for Slash Dash where he can stack armor for a higher duration. 

     

    That's my idea for Excalibur and WHEW are my arms tired ...did I say zephyr? Anyway 

     

    Caster frames ! 

    Embers updated 1 gave me the idea for caster stances 

    For every frame with an elemental thrown ability this would be an activate much like an Exalted where they hold their elements in each hand and are able to aim and maneuver like with a primary or secondary and the fire speed with this would be impoved and allow them to combat foes more efficiently and would allow their fire button to charge for extra damage it would still drain per shot. 

  12. I am not final of a name, nor do I have any art work registered for this concept but I have a good mental image of how this frame should be designed. I hope any of you enjoy this. 

    Changling warframe:


    0 Shields
    400 Armor 
    500 Health
    300 Energy 

    Passive. Shade travel, warframe does not roll but instead teleport short distances granting 0.7x movement speed with a cool down of 0.3 seconds.

    Ability 1. Blood bend, warframe uses health to form a weapon of blood that drains life from warframe per hit but increases damage the less health it has, upon kills a portion is healed 

    Ability 2. Body snatch, Assume the form of an enemy by taking one of their own, while playing as them you are granted basic weapon uses, special  enemy abilities will not work however will activate when you first body snatch them.

    Ability 3. Web of horrors, Unleash a terrible curse on any enemies around you causing them to be webbed to any surface near them granting to a pool of oversheild given to warframe upon it's release for each enemy killed, survivors are terrorized.

    Ultimate/switch. Nightmare, turn into a wretched creature and wreak havoc on any enemies in your path, energy drain while active and wall latch/crawl are a passive until jumping off 


    Ult ability 1. Draining strikes, nightmare slashes, stealing life with each hit also applying bleed


    Ult  ability 2. Rip and toss, nightmare pounces on enemy in sights chewing on them until dead then uses their body as a thrown weapon able to knockdown other enemies.


    Ult ability 3. Horrible maw, nightmare opens his jaw and breathes noxious fumes into the air, corroding enemies per sec and when used again nightmare uses claws to spark and ignite the fumes into an explosion. 

  13. So as the elemental effects are now have been perfect to me thus far but I recently had an idea on how to better synergize it. 

    Applying cold and toxic as we know creates viral damage to a weapon but sometimes for the maximum effectiveness and damage I would like to apply cold without pooling all my effects and mod slots into toxin for the viral effect which takes away from cold damage but I would also like to be able to add that effect by choice. 

     

    For a better, less muddled example of what I want to see 

    I build a damage+ cold+ speed weapon and decide to carry pox full toxin build, I want to be able to stab an enemy and proc cold and throw a pox blade and see them now take viral damage if cold status is still active when toxic procs. 

  14. I've completed the quest, made it through all the checkpoints when I look at the codex I am in my ship able to do missions freely however clicking on the quest prompts nothing to happen and it won't say I've completed it, is there a step I'm missing or is this a pure bug ? 

     

    Update: I got off the game and back on and it completed, a slight hiccup I suppose

  15. On 8/11/2016 at 3:16 AM, AhmadIYE said:

     

    You guys are seriously trying to fix something that isn't broken, I don't think you've tried enough with your Excaliburs if I'm being honest, hishe passive works on swords, it doesn't make sense for a warframe named Excalibur to have that passive for hammers or glaives. 

  16. Hello fellow tenno ! 

    Lately I've been seeing a few people upset about Excalibur revision and overall calling it a nerf, I've also experienced concerns with him that some of you have within games. Instead of cluttering up the post revision post and asking you to have patience I'mnow creating this thread so that I and possibly other experienced Excalibur can offer help as to make your experience with him better, it's a personal belief of mine that improving your approach to something first, could yield more rewarding results than just asking for it to be changed to suit you, we are tenno after all, we master. So this is for just that, I'm aiming to help any of you master your Excalibur in hopes that I can draw out his, and your true potentials!

     

     

    If anyone believes this is under the wrong section, please feel free to move it to the correct one, and please  accept my apologies if this is the wrong location for these kinds of post. 

  17. 5 hours ago, AhmadIYE said:

    I am one of those dumbs who never modded BUDDY for EB actually tbh. I like him so much that sometimes my soul cries out loud for his current state. People massively and immensely abused him that now some people even refuse to play with him alongside. He was so balanced except for his puncture damage bleedout problem for which he needs a massive armor buff so that people can take him to end game levels.

    Not suggesting but my request is to

    # REMOVE EB from his power table (as it's the most controversial part) and add a completely different melee base power (no turreting)

    # Remove the tiny & absurd slide blind as we already have Blind or make it functioning only while channeling or increase it's effectivity and range for least effective results.

    # Increase his base armor and resistance to puncture damage to make him more effective in the end game.

    # His current passive should work with all melee without any exception of weapon selection and not only speed but also extra damage to be added with just like LESION passive.

     

    Noobs still abuse his EB even after the nerf rework which I have found so disturbing as this is the only reason he got nerfed reworked for.

    Hope DE will listen to the community once again perform an overall revision to our BUDDY but not nerfing it to announce it dead officially

    Again I have to ask someone else to not request that a characters entire ability be chopped and butchered for superficial reasons such as not liking how other players are using them. Excalibur exalted blade is a huge part of who he is and takes a lot of work fine tuning to get that perfect synergistic feeling one would get when they find an affinity for an actual sword, Excalibur's form and elegance with a devastating, ravenous blade able to hit enemies from a distance until you get up close to deliver the ending swipe, you're asking to take away something other players even by your account, seem to be having fun with. And as for your beginning statements, Excalibur can go late game, he can go further than others my if arsenal to the point where if I have a sortie I'm choosing him. Please have patience with your warframes, this whole asking to drastically change a fan favourite ability based on personal spite towards it needs to stop, please. 

  18. Certification is required period, they are not something to just bypass, be patient and entrust in both the devs and Sony/Microsoft. Theye want you to play the new content just as quickly as you want it, but you want it ready and prepared in order to run smoothly and fit within the consoles storage requirements. 

  19. I was really excited to hear about the syndicate bounty hunting thing that Steve mentioned on prime time, was he told that they aren't ready to discuss it ? I was sort of confused by the whole thing but I enjoyed it just as usual. I don't usually ask too many questions but is there a thread I send my questions too in advance fir next dev stream ? 

  20. 4 minutes ago, Madho said:

    Spoiler alert, we did. Surprising, huh?

    Just fine? Do you not experience the ridiculous slide blind cost, or basically anything we've been furious about throughout the entire thread?

    I don't slide blind. He is still my strongest frame because I put the most work into him. 

  21. 6 minutes ago, VoxAbsolonium said:

    It was changed for a reason, man. Personally this changed made sense to me. I'm not trying to remove the energy waves. I just want it to be used in channeling energy (which thematically made sense too. personally) and the blind as well. It would cost energy yes, but I think they should revert back the damage fall off per distance just to balance the nerf. Who knows. Maybe if they did that, they'd have room for more options (Body Count + Blood Rush working on exalted weapons) because of the reduced cheese. 

    Just use stronger weapons and slash dash towards ones out of range ? The way he is now post-update is fine and I appreciate the team taking time to work on him at all. And corrupted charge currently already goes towards channeling and personally I'd rather not have to choose between my beloved waves and my energy. I ask you guys to please just work with your Excaliburs.  I just forma'd him again today and he is literally just fine. 

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