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LightlessIvara

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Everything posted by LightlessIvara

  1. Well like I have said I do think that this is a bug as my tests were as a client and not the host. I highly suspect some of these inconsistencies are based off of that as this is not the first time things have behaved differently as a client vs as a host. Regardless I take issue with that as it should be a 1:1 copy of noctua like the game would imply but it simply isnt. Either they need to normalize it so it fully scales with your allies modded firerate so it can work well with fast firing weapons or better yet they need to normalize it as a half strength copy of Dante's noctua.
  2. It doesn't actually as it only does half of a 100% strength noctua regardless of your ability strength. This is also only true if you are Dante. If you are not Dante it will instead only do half the damage of your currently equipped weapon which means it will only do that weapons damage and status effects. Pure toxin weapons for example will only do toxin damage and status effects. This is also not true as it has a capped fire rate regardless of your weapons or noctuas fire rate at I believe 3 per second? Because of it's lack of scaling with fire rate and multishot this makes it particularly devastating when used on low damage high fire rate weapons. It also only fires once every time you hit an enemy which means it's also not good when used on high damage but low fire rate weapons. The real issue I have with this ability is the absolute travesty of how it works which I assume is a bug. It SHOULD just be a straight 50% copy of Dante's modded noctua (including power strength which it doesn't currently do aka a 300% strength Dante gives everyone a 150% strength noctua) for all allies in range but it's not and that's a big problem.
  3. In a bit of testing ive done it seems wordwarden does not seem to benefit from a host of things including multishot, firerate, and even power strength. It appears to do half the damage of a 100% strength noctua for yourself and does not even do noctua's damage for allies. This makes it a very inconsistent buff and a rather weak one for allies. Especially because it does not appear to be able to trigger canticles either. Having it apply noctua's damage for yourself but not for allies alone is a very poor choice and I hope that it is a bug and not an intended effect as this makes a very cool idea for a teamwide buff very underwhelming which does not even get into the fact it does not scale with power strength even beyond just the bug, Only doing half damage is very meh.
  4. In a bit of testing ive done it seems wordwarden does not seem to benefit from a host of things including multishot, firerate, and even power strength. It appears to do half the damage of a 100% strength noctua for yourself and does not even do noctua's damage for allies. This makes it a very inconsistent buff and a rather weak one for allies. Especially because it does not appear to be able to trigger canticles either. Having it apply noctua's damage for yourself but not for allies alone is a very poor choice and I hope that it is a bug and not an intended effect as this makes a very cool idea for a teamwide buff very underwhelming which does not even get into the fact it does not scale with power strength even beyond just the bug, Only doing half damage is very meh.
  5. As the title says, if you are wearing your clan emblem on your shoulders and use the semi cloak option for invisibility they will still be fully opaque even when invisible which is quite jarring and very ugly as it stands out a ton from your frame.
  6. While I do agree with your points about the hud, the reason I said it should have a debuff is largely because the nuke itself finds itself in a spot where you have to use it before an enemy would die from a dot so the window for use can be very small at times and winds up being overkill or ends up completely missing.
  7. While I think Dante is a very strong frame in general, I feel that he suffers quite a bit from a lack of scaling in his abilities. Notably, in his 4. The amount of paragrimms and the damage of word warden don't increase with strength which is very underwhelming and while the debuff the paragrimms apply is very powerful it feels very unreliable as with only 3 they takes ages to prime enemies before you hit them, especially in crowds. Speaking of crowds, his 3 and by extension tragedy is a very meh nuke as it suffers from extremely long cast times and weak damage. Tragedy in particular is a cool concept that has already been explored with expedite suffering but it suffers from the fact that enemies will almost always be dead before you can cast it to take advantage of it. Coupled with the fact you have to cast the already very slow dark verse 2 times and it makes for a poor nuke. I would love to see a few tweaks, chiefly making wordwarden scale with strength, and have pageflight paragrimm count also be increased with strength. To improve dark verse I suggest giving it a debuff of sorts such as a status duration increase against hit enemies. As for tragedy it would be much improved if it was also turned into a debuff that makes enemies auto consume DoTs with the damage multiplier it already has applied. That way it can be preemptively cast while achieving a more reliable version of what it already does now.
  8. As the title would imply, exalted weapons in general (though this is particularly relevant in the case of Dante) really need to be brought up to speed for the modern era. Why do they not have an exilus slot or an arcane slot? This is especially problematic for Dante as you are already fighting for mod space just trying to make his weapon work well which leaves very little room for any tome mods at all if you want to have an even slightly functional exalted. This problem exists with the regular grimoire as well but it's only exacerbated by Noctua's lack of an exilus slot.
  9. At the title says the new changes to color blending look absolutely dreadful. Nobody was asking for this kind of change and it completely ruins a ton of mine, and likely many other people's fashion. How does it make sense that using the darkest black for my energy now just makes it a muddled gross grey? Please please please reconsider this change.
  10. Please reconsider this change as it is absolutely devastating for a lot of people's fashion frame, especially if they like to use black as their primary energy color as it instead appears as an awful desaturated greyish white. This change singelhandedly ruined the entire update for me.
  11. Don't forget while in spectral form every kill drops a health orb that heals for 50 hp not including the occasional spike you'll get from her passive. It's very unlikely you'll be left at low hp by the time it runs out. As for duration, thats referring to a maximum you can have stored at one time like cathode grace. If anything I'd consider upping the health drain a bit because it shouldn't be too difficult to maintain at high levels but I do want there to be danger that comes from being inefficient at killing.
  12. I've been eagerly awaiting the potential augments Dagath will receive in the future as she is already a very powerful frame as is but I would like to hear some potential ideas from the community. I got some of my own though I do believe augments should be reserved for things that fundamentally change how an ability works or extra effects that would be too powerful to bake into the ability normally. (Grave Spirit Augment) Soul Bind- Grave Spirit now automatically puts you in spirit form with halved duration, killing enemies afflicted by doom extends the duration by 1 second. And to discourage using it just to afk or be invincible for free, give it a 10 hp/s health drain that ramps up to 75 hp/s over 10 seconds with kills resetting the health drain and a cap on the max duration at just 20 seconds. Values are subject to change but the core idea of this is to change grave spirit from a get out of jail free card into an active defense ability where you must fight to survive. (Doom Augment) Final Judgement- Damage that the scythes do that exceed a targets max hp is split between doomed targets within 5m. The idea behind this one is to make it so any potential "overkill" damage does not go to waste and encourage weapons that do high single target damage. For example, if you have grave spirit on and enough strength for doom to mimic 100% of your damage (for those that dont know this ability doubles dooms stored damage) and you hit them for 250 damage. they'd only have 250 hp left but doom would do a 500 damage strike to them. Instead of letting that excess 250 go to waste it will be divided equally among nearby targets. So say there are 5 people nearby, their instance of doom would all absorb 50 damage each. (Wyrd Scythes Augment) Wyrd Storm- Doubles the duration her scythes spin but removes the throw at the end. Scythes will instead be thrown as you shoot. While her scythes are really nice, I feel that they do not mesh well with a more gun centric gameplay because of the long delay they have before thrown which poses a problem when trying to fight at a distance. With this you could more reliably spread doom without having to be right in the fray by making them fire in tandem with your weapons while making the actual "spin" portion more of a defensive buffer between you and melee units.
  13. Because this has nothing to do with changing counter pulse so much as it does adding in the old shield transference mod as it was in its original release. If iron skin and icy avalanche get to add overguard then I don't see why they can't add back the og shield transference as the only reason it was originally changed to giving overshields instead was because at the time it was released overshields weren't even a thing thus it got changed to fit in with that logic which really hurt it's usefulness. Thus when she was reworked it got changed to counter pulse and the shield restore was added to crush and with the introduction of overguard I think we have a justifiable reason to bring back it's original implementation.
  14. I ain't asking for it to be changed, I'm asking for shield transference to be brought back which would imply a new mod while changing the art of counter pulse . You also seem to be ignoring the fact that crush is a much better shield generating ability.
  15. With the advent of overguard and Mag's polarize being kinda comically bad in its current state, I think it would be nice if we got the old shield transference augment back, and I don't mean the one that restores shield, I'm talking about its ORIGINAL implementation where it gave a forcefield. Don't get me wrong I like counter pulse but I think its a damn shame that the lovely forcefield bubble it used to have does not get to be shown anymore outside of the majorly outdated art on counterpulse.
  16. I think Ivara needs one real badly if only because I think her current deluxe is awful. It looks like something made for equinox and doesn't feel like Ivara at all. I would have greatly preferred something like the Jade Sin skin I saw someone post years ago.
  17. This rework is a perfect example of changes that will make a frame "better" but does not make them more fun to play. It's sad to see but because their abilities were not really changed and the one ability that was really unique, that being undertow, was replaced by what is essentially a redundant buff I feel it's relegated hydroid to a very boring role of self buffer with a bit of armor strip and cc. If you ask me it stripped away what made hydroid himself and turns him into a shallow armor stripper. They saw undertow in a manner that's much too binary, it had to be a stationary pool that sucks enemies under. Why not instead make it so it's a passive area around Hydroid that would restrain enemies inside it? Hell even his old rework didn't do him justice because of how much they shrunk undertow, I think they should have gone back to their roots and give it back it's old range but instead of pulling enemies under it would slow them and maybe have a tentacle disarm them while keeping the shared damage between enemies in its range. Could've also given that some synergy by making it so you could have a kraken that follows you around when holding down his 4 with it active. Hell they could have done a lot of things differently, his kit is stronger now but because they didn't take the liberties to try experimenting with more radical changes to how an ability works they didn't actually change how he feels in a way that will make him more interesting or engaging. Like say instead of making tempest barrage a series of missiles make it an aoe acid rain that slows down enemies, or how about making it so enemies hit by tidal surge get rooted in place by tentacles to further cement that as a cc ability without having to deal with janky ragdoll physics. He's still exactly the same as he was but just sucks less with some of his identity taken away in favor of a very lackluster self buff.
  18. Any chance that Warframe overguard could be changed a bit? Or at the very least specifically on Kullervo as despite the fact that he can get 5000 of it, its completely worthless as it has no resistances, does not benefit from armor as far as I'm aware and doesn't benefit from adaptation. In terms of EHP it is pitiful to say the least and it really hurts Kullervo's performance when that is his primary form of defense. In it's current state it almost makes his 2 feel entirely worthless.
  19. Is there any chance the kunai could get some fixes towards it's homing and punch through? In particular I mean the fact that when an enemy that it is locked onto dies all of the kunai simply hit the corpse and do nothing rather than finding a new target to hit and instead of finding a new target after punching through a target it freaks out and flies off randomly. Considering it's very low max ammo this really hurts it's ability handle any decently sized crowd of enemies.
  20. No news on the soma or burston? The soma in it's current state is a downgrade over just using the normal form and the burstons main interesting mechanic, the aoe has a falloff of 100% with a range of 2m meaning that half the time enemies are barely even tickled by it when that's not the case for other aoe assault rifles like the basmu. Also why nerf irresistible bombardment? What was the reason for that? As for the changes to the decree description, if anything this just makes them more confusing as it's withholding vital information from the player. 100% toxin damage is NOT the same as it doing the extra damage with a forced toxin proc. And of all the decrees you thought needed clearing up why those? Loduns rage is infinitely more confusing, 50% heat damage when striking an enemy? 50% heat damage to what, the aura or my weapon? When what hits the enemy, the aura or my weapons? Why does that damage not increase with rank but the laughable 15 damage does? Or what about persistent attrition? Does that increase damage like serration or your total damage, does it modify their damage type weaknesses like petrify? There are loads more confusing decrees than the ones you changed.
  21. Is there any chance the Azothane's special attack in warframe mode and the cinta's perfect charge window could be changed? The Azothane's "slam" if you can even call it that is basically worthless as an attack, pitiful range, damage, and its slow and hardly even builds combo. Since the description of it "summoning celestial blades to fight alongside you" description that was part of the mainline update isn't exactly true, why not just adapt that for warframe use and give it a zenistar/keratinos type effect. As for the cinta it's a bit disorienting how there's a small window between the perfect shot and full charge where you can still quick shot. Why not just extend the perfect shot window to cover this overlap?
  22. Is there any chance the Azothane could be changed? The description on the forums is insanely misleading as it does not summon blades that fight with you but shoots them in a fan. Couple this with the fact that it's Warframe function might be the worst attack in the entire game, why not just give it a keratinos/zenistar type effect where performing it's action will actually summon blades that fight alongside you for a time like hall of mirrors with the duration affected by combo count? Also please reconsider not having pets in the undercroft. At the end of the day the real issue of universal vacuum was only partially addressed as without a pet the game feels miserable to play. Having no vacuum and no loot radar feels bad enough as is but considering rune marrow can ONLY be found through resource caches it makes trying to find it agony.
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