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(XBOX)TheWayOfWisdom

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Everything posted by (XBOX)TheWayOfWisdom

  1. The idea was that you'd continue to have the ability active. Example: You're in Day Form and have Provoke active. Switching to Night Form would still keep Provoke active. In order to cast Pacify, you'd need to manually deactivate Provoke, then cast Pacify. However, now that I think about it, a better functionality might be to just have the active Aura-type abilities (3 and 4) automatically switch to the opposite version when switching form. I subconsciously stayed away from that to not step on Power Transfer's toes, but Power Transfer really deserves to just be baked in. To me, it's not interesting so much as feeling like I'm being punished for trying to debuff enemies. I know that there is niche application in using it as "We have Speedva at home" which I tried to preserve by changing the enemy speed buff to inversely scale with Ability Strength. If you want to speed up enemies, you probably don't care as much about the damage vulnerability, and if you care about the damage vulnerability, you probably don't care/don't want the speed up. Simply upping the vulnerability doesn't feel like it fixes the ability. Enemies being immune to it was a concern (Overguard is a plague). A reason for the change was that multiplying enemy damage is pretty much the same as giving allies DR, but with potential downsides. Keeping track of allies is just easier than trying to position yourself to cover each enemy. I don't feel that the difference between the two is enough of a flavor difference to justify the downsides of being an enemy debuff instead of an ally buff. The real issue with the ability is the atrocious scaling on the current version. While technically uncapped, you need 500% strength to reach the "normal" 90% DR cap that other abilities have, which is extremely unreasonable. Keeping it as a enemy damage multiplier would be okay as long as the strength requirements were reduced dramatically.
  2. Equinox suffers from having a mechanic that makes her work tied to an ability (hello old Limbo with Riftwalk) and her abilities having poor numbers/mechanics. The switching mechanic is neat in theory, but in practice it means you build for one form alone, instead of using her more dynamically to cycle between offense and defense. Keep in mind that all values suggested here are (mostly) for example. Easy to make number go up or down. With all that said, this is what I'd like to see. Universal Change: Rest & Rage, Pacify & Provoke, and Mend & Maim now all use a tap/hold functionality. Tap to use the current form's version, hold to use the opposite form's version. Pacify and Provoke cannot be active at the same time. Mend & Maim cannot be active at the same time. Passive: Increase the Health Orb to Energy conversion to 50%, and the Energy Orb to Health conversion rate to 100%. This means picking up a Health Orb restores 25 Energy, and picking up an Energy Orb restores 25 Health. Metamorphosis: Make the buffs permanent while in given form. The previous form's buffs now decay over 10 sec after switching to the other form. Transforming should not decast your other abilities. Cannot stack one form's buffs. In Night Form: Increase Max Health, Shield and Armor by +300. In Day Form: Increase movement speed and damage by 25%. Damage increase should be it's own modifier (like Garuda's Passive). Rest & Rage: Rest is unchanged Rage has its radius increased to 10m. Enemy speedup is now inversely affected by strength. So higher strength = less enemy speed up, low strength = higher enemy speed up. Example: At 200% Ability Strength, enemies will be sped up by 20%/200% = +10%. At 40% Ability Strength, enemies will be sped up by 20%/40% = +50% Pacify & Provoke: Pacify now grants damage reduction to allies instead of reducing enemy damage. The abilities falloff is removed. DR starts at 45% and scales linearly with Ability Strength, up to 90% DR. Now drains 5 energy/sec. Provoke now gives +30% Ability Strength, capped at +75% Ability Strength. Mend & Maim: Damage to done to Overguard is now stored. While active, Mend heals the user and allies in range by a base rate of 10 Health + 0.5% of the stored damage per second. Healing capped at +100 Health/sec. Kills still restore 25 shield. When Mend is decast, it converts 2% of the stored damage to +max health for all allies in range for 20 sec. Capped at +500 Max Health. Maim is unchanged. Augments Duality now lasts 20 sec, dealing 150% of your weapon's damage. Calm & Frenzy now has the Rage portion spread in 10m. Rest spread range is unchanged. Peaceful Provocation: Pacify portion is unchanged. Provoke part now grants up to +10% Ability Strength and up to +75% weapon damage to allies. Bonus is still built up by damaging enemies. Power Transfer: Now allows you to decast in desired form. Example: You cast Mend, then hold on decast to trigger Maim's decast effect instead. Mend additionally converts 10% of stored damage to Overguard for you and allies in range on decast. Overguard is capped at 15,000. Maim additionally converts 1% of stored damage to a % weapon damage for 25 sec on decast. Bonus capped at +400%.
  3. You can still do heavy slide attacks midair. That wasn't removed. All that was removed is Exodia Contagion inheriting the heavy attack damage multiplier. That's it. Feel free to still use your midair heavies.
  4. You do know that Eclipse has a duration right? You don't need to cast it after every throw. If you're still using Eclipse, there's nothing to complain about really. The damage is still there. At worst, you shift your zaw weapon class now to abuse new "features" of Contagion. Make your Kronsh polearm into a machete and bam, you have a 3x multiplier that doesn't require heavy attacks.
  5. It wasn't. I'm not even a fan of Exodia Contagion yet it's trivial to see that the "On Heavy Attack:" effects from mods still work. The Zaw has 29% CC, so with Sacrificial Steel, the CC on normal attacks is 92.8%. This means I cannot get an orange crit with normal attacks. Heavies get x2 from Sac Steel, so they have 155.6% CC, which enables oranges crits. All that to say that if I get an orange crit, it's from the "On Heavy Attack:" effect of Sac Steel applying. Behold: Try aiming better? Contagion's explosion has falloff. It would be nice if you could show some evidence of Heavy attack Contagion dealing less damage than a normal throw. Time to wait for another person to only test damage numbers against CHG/Gokstad Officer/Manic Bombard, as if they are the only units to exist. Surely we don't have non-armored units to show damage numbers The previous video shows that Sac Steel's x2 on heavy attack effect still works. The following one shows that Killing Blow still works (Zaw only uses Killing Blow):
  6. You know you can still build it the exact same way as before right. None of the things you could directly mod for were affected. “On heavy attack:” effects still apply when you launch via heavy (more accurately when you are in a heavy attack animation). Combo count still only affects the damage done after 30m, and only at 25% of the combo level. Combo consumed during a heavy attack never buffed Exodia Contagion’s damage.
  7. You lost nothing really. It was very awkward to pull off, and required you to full equip melee. But let's be real: the damage buffs that make Exodia Contagion stupid are still bugged to double dip. Nobody give a rat's ass about Contagion without those damage buffs. Contagion not inheriting the heavy attack multiplier now is basically irrelevant while those bugged buffs are still a thing. If you want to heavy attack launch Contagion you still can too. You even get the associated mod buffs. Heck, you even got new "tech" (Read: bug) in the form of the neutral combo first hit's damage modifier affecting Exodia Contagion on certain melee classes.
  8. The basic function of "press 1 to cast Fist" is fine, Landslide (and other stat sticks abilities) just need to be redone so they don't depend on your melee. PublikDomain has a good thread about it here. The gist is to Give them competitive high base stats. Separate the abilities to have their own modding UI (which also exposes their stats directly in-game). This also removes weapon specific mods from affecting them. Remove all combo counter effects from them. No combo counter buffing the damage or combo count reliant mods.
  9. The addition of water balloons is nice but doesn't alleviate the main problems: Your primary weapon feels bad to use and shop prices are still too high. The Soaktron feels as bad as ever, especially now that the pool of stuff that can boost its damage grows ever smaller (RIP Vigorous Swap). I feel bad for any newer players who have to play catchup from previous years. This year alone, about 2000 pearls worth of items got added, more if you want multiples of anything. That's ~27 runs with 25 kills each, which is pretty high (that's 1 kill every 12 seconds). I know some reply is gonna say "just do a little each day, it lasts a month" but doesn't really address the issue; Dog Days remains unfun even doing 1 run a day.
  10. From U30.9 https://forums.warframe.com/topic/1286070-update-3090-prime-resurgence/ So if it's not 12.5%, then it's likely a bug.
  11. Okay, describe what Flubflub is and there could be agreement that it causes increased levels of Fear in people. So again, are you denying that people aren't feeling pressured to buy the package because it will be unavailable within a short time frame? Did I claim every person did? I did not. Don't put words in my mouth. Don't make a habit out of it. Why must there be a severe reaction to feeling pressured? Are all the posts here expressing some variation of not liking the FOMO not enough? how about the thread in GD? Do you need to start vomiting as well to feel pressured? This extremist language is ridiculous.
  12. "FOMO isn't diagnosed as a disorder/condition." Okay? Does that make what it's being used to describe here less real? Why is so much value being attached to it being a disorder? Like what's your point? Semantics? People are expressing that they feel pressured to buy the package because it will be unavailable within a short time frame. They have a fear of missing out on it. Are you saying that they aren't experiencing that? Or that the limited time nature of the package isn't an attempt to induce that feeling or manipulate it?
  13. The phenomenon has existed before. Quick search links me the concept of "Keeping up with the Joneses" and the the concept of "Kiasu" (coined around the 1980s in Asia). Also just because a term is new doesn't mean what it describes isn't real. The world has seen massive changes in the past decades, which gives rise to phenomenons might not have been noticeably present before.
  14. So your excuse is that DE edited the post without edit marks, and did so across every patch note and announcement. Couldn't be that you were just wrong. lol lmao even
  15. Glad to see the slough of lawsuits DE has had when they lowered supporter packs costs. Oh sorry "put on sale".
  16. Such a bad solution that ignores the major feedback you where given. Adding more stuff to the packs doesn't fix the problem in any way.
  17. Excellent idea. Would be very cool to have those on other frames. Need to give Atlas Mag Pneuma's neck pillow.
  18. Okay, how did those changes noticeably improve their desirability and reason to mod for them.
  19. ... The topic of the chain was the changes to Puncture and Cold. I'm saying that none of the changes to them in U32.3 noticeably improved their desirability, not the increased CC buff from Puncture, not the increased CD buff from Cold, nor the increased debuff amounts on both.
  20. Because the other changes did little too Is referring to all the changes, not just the Crit related buffs
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