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TTraw

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  1. Bumping this up as glaive dualwielding was, in fact, looked at in Dante's unbound patch. It seems that this issue was 25% fixed as you will no longer stop firing after glaive starts returning. However, the issue still persist after the patch. Guns continue to stop shooting when: You charge a glaive You throw a glaive You catch a glaive Detonate heavy attack (this is new) And the gun still needs to be refired again. Hope this gets another look at in future hotfix, dualwielding is still currently pointless because of this.
  2. Ever since Whispers in the Walls, glaive's heavy attack detonation is unresponsive when wielding it with a one-handed secondary. Sometimes it activates after first button presses, sometimes it requires multiple of them, sometimes it just doesn't detonate at all. You have to switch to your primary weapon or go full melee mode so that the glaive becomes responsive again. This bug is hopefully commonly known by now and in list of things getting fixed. However, really recently, there's a new bug with dual wielding. You know how, with fully-automatic secondary weapon, you could just hold primary fire key and also charge up the glaive? This would allow you to shoot the gun while glaive is in air, inbetween charging the throws, all just by holding your LMB (on pc). Well now it doesn't do that anymore. The moment you charge and throw a glaive, or even simply catch/return a glaive, any fully automatic gun will just stop firing which is really infuriating and clunky. I need to refire my gun after every throw I do so that it keeps firing, which let's be honest, is not very fluid and will hurt my finger and my mouse. Because of this, there is literally no benefit of dual-wielding at the moment. It just make your glaive detonation unresponsive and you can't even shoot your gun without breaking the flow like with other weapon types. I don't know which hotfix caused this issue but this issue was not present in Whispers in the walls update; it is a recent change and my guess is it was caused by the hotfix which fixed Incarnon weapon activation not working in dual wielding. I really hope this bug will be taken into consideration while looking at glaives' unresponsiveness. There's nothing worse than bugs that ruin fluidity of a playstyle. Tl;dr: Automatic secondary guns now stop firing on: Glaive charge Glaive throw Glaive catch Glaive when they are starting to return (from max distance or manually) And need to be refired to continue shooting which is clunky.
  3. My build doesn't have Blind Rage and has exactly 250% ability strength, and even has 2 augments and Mecha Set for my doggo. You don't need Blind Rage to achieve this amount of power strength. Not everyone has Melee Crescendo yet, it will take a while to get so Rising Storm still has its use. Temporarily. And technically it will still help Ash build combo against bosses that are not immune to Bladestorm. But shurikens hit enemies through walls, as they have innate punch through. Not sure what you mean here. Killing low level enemies through walls is literally the only purpose I have for this ability right now. I want to know what you use the armor strip for as Ash because I've never had use for this augment. Everything I kill with deals true damage. Anyway, I've taken everything into consideration, and readjusted his energy economy in the main post. Also modified Smoke Screen changes slightly and changed passive buffs so that they help with the rest of the kit. Tell me what you think if you want.
  4. It already has pretty big damage increase doesn't it? Let's say, at 250% ability strength, shurikens will deal +500% damage (6x). Clones add another 1.5x DPS. That's 9 times higher damage than it currently does. Is it enough? Probably not, but Shurikens were meant to be a debuff rather than his main dps tool. I actually recommend you trying it out sometime. It's hard to explain, but the AI in this game is kind of dumb, and if they see no target available they are kinda sluggish. Playing without stealth they are trying to reach you faster, and thus die faster. Obviously this is irrelevant if enemies already have a target like on defense, but it will make a difference on gamemodes such as solo survival. It also has this benefit of not being ranomly oneshotted. But I'd be lying if I said I didn't do this mainly for fashion purposes 😅 And how many people use Smoke Shadow augment even after its buff? I feel like Smoke Screen needs something that's useful for Ash himself more than his teammates. I went the CC route. It's not much, it's not meant to be gamechanging, but personally I think it would be a nice addition to him. Making it recastable honestly would be amazing too. But why throwing it in unison won't achieve exactly that? Just because they throw it at the same time doesn't mean they'll hit their targets at the same time. It completely should increase their damage as well. Yes, I can see that the Shurikens are clearly underpowered at base kit. If I were to edit this now, I'd definitely scale shuriken count to a more reasonable number to make the application of it much faster. Like 15 shurikens at base. We could then keep armor stripping augment. But subsume version could probably need to be reduced in count since it would be the cheapest armor strip option. Pretty much all meta nukers have the ability to hit enemies behind walls. Baruuk, Gauss, Saryn. Even top tier weapons have the capability of hitting enemies you don't even see due to their AoE explosions or chaining effect. It's kind of the standard really and I feel like it will be hard for Ash to keep up otherwise. While I want Shurikens to be viable, I don't want them to just purely better than Silence. Technically Silence Ash takes additional steps to get there so it makes sense for it to be the better choice. But as I said I do agree Shurikens would need a buff to require less ability casts One thing to note is that the effect of halfing energy cost in stealth still exists. With that in mind, the cost of mark per enemy is actually lower if you circle 9 or more enemies. Tagging 30 enemies results in energy cost of 1.67/enemy, down from 6/enemy currently. Obviously at cost of having no energy recompensation on killing with partial mark. There's also the fact that you don't actually need to charge the circle fully to target enemies. The initial circle that spawns is actually pretty big for Garuda (and so would be Ash's) so the energy cost is even lower. It's funny because I posted this on reddit and some comments said the duration of clones is wait too long. After I said that's fine because ash doesn't run duration I got downvoted to oblivion. So which is it? Is the duration too high or too low? I am confused 🤔 Thanks for the feedback by the way. Loving the conversation.
  5. Well all the arcanes such as Exodia Might and Trickery or usually mention they work on Finishers and not finisher damage and Ash benefits from those arcanes. Apologies. Ash already handles armor, he bleeds enemies to death. As I said, I think this augment is completely pointless, but it could be moved to base kit or the new augment could just be made a separate augment. I actually run Ash without stealth at all these days. Arcane Ultimatum ftw. It has benefits of making AI more aggressive so I kill them faster. Anyway, I like the idea of persisting cloud. Maybe make it so that enemies that enter the cloud get constantly staggered? A typo, I meant to write "ill-advised". You dont want to subsume this. It doesn't do that. Read again please. They use abilities only when you cast them as well. So it's more of a buff to your abilities rather than actual AI. Kind of like Mirage's clones except they can throw Hikou and walk when you don't use your abilities. It's not the same effectiveness, it has 50% faster kill time as you have 1 more clone that does bladestorm. That's a huge speed increase And pressing 3->4 in quick succession is faster than pressing 4, releasing 4, pressing 4 again. Also, since it is just one attack now, your clones will no longer target enemies multiple times that would die to bleed proc anyway, which makes killing process even faster since you can recast the ability much earlier. Reminder that shurikens with a single cast can also potentially let you kill enemies behind walls, which is one of biggest dealbreakers here. And if you still think that it's not worth it, then replace shurikens with silence and your ash works similar to current, except with a third clone, movement ability, and better CC. Also, why is homing annoying? I don't get it. I never had problems with it. At all. This feels really random. I like the fact they home, a lot.
  6. Hello, I just want to clarify couple of things that I think might've not been super obvious upon reading it This change doesn't replace current passive, it adds the bleeding effect on top of it. Why? It does 2 things: It explains new players that Bladestorm attacks will have guaranteed bleed proc. It opens up different weapons for Marked For Death builds. Currently they are only possible with Rapiers, with this you can pick a weapon of your choice. Skiajati goes to mind with its' automatic stealth on finishers. Bladestorm attacks count as Finisher attacks, so Shurikens would, in fact, boost Bladestorm damage as you suggest! The armor strip augment never made a lot of sense to me. Not only this is the worst armor strip in the game as it only strips up to 2 targets and for a short time, it also is pointless for Ash since he deals Armor Ignoring damage both via Finishers and Slash procs. So I wanted to give it a replacement that would help ash instead. Perhaps a better solution would be to keep Seeking Shuriken as is, for those niche uses that you like, and turn this augment into a new augment. Shurikens in this rework are meant to be a different version of Savage Silence, first and foremost. This lets you use a completely different subsume, or run both for increased damage (which in turn can mean you need less strength so you can boost other stats for your liking). The other boosts are more just a thematic change than the main idea (in these pictures, I sorted additions from most important to least). That said, there are currently Incarnon Kunai and Incarnon Spiras - both of those are decent weapon (well, not Torid level but far from trash) and could possibly be very good with Ash and this debuff. The shuriken dmg amp could potentially make for a fun build with Roar. While it won't be as good as Bladestorm focused build, I think it's nice to have possibility of building for different abilities. Smoke screen has a problem where it is completely overshadowed by Arcane Trickery, which is an infinite stealth for ash. There are multiple ways of going around this issue, I went for CC one as it's the simplest solution. 4s doesn't sound like much, and it isn't, but it can become 16s with clones. I think you missed the second Shadow Tribunal page that explains the true purpose of these clones, check again! The clones use your non-helminth abilities, to increase their potential. The fact that those clones deal almost no damage is intentional - AI doing the job for you will never be healthy in this game and whole Wukong fiasco should be a testament to that. Although you can still use them for utility such as applying status effects. Subsuming this ability is ill-advised, as it boosts your entire kit. With them active, you can fully weaken enemies with a single cast of your shurikens instead of 4, your smoke screen becomes CC ability similar to Excalibur's but with guaranteed 16s stun (stagger duration is not modifiable by any mods), and Bladestorm uses 3 clones instead of 2, speeding killing up by a lot and compensating for slower, albeit more convenient, marking mechanic.
  7. I've been working on this for a while now and figured I might post it, to gather some feedback because first impressions are best impressions. I value aesthetics so I hope those suggestions are as keen on eyes as they are to mind. Disclaimer: I do think that Ash currently can be played in most endgame content, and I would say he's in the middle of the pack. And obviously there are indeed other warframes that need rework first such as Loki and Inaros. However his kit has shown its age by how unfluid his abilities are, main would be his 4th ability, especially after its first rework, and how these abilities just don't work with each other much. I feel there's a lot more than can be done to his concept without altering it too drastically. So the main goal of the rework is to make him more fun, fluid and synergistic. I hope the images I posted work, if they don't, please inform me ASAP, imma try fixing them but I don't use this platform too often so have patience. And tell me what you think! What is overtuned, what is not, what you love and what you hate. And if there's anything that requires clarification. I do think that this Ash is obviously stronger than current Ash, but I don't think he's too broken. I tend to compare him to Kullervo because outside of stealth they are similar in many ways, and I think this rework would simply put him on Kullervo's level. Some clarification: Weakened debuff works on Teleport (Bladestorm) attacks since they count as finishers. It will also indirectly boost slash proc damage of shurikens and bladestorm. Ash's hidden passive of halving energy cost in stealth is still here If Ash performs Teleport attack without himself, he won't be able to do it again until clones finish the bladestorm. He can still perform regular teleport. Bladestorming clones obviously cannot repeat your abilities until they finish the storm Shadow Tribunal timer pauses at and below 0.5s if Shadow Clones are doing the Teleport attack, so that they don't disappear mid-Bladestorm Passive changes make it so that the bleed damage is done over 8s instead of 9s. The total damage is roughly the same, the slash proc just becomes burstier. Good day
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