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YagoXiten

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Posts posted by YagoXiten

  1. 4 minutes ago, (NSW)SantCruz said:

    My issue with the charge feature is that it makes a slow ability slower. It's not that I don't want to use it, I want the charged version (more powerful, larger radius, etc) to just be the only version of the ability and be based off of tap. Not using it is not a solution as I find that version the only one worth using despite the wait. And 1 second for the animation is a big deal in a fast paced game. "A handful of charged casts" is way too much time. Think about how long it takes to charge and then the animation. At that point use your weapons and you deal way more damage at a much faster rate. Granted, the ability is CC not damage, I only mentioned the damage because you wrote about it being good and it definitely is not. Also, a CC ability should not have to be cast more than once to do its job effectively, which is why I do not agree with casting it multiple times to lockdown just ONE spot as opposed to doing multiple casts to properly lockdown multiple spots. Essentially, it is  CC ability that is lacking in CC capabilities since it is slow, cumbersome, and requires more than one cast to be effective in any of it's jobs. It can use many improvements. 

    "Not the same thing as not useful" just means there is a niche time it can be used but otherwise... meh. 

    Look, Hydroid is still my main but I can't honestly say that any of his abilities are good as they are. At best they are mediocre. At worse, they are his 2. I stick with him because I have already invested so much into the frame and I am a sucker for water elementals in all media even when they are lackluster.

    It only takes 1.67 seconds to charge it with Natural Talent, that's really not that long. Warframe isn't so fast paced that a second delay or a 1.67 charge time is a serious issue. Those are quirks, not weaknesses. Obviously my five Forma and fully modded weapons deal more damage than my cheap CC ability, but it deals enough damage that you can seriously injure or even outright kill light enemies like Chargers, Butchers, or Crewman without even really trying to even against end game content. That's pretty potent, especially in comparison to a lot of other frames and their utility powers.

    Honestly, it sounds like you stick with Hydroid because of the sunk cost fallacy and that you want him to be something radically different than what he is, whether that's what he should be or not (and this is true for a lot of people in a lot of rework threads). Like back when Volt got his rework the official feedback thread was flooded with people suggesting 'improvements' to him that involved complete reworks to Shock and Overload/Discharge which had little resemblance to what he already had. I get it can be frustrating to not have something live up to your thematic fantasy, and sometimes those ideas can be helpful, like when a frame has an ability like Mesa's 1 or Trinity's 1 or Excalibur's old 3 which are dead in the water. But Hydroid's not in that bad of a spot. He doesn't need radical changes and totally new powers. It's not necessarily wrong to talk about those ideas, but they're not doing anyone who is a fan of what's already there any favors, and they aren't likely to get implemented. And the one ability they probably could do that for, Tentacle Swarm, they won't because its always been tied to his identity.

    That's kind of why I'm in the thread. It's been sitting on the front page for awhile, and most of it reads, to me, like a collection of people who either do not play Hydroid or who play Hydroid but would much rather be playing something that isn't Hydroid but that still has Hydroid's name and water theme attached.

    • Like 1
  2. 1 hour ago, (NSW)SantCruz said:

    I disagree that his 1 doesn't need any changes. It needs shortened cast time for sure. Waiting for the ability to activate 1 second after pressing the button is crazy. I would also remove the charge feature entirely as that adds another layer of slowness to his kit and instead make the tap cast equivalent to his current 1 cast. Also, damage is not in any way good on it especially on higher levels. The augment does improve it for sure but there are better ways to strip armor and use corrosive so I think it's worth adjusting it in some way

    I would argue his 2 is more useless than his 4. I barely ever see a reason to use it except for moving in his 3 or just moving fast in a straight line when I want to get to extraction. I do like your tap and hold thing, seeing as hold would be for movement ability, that would be one case where holding for an ability would be fine while tapping adds an offensive/CC component. Your suggested changes would really make moveme feel better.

     

    Yes to tidal surge not dropping enemies when in undertow. And I do think it needs to move faster if they would keep it in a theoretical rework (so many people hate his 3 that maybe they would get rid of it). Personally I like his 3 and just think it needs some adjustments though if they replaced it with something different, as long as it worked well I wouldn't mind.

     

    His 4.... Well I like it more than his 2. It's just too RNG based, flails enemies so you can't even shoot them, gets worse with range mods since you can't control number of tentacles. But I do enjoy using it for it's true damage especially off his undertow for double damage. It, like his 2, needs a lot of work. 

    The cast time on it is one handed and actually pretty brief. The 1 second delay is the cast animation plus the activation delay. It's not something that hurts its function, nor is it unique to Hydroid. Most persistent / deployed CC abilities have a delay. It could be reduced without hurting him, but its presence isn't making him worse. Again, I'm not saying that there aren't things that could change with it, but that there's nothing that actually needs to. The fact that it has a bit of a delay isn't what makes him a lackluster choice for a squad slot.

    I'm not sure what your issue with the charge feature is. If you don't want to use it you don't have to. It's sometimes nice to have an instance last twice as long, and there's plenty of opportunities to charge it when you're recharging shields or healing during Undertow.

    It does 750 to 3000 damage, or 3000 to 12000 damage on a charge, over its duration if you assume they get hit by at least one salvo per second. Miasma does 7200. I'm honestly not sure why you think it doesn't deal damage. Prior to the Corrosive changes I was killing level 120 Bombards with a handful of charged casts and my build only has 100% Strength and 150% Duration. It's nothing to write home about, but it's sure as hell not something to balk at, either.

    Those things occur pretty frequently, though. And it's useful for moving around inside of Undertow, too You can also use it to group enemies into a corner so you can melee them or back up and AoE them. It's also quite useful for separating an Ancient Healer from a group of enemies, or for extending your invulnerability when exiting Undertow when an Ancient Healer or a Nullifier or something is around. Also, if you weren't aware, there's a useful animation cancel you can do with Tidal Surge and Undertow where you'll perform a normal Tidal Surge at half speed. You activate Undertow, then use Tidal Surge, then immediately after that you deactivate Undertow. The timing is pretty tight. Maybe it's not an ability that you use all that much, but that's not the same thing as not useful, you know?

    Thankfully I don't think they'll ever get rid of Undertow. Unfortunately, I don't think they'll rework Tentacle Swarm much, either. They seem to like it too much. I agree there should be room for fun powers like Pulverize or Switch Teleport, but this, IDK. I'm at the point where I just want it to spit out health orbs or give me armor or cause puncture procs or make enemies T-pose or just more than quintuple its damage. I want it to do something tangible other than make it harder to aim.

     

    • Like 1
  3. 4 hours ago, FoxFX said:

     

    So in your case: you don't want to lose the Undertow + Tempest Barrage combo?

    I want to keep in mind this article was made weeks ago and that was before the recent Mainline Update. I had discussed and asked around a lot of other players through live chat on their current thoughts on Hydroid. I will eventually update the OP in due time.

    I don't really want to lose any of Hydroid's abilities. I just want him to be better. His biggest issue is that he's basically stuck with three abilities because Tentacle Swarm is only really useful for its augment which isn't actually all that useful.

    Tempest Barrage doesn't need anything done to it. It's one of the best 1s in the game, it fits his theme, it does its job. It has a great augment, and it even puts out pretty impressive damage. Its charge feature is actually useful, too. Obviously they should fix the bug it currently has that makes enemies ragdoll and bounce around all over the place.

    Tidal Surge could really use a shift to work more like Mach Rush so that you can actually use it on smaller tilesets without being forced to smash into a wall or get stuck on some invisible pixel of level geometry for a full second. A hold paradigm also makes it less stop and go when you're traveling long distances. I've seen people suggest a tap/hold paradigm where a tap sends out the wave at enemies and a hold has Hydroid become the wave, as he does now, and I wouldn't be opposed to that, either.

    Undertow needs to let you reload in it. You can currently finish a reload if you've started an automatic one after emptying your magazine, but if you initiate a manual reload and then use Undertow it cancels it, which is a frustrating inconsistency. Maybe it could move 15-30% faster, but it honestly doesn't need to. You can just use Tidal Surge for that. In certain spots that can be a little clunky, but if you improve Tidal Surge's cast paradigm you fix that automatically. Tidal Surge also needs to quit dropping enemies from Undertow.

    Tentacle Swarm needs some heavy work. Either a large scale rework and a massive change to how the ability functions or it needs a band-aid solution like making it hold enemies in T-pose like Bastille, because at least then you can score headshots which makes it functionally distinct from his other CC effects.

     

     

  4. 1 hour ago, FoxFX said:

    I was trying to make a suggestion to change Hydroid's Tempest Barrage into something else entirely at first...

    BUT

    From some discussions I had, a LOT of players did not want Tempest Barrage to change due to the Augment [Corrosive Barrage]. Things are now a bit different with the Damage-type changes, and there can be room to settle how the ability works now. But I wanted to try to keep Tempest Barrage to avoid any backlash on the possible removal of the Corrosive Augment.

    It still doesn't make much sense, though. Hydroid's best abilities are Tempest Barrage and Undertow. Corroding Barrage is still good though (sadly) less powerful now. And the ability isn't dependent upon the augment the way some other abilities are. If the goal of revisiting Hydroid is to improve him, why would you significantly change his best abilities? It's like replacing Frost's Snow Globe. Maybe you could make something fun and better capture his ice theme, but it wouldn't be Frost and it wouldn't be fair to the people that enjoy him for what he is.

  5. 11 minutes ago, (NSW)SantCruz said:

    I suppose you are right. As Tempest Barrage currently stands, I still think it is to0 RNG based to truly call it a lock down  or true CC ability, but I do think your proposed changes can help with that

    It's actually rather reliable with just Stretch. Either way, you can just cast it again if you're that worried about it. It's cheap.

    Also, I'm not the OP. But as for his suggestions for Tempest Barrage...they don't make any sense.

    The ability isn't really used for damage, so its damage type doesn't matter much. I guess it could be changed--it wouldn't really hurt anything--but it's not going to substantially help anything either.

    Changing it to a singular instance would immediately ruin the fun of making it rain explosions everywhere, it'd make the area coverage vastly worse, lower your DPS potential because you can't stack them, and do nothing for its reliability.

    Increasing its accuracy by making it home in on enemies would probably make the ability less reliable, believe it or not (especially if you slow the salvo rate). Why? Because when a salvo lands near the edge of the 10m targeting radius you can hit enemies up to 5m outside of it because it has its own AoE. If it's fixated on an enemy on the center it's not going to ever hit the edge. Say you create two instances of it and they share a central region? Well, if that area has enemies in it you're going to waste all the salvo explosions for two different instances on a single spot. Got a bunch of enemies on one side of the AoE and only one or two on the other? You're going to make it a lot easier for them to get up as it focuses down the more densely populated region.

  6. 5 minutes ago, (NSW)SantCruz said:

    If he can move faster as per the change OP wants, he would be better in spy. As it stands, yes puddle can be used for stealth and spy but very slowly and just not as efficienctly as frames that were actually made with stealth in mind. 

    For my take, I'm still of the mind that the best option is to make puddles deployable without him being in it but he has the option to go into it which would effectively make it act like it does now while he is inside it. When he is not, it's good non-RNG based crowd control with damage potential (plus shooting into your own puddle). Especially if he can have more than 1 puddle active. Maybe even teleport between puddles?

    The ability to deploy Undertow as a trap is something that's been suggested ad nauseum over the years and it hasn't ever been a good suggestion. Shooting at Undertow isn't fun. You can't score headshots, it doesn't move, it doesn't fight, it doesn't have damage animations. The reason Hydroid's team can shoot at Undertow is to prevent him from griefing in Defense missions. At best implementing that would just recreate the old Bastille / Vortex problem. We already have Tempest Barrage to lock down an area. Why do we need another redundant ability, especially when he already has that problem currently with 1 and 4?

  7. 47 minutes ago, FoxFX said:

    Did the suggestions I have presented on Tentacle Swarm seem like something you would welcome?

    The only appealing things in the OP are the passive ideas, sorry. Everything else in the OP is very off the mark for improving him. I say that as sincere and constructive criticism, I'm not trying to be harsh or hostile here.

    Tentacle Swarm is currently awful because it's redundant with and inferior to Tempest Barrage. Your suggestions don't make it less redundant, or stronger, or more fun.

  8. 4 minutes ago, SirLethal said:

    In today's hotfix 26.0.7 this change as made (Removed Combo Hit Multiplier with Glaive's hit damage. Only explosive damage will use the Combo Multiplier.). This is a step backwards as this previously lackluster weapon type felt new and refreshing as throwing your thrown weapon actually felt rewarding once you raised your combo multiplier. without this functionality the weapon might as well just be another regular weapon because the throwing function has once again become useless as it does literally no damage. I went from being able to kill a 125 corrupted heavy gunner with 2-3 throws to it taking over 10 throws sometimes close to 15 at the same multiplier. Now i understand that only heavy attacks were intended to benefit from the combo multiplier but maybe some exception or middle ground can be made/met like a buff to the throwing portion of the weapons damage because this was a big disappointment to log into as i was actively using my glaive prime and wolf sledge and now while the melee damage is still good ive lost all incentive to use either of these weapons over others was I as taking advantage of the thrown aspect.

    Pretty much this.

     

    If it's intended to prevent you from using melee's incredible scaling damage to decimate high level enemies at long range I guess that'd make some sense, but Bullet Dance exists so that's moot.

  9. Electrokinetic Battery:

    Not much to say, it does what it says, and what it does is good. One of the best passives in the game, even. It synergizes with both his theme and his kit.

    Complaints:

    Gauss does not generate battery from moving vertically. This punishes Gauss for parkour.

    Suggestions:

    Gauss should generate battery when jumping/bullet jumping/parkouring.

     

     

    Mach Rush:

    Mach Rush has three main uses: Moving quickly, disabling enemies, and charging his battery. It's fun and reasonably effective at those three things. I especially enjoy that you can use the ability during Redline's cast animation as well as whilst you are reloading.

    Its base damage is high relative to many powers, but isn't useful for that. It also has synergy with Kinetic Plating, which isn't very impactful, and synergy with Redline, which is great.

    Complaints:

    The AoE around Gauss as he travels does not seem to be affected by line of sight, but the shockwave AoE created when he slams into a wall does seem to be affected.

    Mach Rush's minimum distance makes it difficult to use in some tilesets and mission types. 

    Mach Rush's casting controls are odd, in particular, the way that if you press and hold 1, then press and hold W, then let go of 1, you can use WASD to maintain and steer the power.

    Mach Rush's synergy with Kinetic Plating is lacking--its only function is being marginally useful for Condition Overload.

    Suggestions:

    The shockwave AoE created when he slams into a wall should not be affected by line of sight. Typically LoS restrictions exist to prevent a frame from sitting in a corner and effortlessly killing enemies, but this is out of place on an ability with a small range that you can't use in the first place unless you throw yourself into a corner.

    Mach Rush should have a much smaller minimum distance so that you can use it to build battery in small maps or during missions like Excavation without abandoning the objective.

    Mach Rush should continue only upon holding down 1. The ability to steer during Mach Rush is nice on paper, but Gauss' turning radius is reduced so dramatically that you are better off letting go of 1 and recasting Mach Rush than using that feature (it's also far harder to use on controller).

    Either Mach Rush should deal more damage (ideally some amount of % health damage) to make Kinetic Plating's synergy relevant, or the Kinetic Plating proc should be changed to a Puncture proc, or that combo should reduce enemy armor, or have some other utility effect.

     

     

    Kinetic Plating:

    It's great thematically, and the visual effects are gorgeous, but it's also one of the biggest issues in his kit.

    Complaints:

    Whilst active Gauss is immune to being knocked down and a handful of other things, but can still be affected by Slash procs, etc.

    Kinetic Plating drains Gauss' battery whenever he is damaged. How much a hit drains his battery is based upon how much damage it deals. Unfortunately, that means that enemies at or above even the lowest sortie levels can drain his entire battery very quickly as they hit very hard and very fast. I cannot begin to overstate how much of an issue this is. I'm fine with having to turn the ability on or off to manage Gauss' battery. But to make an informed decision like that I'd have to be informed. And I can't really do that if I can't gauge what the battery drain will be. And presently, you can't really do that because no one can keep track of every enemy that might damage you.

    It's not clear from the description how Kinetic Plating's energy restoration works.

    Kinetic Plating has a duration, can be deactivated prematurely, and there's a good reason to deactivate it early. It should thus be a toggled ability.

    Suggestions:

    Gauss should be immune to all status effects similar to Iron Skin whilst Kinetic Plating is active. I suppose the current implementation makes sense--he reduces the damage he takes, but does indeed still take it--but it also feels awful to watch your health get chipped away to nothing when you've had Kinetic Plating active and your battery at or near 100% for the entire mission and haven't had your shields go down even once.

    Remove Kinetic Plating's battery drain upon taking damage. Increase the passive battery drain each second, if needed. This makes it consistent and predictable so that we can decide when we need it versus when we should deactivate it.

    Specify the way the energy restoration works in the description so that we do not have to test it in the Simulacrum to find out whether it is or isn't affected by things like Adaptation, Gauss' battery level, etc. (For those wondering, you restore the same amount of energy at 0% battery as you do at 80% battery, independent of your power strength and things like Adaptation.)

    Change Kinetic Plating to a toggled ability with a flat energy activation cost and no energy cost over time.

     

     

    Thermal Sunder:

    This ability has three different functions. Cold Sunder is great. Blast Sunder is underwhelming. Heat Sunder is a false choice.

    Complaints:

    This ability creates far too much visual clutter.

    The persistent damage fields have relatively little purpose.

    The damage does not scale well.

    Cold Sunder does not generate enough battery. It has a longer animation than Mach Rush, it costs three times as much as Mach Rush, and generates less battery than Mach Rush. This is very punishing when you are in a situation where you need battery but do not want to or cannot move.

    You should never cast Heat Sunder because all of Gauss' other abilities want him to have full battery.

    Blast Sunder's armor reduction is negligible. As far as I can tell it only works if you're over the redline and also only reaches the full 50% reduction at 100% battery. It would be mediocre even if it always reduced armor by 50%.

    Suggestions:

    Reduce the visual spam.

    Remove the persistent damage fields or make them have a chance to apply their respective status.

    Increase the battery generated by Cold Sunder to 20%.

    Move the armor reduction from Blast Sunder whilst redlining to Heat Sunder's second cast whilst below the redline or first cast if you are above the redline and make it scale with your total battery level.

    Change the damage on Blast Sunder to % health damage, doubled whilst above the redline.

    (In other words, Cold + Cold = Freeze, Heat + Heat = Armor Reduction, Blast = % Damage. Whilst above the redline, Cold = Freeze, Heat = Armor Reduction, Blast = 2 * % Damage.)

     

     

    Redline:

    One of the most fun abilities in the game. I love it.

    Complaints:

    I can deactivate the ability early, but have no reason to do so. If done before 100% Redline, I lose a significant amount of battery. If done afterwards, I waste precious time I could have spent in 100% Redline.

    Mach Rush's energy cost reduction, Kinetic Plating's melee damage bonus, and Blast Sunder's armor reduction synergies only function whilst past the redline.

    100% Redline is not explained at all and very confusing at first.

    Suggestions:

    Make it so that I cannot deactivate Redline early. Either I should not be able to press the key again, or doing so should recast it and refresh the duration of the ability.

    Synergies should function whilst Redline is active even if not above the redline, albeit at reduced effectiveness. For example, at 80% battery, Kinetic Plating should provide 50% melee damage, whilst at 100% battery it would provide the full 100%.

    100% Redline should, in all honesty, be something you are trying to avoid rather than a benefit. That would give us an actual reason to cast Heat Sunder. With that said, though, it'd be fine as is if it were more clear as to what it is and does.

  10. Fact of the matter is, Volt has four distinct and useful abilities. Does Volt deserve and need some changes to them? Yes. Does Volt need a full scale rework? No. Does Volt deserve to have those changes any time soon? No.

    There are frames like Hydroid who still have redundant abilities. There are frames like Titania who are just a confusing mess. There are frames like Ember who barely scale, and frames like Vauban who pretty much have one ability. Those need to take priority.

  11. 11 minutes ago, SteveCutler said:

    As someone who does own Gauss and has been playing him non-stop since he was released, I feel like (XB1)Knight Raime understands Gauss far better than most other people in this thread. You don't necessarily have to actively use something yourself to understand it - you can gain an understanding by reading the wiki, reading explanations, watching videos of it in action, seeing how different builds perform in the hands of different players, etc.

    There is far too much misinformation and misunderstanding in this thread. So many people are complaining about things that aren't even true (e.g. thinking Redline needs to hit 100% for full buffs), complaining about things that are easily disproven (e.g. saying running isn't enough to outweigh battery drain when it clearly is), quoting incorrect numbers (e.g. saying you get 80% damage reduction at 80% battery, when in fact you get 84%), etc.

    I acknowledged that there's a substantial degree of misinformation in this thread in my first reply to him. I don't appreciate him contributing to that by denying that Gauss' battery drain from being damaged with Kinetic Plating active is excessive against Sortie level enemies because he's watched a few videos.
     

    6 minutes ago, vFlitz said:

    https://gfycat.com/dismalflamboyantblobfish

    You can clearly see that the battery is in fact dropping when sprinting, and that's with Rush, Amalgam Serration and Armored Agility. You like shotguns? Gonna be worse. Don't want to waste a mod slot on Armored Agility, which doesn't really do much for him besides this? Also gonna be worse. You get shot at? Much worse. Also towards the end shows how much more quickly the battery drops if you shoot, which, you know, is a common thing to do in this game.

    But if you are going to rely strictly upon video evidence, here's a good one. Notice how he loses about 10% of his battery when he stops to empty a clip? That's 10% battery loss for about half a second. And he's not being damaged-- which can drain the entire battery in as much time, depending upon what it is that's attacking you.  And he's constantly moving. There are situations where you stop moving, like when you're activating life support, or you have a small area to move in, such as in Hijack or Excavation missions, which makes it worse.

    6 minutes ago, vFlitz said:

    But you need it to stop the drain, so you can actually focus on what you want to do instead of babysitting the battery. The buffs, admittedly, are pretty lenient because they're decent even when his battery falls some. But all of Redline's synergies are active only if the battery is above the limiter. So Mach Rush having halved cost, Kinetic Plating increasing melee damage and all of the additional effects on Thermal Sunder. The blast one even scales with battery level, so it's 0% strip if you're exactly at the limiter, then up to 50% if you're at full battery (and for the record, non-scaling 50% armor strip when you need two casts of a medium-high cost, low base range ability to get it would be pretty bad even if it was available at all times)

    And then there's stuff like that.

    • Like 4
  12. 20 minutes ago, (XB1)Knight Raime said:

    People can make the complaint about it's energy drain to me all the like.  It means nothing without visual proof.  As at this point I have at least 12 hours of watching various people use said frame and...

    I like how the guy who doesn't own Gauss, hasn't played Gauss, and is playing on a platform where Gauss isn't even released feels qualified to dismiss legitimate criticisms because he's idly watched someone play Gauss for less than half the time that some of us here have actually used Gauss.

    • Like 1
  13. 1 hour ago, (XB1)Knight Raime said:

    As I elaborated in an earlier response kinetic plating drains based on how frequent you're being hit.  If you're dashing around with mach rush a lot causing cc and using your 3 to cc you are drastically reducing the amount of shots you're taking.  And because both abilities actively give you battery back you are counteracting the drain on both fronts.  Enemies are hard programmed to only have a maximum of 3 enemies attacking you at once.  The illusion of this is built by having pretty much every enemy in the game fire in single shots or bursts.  And they will miss to further make the illusion of all enemies attacking you seem more believable.

    This is easily shown by going into the simulacrum and making a bunch of heavy gunners or a bunch of corpus tech's attack you.  These are the only enemies in the game that fire over a sustained period of time which is why it's a good showcase.  The only unit that breaks this pattern are melee enemies.

    Kinetic Plating drains Gauss' battery each time he receives an instance of damage. How much battery is drained by that instance of damage is based upon the damage that said instance deals. There seems to be a minimum and a maximum amount of battery that can be drained per instance. Point being, a level 130 Heavy Gunner will drain Kinetic Plating far faster than a level 1 Heavy Gunner.

    I am well aware of how Warframe AI works. The fact that enemies have targeting limitations and that they aren't perfectly accurate does not change the fact that the few enemies that do manage to hit you can drain your entire battery almost instantly.

  14. 50 minutes ago, (XB1)Knight Raime said:

    It's the only explanation I can think of considering the amount of footage I've watched with him and not one person struggles with energy or battery up keep. 


    A lot of the complaints within this thread are made by people who don't understanding the way Gauss works, so I tend to agree. But they're not all wrong, either.

    Kinetic Plating drains a variable amount of battery when you get hit. You can have your entire battery drained by a single high level Heavy Gunner in just a few seconds. If you're in a room filled with enemies, you can go from 100-0 in the blink of an eye.

    There's no way to sustain that, and it has nothing to do with playing or building him wrong.

     

    • Like 3
  15. 1 hour ago, iSkylines said:

    But see thats what i am getting at. Every mesa player only really uses her 2nd, 3rd, and her 4th ability. I just think there should be some kind of syngery between her abilities. Atleast linking her 1st to her 4th. 

    And her 2 and her 3 have the bare minimum of gameplay attached to them. You cast them immediately after they expire, lather, rinse, repeat.

  16. 19 hours ago, vector77 said:

    Because they buffed a lot of weapons and nerfed one or two in a single patch and called it a day. They only reworked beam weapons, changed akjagara and maybe something else, I don't remember. The problem here is that DE is not some genius developer that can achieve good balance in one patch, they should've continued to try to balance the weapons better. Instead we still have the untouched stug, scourge with only 100 spare ammo and some other funny things. So, while I enjoyed the buffing, I also realise that almost all these weapons will probably remain in this state for years, while they'll continue to release even more and more powerful weapons. Warframe is a game that doesn't need perfect weapon balance and it is probably impossible to do that with 300+ weapons, but I certainly would prefer if they put more effort in it instead of more game modes and open areas.

    They normalized the damage, critical chance, and status chance of the vast majority of guns to fit neatly into tiers based upon the Mastery Rank that is required to wield them. That means that they had to sit down and crunch numbers and decide what they wanted their benchmarks to be, and then they had to apply that standard to every gun in the game. That alone is an absurd amount of work.

    As if that wasn't enough, they also had to decide how to handle the numerous weapons which were end game viable despite being accessible to low Mastery Rank players, like the Atterax, and the trash tier weapons which had baffling Mastery Rank requirements like the Embolist.

    They also had to worry about tons of potential oversights and things that are extremely hard to evaluate with a spreadsheet and simple number tweaking such as shotgun status or explosive weapons tendency to score free headshots.

    There's also a number of bugs that they fixed like the Miter's charged shot having an extremely narrow hitbox compared to its uncharged shot.

    And that's not even getting into making sure that they didn't accidentally type a 100 when they meant to put a 10...for multiple stat values on dozens of weapons.

    It wasn't a perfect balance update and there were some weapons, such as the Stug, that were unfortunately forgotten. But you also don't need to undersell the immense amount of work they did or treat it like it was a shoddy update. It's one of the best things that DE has ever done.

  17. 23 hours ago, (PS4)NemitheNem said:

    Maybe tap to change modes? Like with Khora and Venari. 

    It already has a hold function which increases the radius and the number of tentacles spawned (which, ironically, makes the ability perform generally worse as the tentacles end up spread out too far to efficiently lock down an area).

  18. On 2018-11-23 at 9:26 PM, (PS4)NemitheNem said:

    Just let tentacles transmit damage.

    Not the worst idea. That's how Zephyr's Tornado works, and at least it'd make the ability worth using. Ultimately, though, I'd rather the ability do something unique. Holding enemies in place is nice because it allows you to score headshots which Hydroid's three other abilities kind of hamper.

  19. On 2018-11-21 at 8:06 PM, TheLocalHentai said:

    Not being good doesn't always mean it doesn't work. Regardless of how well your or any of our build is, it's irrelevant to the Undertow's unreliable mechanics. Fixing it's unreliability isn't going to negatively impact Hydroid.

     

    On 2018-11-22 at 12:44 AM, TheLocalHentai said:

    Meant Tentacle Swarm

    This is precisely my point. Tentacle Swarm does what it's supposed to. What it's supposed to do isn't done well. The only advantages it has over Tempest Barrage are that it lasts longer and works through an Ancient Healer's aura. If it weren't for that fact it would be completely outclassed and strictly worse than Tempest Barrage.

  20. 16 hours ago, (PS4)Riko_113 said:

    Well, then you must hate Atlas, Banshee, Ember, Equinox, Excalibur, Frost, Gara, Harrow, Hydroid, Inaros, Ivara, Khora, Loki, Mag, Mesa, Nekros, Nezha, Nidus, Nyx, Octavia, Revenant, Rhino, Titania, Valkyr, Vauban, and Volt. Please, feel free to let me know if I missed anyone else on the long list of Frames with the ability to prevent enemies from fighting back....

    Miss me with your fallacious hyperbole. Stasis is the strongest CC in the game and it is on a Warframe with negligible Energy costs.

    16 hours ago, (PS4)Riko_113 said:

    No. It really didn't. Played correctly, Between Cataclysm and Rift Surge you almost never needed to leave the rift even with your projectiles frozen. You were meant to use Stasis to line up shots then release in short spurts to allow the projectiles to hit your targets with supreme precision, not leave it on all day (although that was always possible and more commonly done). That play style hasn't changed. It just made everything faster.

    You were meant to turn it on and off, and you have literally zero reason to do so now. That's precisely what I just said.

  21. 28 minutes ago, (PS4)Riko_113 said:

    How would having a cosmetic aura change the fact that he never has to leave the rift? 

    There is no practical reason to have that feature back. With Stasis naturally giving status infinite duration, damage from attacks being dealt instantly, and allies that won't be patiently tolerating your yearning to feel cool, you could only possibly benefit from our projectiles not being frozen. 

    Because it isn't fun to shoot enemies that cannot ever fight back. I never said he was weaker after the Stasis changes--I said he was less interesting. Believe it or not you can ruin the elegance of something's design strictly by buffing it.

    Stasis' projectile freeze forced Limbo to leave the Rift to kill enemies safely. Furthermore, Rift Surge's spreading on death and automatically casting Banish on its expiration meant that you would occasionally pull in more enemies than you intended to. Those two things together added a lot of nuance to Limbo. All that is gone. The only reason you ever have to leave the Rift Plane is to kill a Nullifier and even that is trivial now with Rolling Guard.

  22. 19 minutes ago, mikakor said:

    i still need to understand why would people even want that, except for style or badass points...

    You answered your own question. It might also have to do with the fact that his entire kit was built around that being a feature and with that yanked out he's pretty bland. You pretty much never have to leave the Rift Plane anymore because you never have to shut Stasis off.

  23. 1 minute ago, TyrianMollusk said:

    I corrected the misunderstanding when I said you were mixing up width and radius.  You insisted and put me through that awful video just to come to yep, you mixed up width and radius.  Respect would be checking your terms when you're wrong instead of linking a video you didn't bother to notice isn't saying what you said and insisting you're right.  Respect  would be saying when in the video your evidence can be found, so I waste less of my time fixing your repeated mistake.  Respect  would be accepting the thrashing you deserve for that video instead of getting snotty about it.

    You're still here throwing shade and derailing your own thread because I called you out for being rude in the way that you corrected a minor mistake that I owned up to making whilst agreeing with your thread's actual topic. And yet you're trying to lecture me on respect? Own your mistake. You didn't need to be a jerk.

  24. 1 hour ago, (PS4)Riko_113 said:

    Ok, so it was generally as expected.

    This portion is calculated based on all enemies affected though, I believe, not just the primary target, which is why i figured damage overall would be better if it was more successfully able to pull in multiple enemies that damage would be higher.

    Yes, it factors in the total damage dealt by the damage over time and is not limited only to the damage dealt to the primary target.

    1 hour ago, (PS4)Riko_113 said:

    If you can kill them before then it wasn't as necessary anyway. In higher level content where enemies do survive long enough that added damage could make a huge difference. I've experienced this myself doing Arbitrations with Mag in an Orokin map and enemies definitely survived long enough, but most enemies would just casually walk through it unbothered...lol

    I don't have any issue with keeping enemies inside the sphere. Fracturing Crush works wonders for that. My issue is keeping them alive inside of it long enough to build Magnetize's detonation damage.

    Seriously, though. Which do you think yields a bigger Magnetize detonation?

    A. Casting Magnetize on a level 130 Corrupted Bombard and firing one shot from a 2 Forma Lenz with Radiation/Cold damage before manually detonating the ability with about 1 second left of its duration?
    B. Casting Magnetize on a level 130 Corrupted Bombard and then almost emptying the magazine of a completely unmodded Synoid Gammacor before manually detonating the ability With about 1 second left of its duration?

    The answer is B.

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