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About Sasuda

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  1. The old every mission had a little challenge for Affinity could be added in but reward a small amount of rep, ex get 30 kills, 20 secondary kills, or 10 headshots. I think those were easy to accomplish for new players and could help making it feel a little less grindy. I personally like the current challenges, just would like them to be not as timer based as my previous post entails, which may also help the beginner cases. If all challenges are always available and on completion, refreshed 1 week or 3 days after you complete them rather than having a time limit where they reset to different challenges I think they are a lot more reasonable for new players. That way even if you only have gotten 1 elemental mod you at least have 1 challenge you could reasonably complete regularly for rep. And then to counteract the still low rep earned having the mini-challenge per mission with say 150 rep. Personally never taken me more than 5ish minutes so maybe some sort of scaling added to it or beacons are added at specific rep levels so players have some level of expectation of when he's coming could help. I know there's problems with his battle mechanics with health and our options for damaging him too, I just haven't thought of a way to make them better in part because I haven't looked at how he works other than enemy targeting Warframe abilities seem to have have no effect.
  2. In response to @TacticalPotato's recent vid I actually find the rewards and general setup is pretty good, but having an exact end date is for sure required. I also think the challenges are mostly fine but I think the challenge timing system needs to be reworked to avoid the panic. 2 A few ways I'd do this: - Have all of the weekly challenges available every week, or at least a enough that players don't need to do them all to gain enough rep/time. Same thing with dailies put out at least 3 daily challenges a day. So players can choose whichever ones they want to suit them best, or they happen to have more time they can do more of the 5,000 rep challenges. This also makes it a lot easier to group a few challenges together and then have a couple days where you don't have as much time to play less stressful. - The other thing would be since all of the challenges are available, they don't really need have deadlines. If you only killed 100/150 eximus that week, you don't have to rush to finish it. Instead Daily/Weekly is a measure of when you can redo the challenge to gain the rep. Actually 1 other thing would be to rebalance the rep a bit. The hour long challenges could be worth 10,000 and 15,000 with a friend. I like being encouraged to play with a friend, not required. Also can we get the ability to play sorties that just don't reward Rivens. I'm not really looking for Rivens and I'm not throwing away Rivens I've invested in just so I can play the Sorties. - Or rework Sorties rewards to Wolf Credits and Make each Sortie stage worth 15/25/50 Wolf Creds. Adding some of the rep/standing rewards as Wolf Cred rewards might also be nice. Each rep/standing level should all reward some wolf creds in addition to the 50 cred stages. The 15 wolf creds Per rep stage after you finish should eith be in a 15/25/50 rotation, or just be at least 30 wolf creds.
  3. Nezha used to be pretty safe to run without Health mods, Now he tends to need them in places he didn't before. So building for Range or Duration instead is less of an option. Still an option, to be fair. But Nezha's viable build strategies are less effective than they used to be and less likely to be good options. His builds tend to be a lot more same-y than they used to be seems to be what the poster was getting at. Didn't say anything about A bit off topic
  4. I think I know where you're coming from and I'm gonna be a bit nitpicky here. Most Warframe abilities can go through snowglobe no problem. Regular weapons can't, and I'm not asking for regular weapons to. But I think all abilities should be able to, in the same vein as abilities with Limbo's Rift vs weapons with Limbo's rift. I don't think this is really the case DE actually has huge lists of things and I think it's just never been a huge priority for them for whatever reason. Whether it's complexity or something they've put off as being a part of it'll be fixed the next time DE comes around to fixing things with Frost. There was a bug with hacking that didn't allow the puzzle to finish for years before they fixed it, that they knew about since release. Sometimes there's changes they want to make but just can't budget time for. Sometimes they haven't decided for sure how they want things to operate. Sometimes the game changes enough for them to make changes they wouldn't have before. There's a number of reasons that could be, and maybe it'll happen maybe it won't. But players requesting things for long enough usually results in some action taken. So if you'd want it to happen, requesting it is fine even if it doesn't happen or it seems like it never will. Personally I think all abilities passing through is better consistency and much better for playing together so I myself am gonna request that change. But if you still think it should be this way you're free to disagree, if you have reasons that change my mind on it go for it. No the reasons pointed out why it was bad at healing, not why Health orbs are better than burst heal. The reasons why it was bad were all available to be changed without switching to Health Orbs. I do still think it's a bad change, actually. I found the burst heal far more effective than Health orbs. The health orbs do come with certain advantages, however I don't believe the pros outweigh the cons. They are stable lingering healing, but they heal a tiny fraction of what the burst heal does and Blazing Chakram doesn't consistently hit large groups of enemies nor are there consistently groups of available enemies. The burst heal only required 1 good target which made it very consistent for Nezha who because of Warding Halo's original 100% reduction fit pretty well as a quick recovery. Nezha no longer has that quick recovery, he's now always needing to upkeep health (if you're talking about low level missions no he doesn't need to but that was already the case prior to the rework and not a good case for an example in this context). The point here is I need to spam Chakram to keep Nezha alive with health in scenarios I didn't used to. Which is why it's a bad synergy, I'm not choosing to use Chakram because it's a better healing mechanic I'm choosing to because I need the Health. Yes Blazing Chakram can stand on it's own if it didn't have the Health orbs is the point here, now that it's received all of the other changes. So why then is needing to heal with orbs the reason Warding Halo was nerfed to 90%. That's what I'm getting at here. The reason DE stated it got changed for doesn't exist when it's got other uses. But to begin with if Chakram contributed to Halo's health instead of nerfing Halo's effectiveness it would've been able to provide Healing that was useful anyway. Neither of these abilities are exclusive damage or CC. They are both hybrids which is why I compare them. Radial Javelin does slightly favor damage and Divine spears Slightly favors CC. Radial Javelin is lacking in it's damage capacity which is why it could use a tweak to give it some more damage, considering Radial Blind/Howl's CC. But then Exalted Blade is also more effective at damage so it could also be tweaked for better CC. In either case though it's not worth the cost. Radial Javelin does actually have some small uses because the radial CC and damage are both things that are useful but it's just not worth the cost for what it gives. Divine Spears is in a similar boat not because the CC it has is terrible and not because the damage is terrible but because neither is worth the cost for what it gives to Nezha. Firewalker has subtly become noticeably less useful for CC with the way Nezha operates more resembling a spam caster with less aggressive movement now, but Divine Spears CC, range, duration and Damage aren't worth 100 energy spam casts to maintain that CC or damage. Not calling for anything too major here either. just a 5m bump up in range, and availability of Firewalker damage would do the trick to make it worthwhile. I'm not exactly sure what you were saying here, but I think you're talking about why the abilities get reset. Which in that case I think I do have a pretty good idea of why that is. It's because in the early game life Warframe kinda wasn't sure if it wanted to have platforming game elements, which is why we used to have Excal's super Jump. Since then the parkour and level design has shifted vastly away from that and really become most oriented towards fast past horde killing. So anyway as a encouragement to make your jumps successfully, abilities were turned off whenever you fell into a pit. Even into pits with visible floors, modern Warframe has changed many of these pits into actual floors that no longer reset you. That's where it comes from as far as I can tell, there's a good number of reasons it doesn't really make sense in the game anymore though. One of them being players intentionally jumping into to reset abilities. A lot of abilities have been changed over time to be recastable in some form in part because of this, there are a few though that haven't like Iron Skin, Null Star, (although they kind of have become recastable with the augments) and Warding Halo.
  5. Some of my builds get around 10x what they used to on returns. It's just a matter of a lack of control over it, being completely dependent on enemies is a real pain. Sometimes I'll get massive Halo health other times I'll be sitting and get nothing. Never been a fan of jump into the horde and sit still for a minute effect. My suggestion was to allow some ability damage to apply to Halo while it's building so that Nezha's own CC doesn't work against him. But the best suggestion I've seen was a few posts back here. My summary so far including that is this big post.
  6. Lots of abilities can pass through snowglobe like Mesa's bullets from peacemaker. It's the fact that it's a projectile and a physical barrier that make it deflect, it's not something desirable for using the charkram in any case and removing the collision is definitely possible. Making frames play together nicely by having abilities intentionally react together of otherwise are changes DE makes regularly. Given enough request it's likely they'd allow for it to pass through. "Because you need to self sustain yourself now?" Precisely, you need to rely on Blazing Chakram now. If a synergy is good it doesn't make you need to use 2 abilities together, it makes using both abilities together more useful than using them independently. Both abilities should be independently useful though. Now that Blazing Chakram doubles damage and deals a reasonable amount and drops energy orbs it actually could stand on it's own well enough. As for, "why heal or CC when I never take any damage?" , This was entirely wrong in the first place. The burst heal actually was quite handy, just obnoxious to use because of it's tiny range, lack of indication, and Nezha's bottom level health pool. The fact it's Nidus's passive doesn't really mean much, Saryn's spore damage & spores doesn't disappear same with many abilities which are not directly tied to frames. Nullifyers should be changed to prevent abilities affects not decast them. This has bothered many players for a long time, since it affects certain frames way more than others. Divine Spears like all of Nezha's abilities, is a hybrid ability. It does alright damage and Ok CC. The point was because it does neither especially well it's in a spot similar to radial Javelin where it could use a little more of a tilt to either CC or damage to make it actually worthwhile for it's cost. He suggesting adding a slightly higher base range which I completely agree with to give a slight edge of a CC focus. Otherwise it ends up as one of the lower level CC abilities as it cannot add new enemies, damage, or otherwise during it's duration. would probably be fine as a 2nd or 3rd ability but underwhelming for it's cost as a 4th. Everything has to do with the games code. Just because it resets position doesn't mean it has to reset everything. /unstuck does not reset abilities.
  7. I agree with a lot of what you're saying, although This is definitely not the case the return is huge now it just doesn't make much of a difference beyond a certain point because it doesn't mitigate 100% damage anymore. It's effectively a timer for when the ability runs out now. It's particularly unreliable in getting returned health from damage due to being a short window of time and relying on enemy action. I'd agree with this as long as it comes with the condition that all abilities are either recastable or decastable by default. I cliff jump to recast fairly often. Which is strangely necessary. But yeah agreed on the rest.
  8. I'll move through abilities and go over good and then bad in the spoiler. Been testing things out. The problems with the current Nezha So to fix I say: Firewalker Is Channeled but much reduced energy drain. Orbs from Chakram will give good use for the Chakram, the energy recovery simply being applied while draining is also an option Animation changed from a hop to a sliding animation accelerating Nezha, this makes way more sense than the hop to begin with. Benefits from range mods allowing for a slightly more width but doesn't become reduced by negative range Pyroclasic Flow now: Can retain 10% of damage by being cast before it runs out Lasts for 15 seconds at base Range is affected as Firewalker is, also allowing for a longer trail Blazing Chakram Retains orb drop functions with either An additional burst heal with a range of at least 25m at base and slightly lower chance of Health orbs like 25% Or Health and Energy orbs are multiplied by # of enemies hit so the last enemy hit drops like 5 Teleport retains momentum Disc has a tracker akin to the tracker used on enemies in Archwing, and on waypoints allies use Hovers for a second at furthest point on charged throw allowing a chance to teleport creatively Passes though Nullifyer bubbles but does no damage on charged throw, for an emergency escape/reposition teleport Restored Explosion with firewalker, still doesn't cancel Firewalker. Warding Halo uses Crixus044's suggestion of having an initial 90% damage reduction while building Halo and after a moddable ?5 second? dunno. Duration, The Halo finishes building and becomes a health based Halo with 100% reduction until it explodes on destruction maybe only with Firewalker active and leaves 2 seconds of invulnerability to recast. It leaves a ton of variety of ways to build and Leaves room for a good variety of strategies as well all while being well balanced. And actually offering protection both unique and as effective as other frames. Very nice hybrid between old and new. Radius on stun could be increased to 2.5-3m on default Radius cannot go below 1.5m Divine Spears Pins enemies to ground/allows fire to travel up spears from ground so Firewalker and PryoClasic Flow can apply damage to targets. 2nd Cast animation doesn't interrupt movement, perhaps is represented through a set of 4 mini-spears dropping around Nezha so it doesn't interfere with his movement at all. To allow Halo to scale properly instead of hindering Damage dealt to enemies afflicted by Divine Spears from abilities contributes to Halo health. This also allows players to be in control of Halo health instead of players being dictated by enemy damage. Range cannot go below 15m Default range increased to 25m
  9. If I'm picking up correctly it's 90% while absorbing and becomes 100% after a moddable duration? This I'd be cool with. Has a lot cleaner and smarter mod potential to whats proposed. Although if you weren't already intending this, I'd keep a 1 or 2 seconds of invulnerability on the cast & decast for a nice buffer between charges. And definitely agreed on the Blazing Chakram restoring the Halo. 2 things I'd also like for satisfaction: Keep a burst heal available to Blazing Chakram, but have the orbs as an additional bonus. Nezha should keep momentum through teleports. Perhaps on charged throw disc hovers for a second before boomeranging back for some consistency. Since we're already slowing down to charge it. I personally still am also on board for some more ability to mod the range of Nezha's abilities, with the condition of adding a minimum they cannot drop below. Dream idea would be having a preview on Pyroclastic Flow by holding ability button, also allowing to bend the path by aiming. (it could have a little more range and duration than it does at base too.) Or allowing to recollect 10% by recasting before it runs out.
  10. No, we don't have any indication from the GIFs we don't know. It seems likely I would think. Otherwise that can be put on the list of things that make this weaker than Splinter storm.
  11. A lot of the things you pointed out are good, this here is actually fully intentional on the devs part. It's the same with Rhino.
  12. Ah I've never really noticed it interrupt a finisher before, but a good point. I actually prefer to avoid finishers unless I'm Inaros since they stop my movement, personally. The stagger could be changed to just open up for a finisher, probably though no?
  13. So you realize now he'll be compared to a worse Gara Here's why
  14. Not quite, it's actually useful for the opposite reason. Rush at enemies to stun w/Warding Halo, continues with the Firewalker. It's only obnoxious issue is you have to put on positive range to make much out of the strategy so negative range unfortunately hurts it. But that's why the stun radius should be larger 3m by default and not be able to go lower than 2m minimum.
  15. Speaking of Gara's Splinter Storm since we're bring up the comparison: It costs 25 less energy vs Warding Halo Damage reduction applies to her shields which is 300 vs Nezha's new 150 based on a timer and thus is non-destructible vs Warding Halo's limited health pool synergy with 4 allows for refresh so she has no vulnerable moment vs non-recastable with a stun which still leaves various vulnerablilites has a larger offensive radius Has scaling damage through synergy with her other abilities vs no offensive scaling Deals more damage to begin with Can be cast on allies without augment vs needing Safeguard Can be cast on enemies to do more damage vs N/A Augment adds healing over time vs augment that adds a function Splinter storm has at base Can also be cast on objectives vs. nothing pushes enemies away vs short stun Nezha gets minor benefit in 375 vs 300 health 175 armor vs 125 Has an effect when it fails Status immunity (Ok honestly this one's a pretty good benefit but that benefit nowhere close to the advantages of an ability that costs 25 less overall) Situationally stun can be better, and on the weakest low level content you won't have to refresh... Is this really a comparison you want show why it's good that Warding Halo is getting nerfed to 90% damage? Even Nova can refresh her damage resistance through her augment on her 1st and gets a refresh chance & stuns, also not limited by a separate health that runs out. This is not the way to make Blazing Chakram matter in his kit. His CC always mattered because Warding Halo is surprisingly not actually that tanky. EDIT: Also Nezha's CC is helpful to protect allies and mission objectives easily without Warding Halo overshadowing them, and they do actually dole out damage in ways your guns don't which is always great as well. Warding Halo has never overshadowed Nezha's CC. Falls apart in mid-high levels without serious focus into Warding Halo sacrificing other abilities usefulness. This is also without going into Gara's other major defensive, offensive, and CC advantages of Mass Vitrify. We can make Blazing chakram still heal effectively and just as useful (and actually probably more useful) if it were to simply restore extra health over Nezha's max to Warding Halo, or restoring on number of enemies hit like Reinforcing Stomp. It's effectively the same gameplay loop as the one proposed but less demanding and more freeing. Blazing Chakram's healing wasn't all that helpful for healing Nezha to begin with, even if you're not using Warding Halo and you put on big health and armor mods like health conversion Nezha didn't gain much survivability from Blazing Chakram with that low level of awkwardly short range healing. Although it's always been helpful for sentinels and recovering between Halo's. There's a reason why Trinity and Oberon heals come with damage reduction or other frames do heals over time or have way more armor and health like Molt Saryn or Inaros. Nezha's tiny base health, the range on the heal, the fact people have no indication where it heals, and what it can heal have are far more explanatory. Blazing Chakram hasn't been overshadowed, it's just always been a bad ability that had too many limits to let any of it's features be of use. Teleport was slow and doesn't retain momentum, the chakram has difficult to predict flight patterns and Spy missions are pretty much the only place most short range teleports still come in handy in the first place. Warding Halo hasn't been overshadowing, it's been falling apart rather easily which is why there are so many threads calling to buff through a method of restoring it's health or asking to increase it's potential health. I only think it needs to scale a bit better and there are many threads I have suggested such changes and have added to like in the thread here. Discount Rhino tanking is far better than Discount Gara tanking. Modding is also going to have a lot more limiting factors and less potential variety. Nezha can easily live without Health mods currently but now they will be necessary for all of his builds to be survivable. Nezha actually has some of the most viable alternate build strategies, which as I've said in my posts could be enhanced further by giving a few slight tweaks to range and duration opening up Nezha's kit. Not to mention we actually can make use of Health Conversion currently and it would do far more for the Halo than it would after the change. Reliable Health orbs is actually a separate issue in Warframe overall. The fact that only grineer enemies drop them and we use other forms of healing in so many circumstances just shows that it should have been added to enemy drops a while a ago, even if it's like only 5% chance or on specific enemies like Corpus Techs or Ancient Healers. It's a concept from a time in Warframe where you didn't face endless enemies very much and would be likely to find some in containers as one progressed but enemy spawns and game modes have changed a lot since then.
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