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Xaiken-EN-

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Posts posted by Xaiken-EN-

  1. As an avid Mirage user I am glad she is not being nerfed. However, I do have to agree with others in this thread that the Helminth nerf from 150% to 30% is rather... drastic. While I cannot speak with exact numbers there are things to consider vs Roar. Many others have already mentioned Roar buffing abilities, double dip on DoTs, buffing teammates without needing a mod, etc. As such, Helminth Roar does much more with 30%. Perhaps we start somewhere in the middle, 80 or 100% and adjust as needed from there?
     

    Thank you for listening to our feedback these past few days. I hope we can be civil and constructive when providing feedback and we can find that sweet spot together. 

    • Like 8
  2. 11 minutes ago, Aruquae said:

    Good thing the augment will fix the full buffs of vex armor. 

     

    Reliable damage is always better than unreliable damage, I stick by that. There’s always roar. I just dislike how it affects Mirage more than any other frame. She didn’t need that nerf. 

    The Guardian Armor augment? Ha, I doubt that mod will give him any new life. It's not reliability in his Vex Armor thats an issue. The impact of his buffs isn't enough to justify running him over basically any other warframe except in Profit-taker. And even then thats just because he can boost credit drops. 
     

    Also, with this nerf they'll be working against themselves. They want to rein in Nourish usage but they'll be removing a competitor. By their own statistics Eclipse is the third most used subsume but it only used 1/3 as much as Nourish, even Roar is only 1/2 of Nourish usage. And why use Eclipse when like you said Roar exists? At which point why not just switch to Rhino? You get Iron skin and a full power Roar. Defensives and dmg at the same time, a drawback Eclipse has intrinsically. He'll be more impactful than Mirage cause it won't even take a mod slot to buff allies with an All Dmg multiplier thats way stronger than Mirage's future additive Eclipse. While I agree reliability is good and important, reliability means nothing if it is not impactful. 

    • Like 2
  3. 2 hours ago, Aruquae said:

    You people are forgetting how Eclipse functions now… sure changing it to additive damage sucks, but at least it’s a reliable damage boost. Her current eclipse sucks because of the light feature, you can barely get the damage boost even in light, and even then… it’s not even the full damage boost. 

    Hmm yes just like why people play Chroma for Vex Armor regularly, reliable and not worth a damn. Wait a minute... do people still use Chroma? I understood and accepted that the Helminth version would be nerfed. But by changing it to additive dmg, which we have many more for. It's just useless for giving any meaningful dmg increase. We had a kiddy pool for dmg while so many other frames have Olympic pools for dmg. We could still swim around and have fun. You're basically saying we should be happy we got downgraded to a shot glass because now we get a straw with it.

    • Like 2
  4. So in exchange of making Mirage more user friendly... they decided to absolutely dumpster her weapon damage playstyle? Why? Screw it, go back! I love my weapons platform Mirage even if light levels was annoying af. I do not understand why they would make this change. DO THEY EVEN REMEMBER CHROMA?! How many people subsume Vex Armor? How many people play Chroma? So the only valid playstyle for Mirage is spam Sleight of Hand? Or Prism? Ah yes I enjoy the playstyles where I stand on one f-ing spot all game! Do we have usage data on how often those playstyles get played? Oh we can't have Roar or Nourish power creep. So you ONLY want those to be subsumed? Oh yeah that sounds sooo balanced! All I know is the reason and playstyle I have loved playing Mirage since her day 1 is dead. I'll eat my words if they backtrack on this nerf, but we should all know their track record by now. I was hopeful things would get better.

    • Like 6
  5. So in exchange of making Mirage more user friendly... you've decided to absolutely dumpster her weapon damage playstyle? Why? Screw it, go back. I love my weapons platform Mirage even if light levels was annoying af. I do not understand why you would make this change. DO YOU EVEN REMEMBER CHROMA?!

    • Like 4
  6. Not sure if it's a bug or intended but Incarnon Kunai thrown by Mirage's Hall of Mirrors clones do not have homing. Pretty disappointing and pretty much kills my excitement on this weapon. Other homing weapons like Incarnon Miter and Cyanex work just fine though. Also on a different note, Tenet Envoy also has broken tracking but only when you are a client, being host works fine.

  7. The title pretty much. Just seems so arbitrary to me to exclude the mod from the Baza. It's clearly a good pairing to bandage a weak spot for the weapon. Yeah the you can squeeze out a bit more dps at medium to long ranges, but thats the point of exilus mods isn't it? To increase ease of use? The mod wouldn't even affect the top dps of the weapon since it would only extend the falloff range. And I can think of cases where this sort of modding is allowed. The restriction just makes no sense to me.

    • Like 3
  8. We haven't heard too many details on the next phase of Melee 3.0 other than how combos will be transitioning through Wukong's rework. So I thought I would share some suggestions for blocking and "Rage" they've been cooking up to replace channeling. 

    Auto-block is okay but I prefer to manually block. Auto-block can also briefly lock the player from doing things which can get a bit annoying. The alt-fire key would be a good spot for the block button. Would work just like it used to with the RMB. Manual blocking also opens up a path for another combo string. Please don't have forward combos, especially if they have pauses or slow downs. They can ruin the flow of melee.

    "Rage" (better name pending? I'm partial to Burst but will stick to Rage) is set to replace channeling but we haven't heard much about it. Here are my suggestions for "Rage":

    • There is a "Rage" meter that charges up over time with melee kills(or hits?) filling the meter faster.
    • Activate "Rage" by charging a melee attack while manually blocking (see above blocking suggestion) when the meter is full. Should help prevent accidental "Rage".
    • For a short period of time, the player deals 50% additional melee damage.
    • Could go even further to have "Rage" only combos.
    • Previous channeling mods will give additional affects while in "Rage" at the cost of recharge speed.
    • A stretch but... an "exilus" slot could be added specifically for "Rage" mods. I doubt most players would be willing to trade a mod in their builds for something extra every so often.

    Thanks for reading!

  9. I don't understand why this weapon even needs self damage. I can understand for weapons like Lenz, Penta, and Angstrum, but not Cyanex. I wanna enjoy it and use it more, but I don't want to be afraid of some random thing wandering in front of me or shooting next to a wall, not even in front of it. A fun fact, the projectiles can go backwards after bouncing off an enemy right back at you to blow you up. I wanna like it but the self damage holds it back for me.

  10. While not all pets are useful (an incredibly hard thing to do) some are well worth taking out. Sahasas are an endless source of energy, Smeetas have very useful buffs (if RNGeezus blesses you), and Adarza crit buff is great. Others can argue for the other pets but these 3 have seen lots of use from me after they released Fetch. Pet health and loyalty no longer negatively affect their stats. I'm not against the interaction system but I wouldn't shed a tear at its removal.

    The greatest limiting factor for pets is stasis and Sheldon (father of pets) has said in the most recent Devstream they are planning to remove stasis outright. Meaning we can equip our dogs and cats anytime just like sentinels. 

    Sentinels also have their problems. How often do you see Deth Cubes, Wyrms, Djinns, Dirgas and Oxyluses(Oxyli?). And don't get me started on the paper thin MOAs. 

    Pets are worth a slot in your loadout. The only reason I don't run them equally as my Sents is cause of the stasis system they are going to remove. Still trying to breed the biggest Sahasa I can lol. I wanna ride it into battle someday... someday.

  11. I have mained Ash since single digit updates and have yet to find a frame to dethrone him.

    Ash's Shuriken used to be a skill shot. They eventually moved it to auto targeting and it helped a lot. However, it leads to unreliable specific targeting. Sometimes I try to shuriken the Bombard in front of me but they fly off to the enemies else where. I suggest Shuriken throws out a 3rd manually aimed shuriken in addition to the 2 auto targeting shurikens. Ricochet and stagger on his shurikens would be great additions to his shurikens as well.

    A duration buff to Smoke Screen is always appreciated but not something that's needed. 

    As it stands, I almost never use his 3. Fatal Teleport/ Covert Lethality is certainly a viable build but not my thing. While I am in favor of free aim teleporting, placing a damage mark on the enemy would definitely make me tempted to use the ability more often

    His 4 is in a good place but it can be better. Its a great multitask, fire and forget ability but what it suffers the most from is marking clunkiness. Having to wave my mouse around like a spastic monkey doesn't feel good. I have a suggestion to streamline the process.

    • Pressing 4 starts marking mode. Marks enemies like Mesa (large reticle we can paint over an area). Enemies are marked once but energy is not spent here.
    • Enemies marked while invisible will half the energy spent when clones attack.
    • Pressing 4 again will release clones. Clones will attack enemies up to 3 times with each attack spending energy.
    • If Ash runs out of energy, the clones will stop attacking.

    This should help make marking faster and less waving the mouse about like a madman. One problem could be the ability ending prematurely before all marked enemies are attacked if Ash runs out of energy. The old system spends the energy right away, guaranteeing marked enemies are attacked once (as long as teammates haven't killed them yet). 

  12.  

    Wisp is still WIP so nothing is set in stone, but I wanted to give my first impressions on her abilities as well as some suggestions. Wisp's theme, as far as I'm aware from Reb's segue, is described as controlling energy and opening portals.

    Passive: It’s unique and seems quite useful. Would it be asking too much for the same effect on her dodges? She could also leave behind a decoy for half a second when dodging.

    1. Summoning reservoirs with mini wisps to grant buffs is not bad. Buffs are nice to have but a stationary deployable is counter-intuitive to the fast pace of most missions but can work.

      • Casting her 1 should automatically apply the buff to her and the mini wisps should be affected by Vacuum and Fetch.

      • The reservoirs should be summoned on the ground where the player is aiming for better positioning and setup for allies and her 3.

      • When summoned, very briefly pulls enemies toward the reservoir for followup into weapons and other abilities.

      • The buffs should have ample duration and value so we do not have to constantly be casting reservoirs everywhere we go and turning it into a chore.

      • For visual presentation, Wisp creates a portal on the ground where a reservoir shoots up from.

    There were suggestions for making the reservoirs follow Wisp. I do not think this is practical as it turns her buffs into a game of cat and mouse and would defeat the purpose of her 3 but I feel its worth mentioning.

    1. A fun and useful looking ability! My suggestion, if any, would be if the decoy moved towards the reticle for greater control like how some games do guided missiles. We could also go so far as directly controlling the decoy's flight and teleporting on recast or the end of its duration though this one is a bit of a stretch.

    1. Her 3 is the most lackluster imo. It's potential in defense missions like Interception is undeniable but its use outside of those is non-existent at best. For missions that require the player to constantly move, players will be hard pressed to find a use in an ability that requires us to run up to an enemy, drop a reservoir, and then press 3 when our weapons can kill just as easily from afar

      • My suggestions for her 1 should help make this ability more useful outside of defense type missions.

      • There was a suggestion for making it trigger on Wisp herself and another that enemies be teleported (and sticking to the theme of portals). Why not both?

      • Her 3 teleports (and maybe damages/armor strip) enemies around her and her reservoirs to a point in front of her. This would setup up enemies for use with her weapons and 4th ability. If that's too strong perhaps limit the number of enemies that can be teleported by each reservoir.

      • Perhaps there can also be a counter to show how many enemies are within range of her 3.

    2. Her 4 is an interesting choice to say the least. A high damage channeled ability is not unwelcome but “the power of the sun in my hands” doesn't seem very… wispy in my opinion. It undoubtedly looks cool but it feels like someone wanted a death ray and tacked it onto Wisp with portals as an afterthought. If a high damage channeled ability is desired, I have a suggestion.

      • Wisp opens a portal where the reticle is and its position can be controlled by moving the reticle around.

      • Enemies caught inside the portal take scaling damage based on how long they are in the portal and how many enemies are inside.

      • Smaller wisps/spirits fly out of the portal, seek out enemies, and pull them into the portal.

      • Allies can shoot the portal to deal damage to enemies caught inside.

    I think this would be a much more wispy and in line with the “portals” theme.

    These are my initial thoughts based on what I've seen from the Devstream. I am excited to see Wisp added to the game and hope she will be a blast to play.

  13. 1. Any kills by Mirage's Hall of Mirrors ability does not count as the player's kill. This was evident when I did not receive the the correct amount of credit to the Nightwave Acts to earn kills. 2. Also when ping is significant enough, casting Hall of Mirrors is stuck on casting and I cannot cast any other ability until Hall of Mirrors finishes casting, giving the Ability in Use prompt.

  14. After watching the Devstream #123 and seeing the air Reb was getting, could air slams get scaling for height? The higher up you slam from the more damage and knockback/ragdoll you do. If its not already in the plans, I think it would be a nice touch to making air slams even more satisfying.

    • Like 2
  15. I've noticed that I cannot skip Profit-Taker cutscenes if I am the last to accept the bounty. Ive notice this on the cutscenes for Stage 2 and 4 but I believe it applies to all cutscenes. Could be connected to another bug where I cannot skip the cutscene at the start of a standard mission if I am the last to load in.

  16. I can understand why it is difficult to fix. To my understanding on how prime frames are made and my experience trying to create tennogen, the base model has primed details added to it. This keeps the integrity of the model for tennogen and allowing for the use of prime details. Mesa Prime had her base model altered to such an extent that the texture maps will no longer line up properly. This is a difficult problem to fix. Should internal solutions prove fruitless, I would echo a possible solution by Brozime that DE contact Mesa's tennogen artists and inquire if they would update their skins for Mesa Prime with due compensation. I really hope DE artists learn from this for future primes. Do not let "removing toggle" be an acceptable solution. 

  17. This worries me greatly and I hope this will be fixed soon. "For the time being" feels like "forever". And by saying you'll disable the toggle for future releases in case of discrepancies gives a bad precedence. I use and love my Ivara Youkai skin but I would be absolutely disappointed if I could not use it with prime details. It makes me hesitant to buy skins for frames with primes to be released after Mesa Prime now. Please DE, don't believe removing the toggle is an acceptable solution and design with prime details in mind for tennogen!

  18. I've mined more Thyst than Amarast and I've done a decent amount of mining. Its so bad that I'm actively avoiding any BP that requires Amarast. My clan also feels the pain of Amarast. I really hope DE looks at the drop rates cause this is ridiculous.

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