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  1. Secondary Deadhead does not work on Athodai. Why? Galvanized Status mods have the same bugs that condition overload has had multiple times with projectiles from melee, and the same issue that glaives currently have with it. How did this manage to go unseen and unmentioned by anyone? Weapons that were not significant by their own rite before the update have, quite literally, lost significance due to the need to build them up from an even weaker standing than they were before the update, since optimal builds won't be using things like Serration. Merciless is viable on fewer weapons, and simply gets worse and worse over time to the point where you get one kill, and the added damage bonus is not significant enough to get the second kill before the bonus wears off. At the very least, Merciless needs a time increase of 50%. Deadhead also scales poorly, as status will outpace regular damage, enemy hotboxes are innacurate despite your precision, and with the addition of annoying automatic radials like Synergized Proboscis(however you spell it) that knock down and throw enemies in Ragdolls in random directions, eventually you stop being able to activate this arcane either. Dexterity is pretty much the best one because melee gets it's scaling upfront, rather than being complete garbage until I've already killed six things, so I use melee to actually get things done, then *maybe* use my guns for variety. In reality, I just use melee and have dexterity to replace the usage of combo duration mods, sometimes even naramon. It would've been more interesting if it wasn't combo duration, but rather combo count chance or combo efficiency. I hate how you keep telling us you want to increase variety in the game, and give us the same bonuses over and over and over... How many combo duration mods do we have? Now how many combo efficiency mods do we have? How many power strength bonuses do we have? Now how many duration bonuses do we have? I digress. Melees feel sluggish and horrible solely because it's harder to stack attack speed. Not they perform worse, they FEEL worse. Thanks for that. They feel about as terrible as pressing F while your melee is out to instantly swap to the last gun you were using to then sslloowwllyy pull out your alternate weapon. Merciless holster speed doesn't stack between the two, so it doesn't feel fast enough to use it solely for that. They should simply be increased to 150% holster speed.
  2. Not giving the exp for frames you needed resources or plat for has been, by far, the most confusing thing possible if you expect people to continue using the helminth system. Why subsume my frames when I get to max rank if I don't particularly see usefulness in their subsumed abilities? Why try out new subsumes if that means in the future I potentially gimp my ability to make newer, more interesting builds in the future? Where's the "conversation" there? While everyone else is concerned about invigorating a frame inviting toxicity, I'm more concerned on the idea that they thought this would increase the usage of other frames for people who don't play all of them when the buffs don't explicitly make sense. If my Mag got 200% critical chance for pistols but I don't have any good pistol options where it matters enough for her kit, why would I play her more than I already do? If I get status immunity but my frame's build or kit is designed around not being hit in the first place, how would that incentivize me to play them more? Helminth default abilities continue to have this recurring theme of being completely useless in the face of similar options, too niche to use, or too weak for it's unique effect. I will just about never use any of them for more than a joke after testing them, or playing content that I could actually run with only half of my mods equipped in the first place. Hideous Resistance being a prime example: The ability costs too much, has too few base charges and provides nothing against the most deadly element in the game: Toxin. So against infested, the faction with the most debilitating status effects is addition to the amount, just ignore the fact that you spent your energy to cast this mod and one shot you with a grappling hook that's supposed to do minimal damage at 30 meters. Against Grineer, who only have heat slash and puncture, use up all of your charges in seconds. Corpus just decast it. At this point, I think I understand why you nerfed things like War Cry and Roar on release. The team is utterly incapable of buffing the niche or simply bad abilities, or creating useful abilities because they feel the need to add hoops to something that could've been plainly useful without them, nor do we want to admit there have been good ideas from the community to do such.
  3. I have literally lost all hope that any of the devs know what they're doing in terms of Parazon the moment they considered it a one hit kill and nerfed it's activation requirements the longer the game goes on. There has not been a single time where I've been able to activate the Hard Reset mercy mod in an actual game because of this exact issue, and that's only thinking to my solo games. You will never get Parazon mercies in groups unless you become the hallway warrior.
  4. You can roll out of the magnetize bubble. None of the other acolytes that I can remember have any threatening abilities other than the one that will randomly avoid, or maybe become immune, to damage for a second at a time. Also, the floating in the air thing sounds like stalker? He sits there for like five seconds, all you have to do is go literally anywhere other than the first place you were standing when he started casting. It is, quite literally, the most telegraphed attack in the entirety of this game.
  5. This is not a fan concept, the title is poor, and neither of these suggestions would have much of a real result.
  6. It just sounds like your builds were bad in the first place. Probably one of the joke all slash damage or low-effort viral heat with no source of actual armor stripping. Melee is fine. It just takes a slight bit more effort than slapping on the lowest effort combos with no synergy.
  7. Firstly, you don't want viral on your melee weapon. If you're against Grineer, use Corrosive. If you're against Corpus, use Toxin. Ideally, use a Panzer Vulpaphyla for Viral procs or a wide-area weapon such as the Kuva Nukor. If you'd only like to use your melee, then I'd recommend removing Carnis Mandible for a Heat or Electric mod for Grineer or Corpus, respectively. Secondly, if you have issues with survivability, I believe you're not using Khora's kit to its fullest extent. Areas should be locked down, and little damage should flow your way. If you're attempting to bank off of solely Whipclaw, you will have a bad time as your power Strength is very low, and you don't seem to have any survivability outside of the single Vitality mod. I would recommend a frame that's simply easier to succeed with, such as Rhino or Nezha, with a melee weapon that's more reasonably safe to use such as a glaive or gunblade. Personally, I play Steel Path with base Excalibur with Xata's Whisper and a moderate crit nikana Zaw or Telos Boltace. It seems your major issue is currently a lack of familiarity with the game mechanics at its higher end. Many things that could be ignored in the star chart missions are brought to the forefront in Steel Path.
  8. Then this is an entire lack of creativity. You can essentially force it to constantly heal you from just about any range using status effects such as heat, slash, electric, toxin or gas. You can move the affected target using things like Magus Anamoly to pull it to any position that you would like it to. The ability costs 25 energy, and pool of life with Equilibrium fully covers the cost if you kill the enemy, while also giving excess to cast -- at the bare minimum -- three more times. Using a Mutalist Cernos you can have it heal you upwards of one thousand health per tick for ten seconds with a single shot. In circumstances where you need this much healing, even on survival, you want to stay in a small area anyway. 12 meters at +45% range, or 16 at +100% is more than enough to cover a general stronghold. The only purpose for its tiny passive heal radius is to heal objectives, which are capped at like 100hp/s over 5 seconds anyway. Simply using proper target focusing on these unmoving objectives is not difficult. If enemies are dying too quickly for you to do this, it's unlikely you needed the healing in the first place, or you needed a better plan for defending.
  9. Well of life has zero need of having a larger radius, because it's life steal link is infinite.
  10. Without numbers, these don't give any context to how useful they will be. For example, I saw in the video that it says "conversion rate 100%" for P. Armor, which seems like it could be quite good for some frames if it's point per point. However, unless hideous resistance lasts half the mission or costs 10 energy, I can't see it being useful basically ever. Voracious Metastasis is kind of... Why? By this level, you can subsume Well of Life and Pool of Life literally causes the ability to pay for itself or, in the most ideal scenario, upscale your energy. Gloom works better with Rage or Hunter Adrenaline. Granting allies energy when we have almost no content that benefits supportive play is completely pointless. In fact, considering your new Galvanized Mods, we're actively competing with our own teammates to be useful in a mission. The only possible outcome I can see for this is either it is completely useless on launch, or it gets nerfed akin to Greedy Pull. Does Sickening Pulse have continuity to the damage I actually deal(e.g, if my heat proc deals 1000 damage, does activating this ability give another 1000 damage heat proc stack)? Does it cost 10 energy? Does it go above the status effect caps? In what scenario is this worth putting on a Warframe when I could just continue using the gun that applied these status effects in the first place? Golden Instinct is just pathetic. Like, absolutely and utterly worthless. We've officially added Minecraft's Eye of Ender into the game as a power instead of just creating more distinct icons for the loot radar or buffing Chesa Kubrow. Like, what is the thought process of doing this? Unless it immediately went to the item and just highlighted it on the map for all of the people in mission, this is slower than just going through a mission with Limbo and Greedy Pull, or Xaku and Greedy Pull. Kuria have limited spawn areas, so Youtube videos are more effective than the entire ability that does less than it, Medallion spawns are also rather predictable. Fragments are extremely obvious compared to Ayatan Scupltures.
  11. At least in the Destiny System, if you take the effort of building for Finishers, you are guaranteed an effect and it has a balancing factor of taking pieces of your super to make sure you can't just spam it on every single enemy that's available without reprecussion. So we're nerfing the ability to do finishers at all in the high end, for no real reason. A one hit kill that takes 5 seconds per enemy is useless in just about every endless mission. Survival? You need to kill hordes, not one enemy. Interception, Disruption, that Garbage-tier Defection mission? You can't waste time being locked into an animation while enemies are: Hacking Consoles, getting closer to conduits, and killing your escort objectives respectively. Excavation? You need crowd control and horde killing, again. This is the exact reason why anyone who actually plays Endless on Ash isn't spamming Fatal Teleport. It's too slow, you achieve nothing. Power Drain was a terrible idea. Malicious Code is garbage considering Out of Sight exists, is a 100% chance, and does effectively the exact same thing. Is it a hacking mod? Live Wire does the same thing but better. Doing 3 Parazon kills in 40 seconds would've been fine if every enemy was susceptible to finishers, as opposed to two units per faction and Eximus. I haven't checked in on the discussions of Design Council, but... 75% DR during hacking? We have Ciphers, Auto Breach, Air Support charges, Security Override and Perspicacity to subvert the time it takes to hack. CC or innate damage reduction abilities exist on almost all Warframes, Magus Lockdown, invisibilities, blinds, iron skins, 75% DR warframe abilities like Warding Halo, radiation procs, Heavy Slams... Just using the damn operator if taking damage because you didn't pay attention to what's around you is that much of a problem, did DC REALLY recommend 75% dr ONLY DURING THE HACK over something like pulling in enemies within 20 meters? Disabling the ability for enemies to use security protocols for a few minutes? Turning nearby robotics or traps friendly for a few minutes? Literally ANYTHING more interesting or useful than dying slightly after you finish hacking if you use 0% of your brain to make sure that you're safe BEFORE starting a hack while simultaneously being too afraid to stop the hack? Are you joking me? Edit: Also... Dangerous to allow 1-hit kills in your scaling game? That's not even relatively close to how Parazon worked in the first place. You literally have to stop yourself from killing enemies to kill the enemy slower for a chance at an effect. An entirely superfluous, useless rhetorical like that also opens up a better question: What are you going to do about the things that ACTUALLY kill in one hit? Finishers from anything other than atrociously useless daggers? Arca Titron? Revenant? Trinity? Xaku? Ivara with a sniper rifle? Mag? Banshee? All of these characters can hit enemies one time, without the animation locks or time lag. What's more "dangerous" is the entire lack of danger itself in anything other than Arbitrations. Four revives at base, six with arcanes, characters like Nidus, Wukong, Sevagoth, and Inaros who ignore the fact that death is a thing that hinders them. Functionally immortal characters like Rhino, Hildyrn, Revenant, and Gauss. Permanently invisible characters like Wisp, Octavia, Ivara, Loki, and Ash. You've never embraced scaling in this game, let alone give a solid standing on whether or not you want things to scale ad-infinitum or stay in one intended level range.
  12. So, in essence: Berserker is now entirely replaced with Primed Fury and Quickening. Half of the nerfed primaries are now returning to slightly unnerfed parameters, shotguns finally get some decent mods instead of being entirely worse than rifle mods for no real reason, and secondaries stay the second strongest archetype in the game behind melee, and Kuva Nukor gets a 50% reduction in its usefulness (small change? It chains to half the enemies it did before, would be like removing half the radius from Lenz and calling that a "small change" when that "small change" is 50% of what gives the weapon its usefulness.) This addresses 0% of the issues with guns. Guns are useless versus SCALING, they can be faster than melee due to simply range in the end of steel path's base scaling. Their base stats needed to be increased first, see how that works out, then release these mods. Why? Who cares if I can get a stacking bonus to damage, status chance, and multishot on kills if my gun CANNOT KILL THE ENEMY IN THE FIRST PLACE. THAT'S why your Berserker mod was originally based on critical hits and not kills, that's why condition overload requires status effects to exist on the target, rather than status effect kills. Because getting the scaling via killing something only works if you can kill them already. Before all the "unintentionally powerful" mods were added, melees took a long time to kill anything. Melees have an easier time addressing this because they don't have AMMO. You can swing forever unless you die. If I have to use 540 ammo on one enemy to kill them, and then get back 20 shots + my last magazine, 120% damage that only brings me back to where I started before this patch -- since in order to use most any of these mods I would have to take off things like Serration and Split Chamber -- does absolutely nothing. As such, almost all of the Galvanized mods except shotgun are pointless. The only arcanes that will end up being used are Primary Dexterity, and Primary Merciless for Eidolons as you can't precisely kill Vomvalysts. Primary Dead Head is mostly useful for Snipers, which are mostly not useful for the rest of the game, and ironically will only be used for its passive headshot bonus as in the Profit-Taker Orb, you don't need to kill adds, in Eidolons you can't headshot Vomvalysts and the Open World is too dead for you to pick off Grineer, and the Exploiter Orb your weapon choice is only useful for Coolant Raknoids, who can die to any decent secondary. The hierarchy of weapons will not changed at all, what-so-ever in any of the relevant contexts. Melees have just been made less powerful with no real compensation other than things like Ignis Wraith clearing out low level missions 0.1 seconds faster per kill due to requiring 1 less tick.
  13. Warframe isn't those games. Stagger, at this point, is insanely easy to overcome due to the wellspring of equipment we have to avoid it. It was designed to be countered by just using one of those items. The entire point of the modding system.
  14. Primed Sure Footed. Handspring. Pain Threshold. Negate. Negation Swarm. Iron Skin. Warding Halo. Kinetic Plating. Not-Using-Elytron for any Archwing activity. Any and all forms of Crowd Control(includes death of the enemy). Invisibility. Hell, even NYX. Just Adapt.
  15. I see a lot of people saying they need to aim or whatnot... Explosive weapons can still get headshots, just less consistently. But just getting two headshot kills you have a very high chance of proccing Victory. Grace is just even lazier. Inaros does little other than take damage anyway, and his EHP is high enough that you don't have to really care that you are taking damage, so it's an entirely passive interaction. It's going to activate unless you're being one shot, and if you're being one shot it was probably time to leave anyway.
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