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Yasha-7HS

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Posts posted by Yasha-7HS

  1. Mag does the same thing with breach surge. This isn't Kullervo being uniquely powerful, it's just breach surge having an interaction with an ability that multiplies and redirects damage. 

    • Like 1
  2. Sick

    I would highly recommend removing the cap on Kullervo's Overguard. It wouldn't be all he needs to stop one shots in the latter end of SP Circuit, but it would be a step in the right direction. 

    Wrathful Advance has issues passing through doors and cannot teleport through Vazarin's Aegis.

    • Like 16
  3. Just to adhere to bug reporting guidelines:

    This is reproducable with Battacor, Mausolon, and Trumna in Regular missions and the Simulacrum.

    This bug will persist as a Host or Client.

    This video was created on the latest hotfix as of this post's date. It includes a build, an example of the bug happening on level 50 Corrupted Heavy Gunners, and my current game settings.

    I warn and apologize for the unbalanced audio in this video.

    Spoiler

     

     

  4. Instead of creating a new thread, I'm returning to this thread to say that since this ability on Excalibur is replaced nearly as much as Radial Javelin, and in the top 15 most replaced Helminth abilities that no one cares about this ability, it's nearly never relevant on Excalibur's kit and should be buffed. 

    Excalibur still has only one and one half abilities that are worthwhile to use in gameplay. The simple buffs needed are the combo system available to other frames like Atlas, Rhino and Valkyr, longer invulnerability so that it can be chained for proper 100% invulnerability up-time much like Atlas, and faster animation speed -- not necessarily distance -- so that it's not entirely slower than simply using forward combos on other melee weapons. 

  5. Just start playing. 

    Find your old favorite mission type, or node, and play that with whatever build you had when you left. See what changed physically, get the feel with it yourself and do the research. Your corrosive procs aren't fully stripping armor anymore? That shotgun you loved suddenly feels like slapping people with a wet napkin? Your melee weapons aren't feeling like they hit 19 million damage when you hit 4 status procs, but still feel strangely powerful without any status procs? Go to the wiki and figure out why; they all have condensed, specific patch note history logs to tell you what changed when. Adjust your builds accordingly. Then move on to railjack, but it's not very important right now. 

     

    • Like 1
  6. Game would be too easy. There's hardly any threat of death at level 200 besides very few special enemies. (Say, Toxic Ancients. Hyena Demolyst). 

    The only way it would work with them having capped damage as such would be to have better Eximus units and better AI/enemies with more interesting ways to fight us. Say, as opposed to a Scorpion or Ancient just using their absolutely ridiculously annoying, heat-seeking, USELESS PIECE O-  grappling hook, they swung over like spiderman and landed on your back to try and detain you, or straight up used a Bolas net on you that you had to melee to cut through and escape so that we have threat from enemies actually collapsing on us rather than just being knocked down infinitely many times and dying in the most boring ways possible, or being mildly inconvenienced if you're like me and never stop holding movement keys so you just get up instantly. 

    • Like 2
  7. So what, exactly, would make Atmos more useful than Amesha other than just having more speed that we have no real use for? 

    How would any of what the K-Drive offers overcome a specter, or matter at all? 

    Here's what happens in the hypothetical:

    1.) A "modular" archwing is released that simply power creeps current Archwing Speed and creates a second Itzal 1.0 that, for some reason, randomly fires missiles that stuns enemies or makes you harder to kill (as if enemies could even hit you in the air in the first place) or gives you more damage which creates a power vacuum. Why use Odonata for heavier damage if you could just have a faster Odonata with the same damage? Why use Amesha when you could just have missiles randomly stun everyone and be so fast projectile attacks literally can't hit you? Why use Itzal for anything other than what it's already used for, cosmic crush to loot areas a little faster? 

         "The modular archwing won't have increased advantages over the other archwings and at most match a single aspect of one type, say having Itzal speed but much less damage than Energy Shell" then why would anyone ever use that over either Itzal or Odonata? 

    2.) K-drives are only used to enable more AFK Mesa by either reducing more damage on top of her shatter shield, or producing more energy for no reason. 

         "It will deactivate for (insert playstyle)." Then K-drives don't even change, and are now used even less because, for some reason, 

    40 minutes ago, Cerikus said:

    -You CANNOT take both.

     

    This does not solve the problem of Archwings or K-Drives in Landscapes. Archwings, as they are now, are fine in Landscapes despite your disregard for their powers with the exception of Elytron. But, Elytron has its own problems specifically with its balance. 

    K-Drives if you think of them as a serious utility consumable as opposed to the Tony Hawk mini-game it is do need help, but the only possible way to help them is to make them closer to Archwings by copying Reffing from Eureka Seven 

    Spoiler

    gifs eureka seven eureka 7 deecolossus •

    so that it can ignore the environment instead of being bound to it which makes it inherently slower on top of having actually slower movement. 

    This could be done one way to make all parties happy: having 3 distinct modes. Base Mode (current), Battle Mode (ability to use weapons and powers while on the board, having custom dodges and quick melee), and Reffing Mode (see above). 

    • Like 2
  8. 6 minutes ago, ChaoticEdge said:

     they change from there.  I didn't realized it become universal forma because during that time everyone complain about the Aura Forma being sux at 1st when it came out and everyone left it alone. 

    Aura Forma never changed from being a universal aura polarity. Everyone complained it sucked at first because there was no reason to use more than a handful of auras that mostly had only two polarities that mattered. 

    People have provided you with proof from the Forums to the Wiki's catalogs to anecdotes. Burden of Proof lies on you to find a single example where the Aura Forma was changed from being a universal Aura polarity when it was actually introduced into the game rather than the numerous leaks a few months before it released. 

    7 minutes ago, ChaoticEdge said:

    I didn't bother so many updates about it because I didn't see any value being what.

    Then please don't make a thread without doing due diligence. If you haven't used the item, don't make a thread about the item. 

    • Like 8
  9. Haven't been on to specifically play, but I'm noticing a square symbol at the top of the door and binary. 

    As someone's pointed out, there's a switch somewhere near your location. It could be that there's up to four somewhere and you have to press it in a rhythm of "click click pause click." 

  10. For me specifically, a Proton Set with some aero on a sentinel. The Proton Set gives mobility, as well as a miniature riven mod for primaries and a good amount of toxin damage with flat additive status for melee weapons. Aero provides CC similar -- yet novel -- to Magus Lockdown which is helpful for demolysts in disruptions. 

    I don't know how you expect me to explain why you should know this playstyle if I can't compare it to similar builds. 

  11. 7 hours ago, Maxim_M_Payne said:

    How uselessly cynical of you to say during an already saddening time. I was posting near when I ought to be getting some proper sleep, itself a rarity this day. What would you have me do?

     

    21 hours ago, ShichiseitenYasha said:

    This means you know how to write an essay, you know how to use Word or Docs(Drive) and you know the importance of saving your work to continue it later. You can either type the thread in another tab and just leave that tab open, or you can type it in the aforementioned word processing applications and edit it later. 

    It's not cynical, it's critical of you. Yes, it's a pandemic, I'm well aware. Regardless of these accusations and that I'm plenty angry about everything else going on around me, I've not insulted you or told you to shut up. I've been trying to tell you to focus your thread and I've brought counterpoints to the original post about what I've enjoyed about the stances you say feel terrible. 

    7 hours ago, Maxim_M_Payne said:

    You didn't believe for even half a second that I've been gathering screencaps of glitches and talking with other players about this, did you?

     

    21 hours ago, ShichiseitenYasha said:

    when you make a relatively empty post with the promise to update it tomorrow

    It matters not what I believe you have if you didn't post it at the time when I made a reply. You've made a post yesterday, empty, to reserve a spot in the forums. Not only could you have done this today properly with a newly created post to have it properly in the "recent threads" tab on the first page to get a wider audience of people who agree with you, you could have also parsed this terribly formatted thread into a digestible size for the devs to hear you out as they're most definitely not going to considering this is five pages worth of full-sized screenshots. 

    7 hours ago, Maxim_M_Payne said:

    If the VFX are so obnoxious to begin with that they actually warrant being disabled by the players, they've been put to poor use in the first place; and it's bad art direction.

    That's entirely subjective. A cinematic or larger-than-life feel that these ridiculous colors give are enjoyed by a large margin of the playerbase. One of the defining promotions in the beginning of the game was the lighting and particle effects. Reviewers constantly call the game pretty. 

    It's obnoxious for some players. Others enjoy it, and you have granular control on how the game presents its effects to you so the people who enjoy the hyperbright colors can enjoy the hyperbright colors, and those that don't, don't have to. It's not bad art direction, this seems like an entire inability to accept a toggle.

    If you were to properly rephrase this as "if I turn off color correction I can't have Valkyr's red filter, which I like, but with it on I have the annoying melee switch effect, which I don't like" that's a concise, digestible opinion that many, if not MOST people could understand entirely because I have the polar opposite opinion that has the same solution. I hate the invisibility yellow filter, but I love the melee and channeling shift effects. We could have a toggle for the melee shift that's distinct from color correction, or appearance toggles for similar affects. 

    1 hour ago, Maxim_M_Payne said:

    Because at least some other Tenno understand why I would be mad.

    I can understand anger, and there are plenty of things in melee 3.0 to dislike. However, the first thing I said to you was that DE's not going to read a thread that's not properly parsed. Emotion is the death of these threads because they can ignore it solely on the merit that instead of articulating a point properly it dumps every and anything it can find that agrees with its points: 

    Spoiler

     

    That timestamp is specifically where Scott, the Lead Designer, explains that's it's hard for him to read or watch feedback that -- despite being accurate -- is aggressive. Just like the state of the game 'hurts your heart' the way you form your post hurts the team's heart. While you tote how the pandemic affects you, you seem to completely ignore that it's affecting everyone else. 

    This thread has failed solely because it was driven by emotion but not focused. You posted the original, empty post so when you added your points and "proof" you couldn't get the "completed" thread on the recent topics tab, which kills a large amount of the audience the thread will read. Had you not quoted me, I'd have likely forgotten this thread existed when I opened the forums today. Now it's an entirely bloated mess that assumes everyone is against you, that absolutely everything is wrong with melee 3.0, and that the way you've presented your feedback should be overlooked simply because you're in "saddening times." 

    • Like 1
  12. Threads filled with emotion alone without any research are always doomed to fail, more-so when you make a relatively empty post with the promise to update it tomorrow instead of actually finishing the post tomorrow. "I have college work" is not an excuse here, in fact it's entirely detrimental to your argument. This means you know how to write an essay, you know how to use Word or Docs(Drive) and you know the importance of saving your work to continue it later. You can either type the thread in another tab and just leave that tab open, or you can type it in the aforementioned word processing applications and edit it later. 

    For starters, 

    50 minutes ago, Maxim_M_Payne said:

    For the love of God, DE. Hear me out.

    it's going to be extremely difficult for them to do that if you don't parse what you need them to read from the fluff. The world is going through a pandemic, not just you. Everyone has their stories, no one needs to read more of them. 

    55 minutes ago, Maxim_M_Payne said:

    searing-bright flash

    Overblown colors in Warframe are due to graphics options that can be turned off. The color shifting effects of Channeling, Valkyr, Loki, Ash and various other filter options are disabled when you turn off Color Correction. This includes the glare effects from equipping melee. 

     

    1 hour ago, Maxim_M_Payne said:

    The "improvements" to Stances, because they did anything but. Travel distances are non-existent; once-functional hitboxes are broken; status procs caused by Combos don't even match the main damage type of weapons anymore; and some of the coolest of players' all-time absolute favorite moves were removed for absolutely no reason, their stolen name now applied to an infinitely lamer, flailing wreck.

    While some combos were removed, and some stances themselves were even reduced to a single combination many stances were made usable in the first place. Melee Aim Assistance is much less of a hindrance and combos like Zatos Creed from Blind Justice on Nikanas actually hits enemies now. While I don't have the videos from my other channel anymore of the numerous accounts of MAA stopping me just before I hit the enemy to do no damage at all, I can assure you it was one of my most requested fixes for melee 3.0. 

    Ironically, while you say: 

    1 hour ago, Maxim_M_Payne said:

    Swirling TigerCrushing RuinFinal HarbingerMalicious Raptor

    Crushing Ruin is my go-to for Sancti Magistar as its combo generation is ludicrous, Swirling Tiger is still my favorite dual sword stance, I only use Carving Mantis because it has more effective DPS and Final Harbinger's mobility is still absolutely ridiculous, almost as ridiculous as pre-nerf Exalted Blade forward block. These combos feel better than before as it's realistic to interrupt the combo mid-way as opposed to waiting for the animation to finish, I can just start another combo right in the middle to cancel it back into the combo I want or roll. I can actually use combos and have the best effect instead of 

    Spoiler

     

    or 

    Spoiler

     

    because the combos are usable, mostly have reasonable procs, and actually do good damage in comparison to other strategies. 

    That is, unless you're a filthy C A S U L and use a heavy attack one shot build because you're boring.

     

    • Like 3
  13. The amount of missions, even the ones on the same planet, do reduce the monotony of the game slightly. Say, there's one normal survival node and one dark sector. There's one Sabotage 1.0 node, and one 2.0. Then there are exterminates on different sub-tile sets. 

    This won't give new players any new progression, and it won't make them feel like they're working towards anything. In fact, new players would likely have a worse experience considering you've just locked their story progression behind new game plus. 

    We already have tiered droptables on most mission types. 

    1 hour ago, Cerikus said:

    so you go to a specific place for something you need.

    This is why everyone knows Hydron and gets burned out even faster. At least farming for polymer bundles I have several nodes with different tilesets and different starting points. You're looking to just make one map and one tileset the only place to farm for any given set of items it'd be hard to stay entertained. 

    1 hour ago, Cerikus said:

    Most important: This would not be a difficult thing to implement.

    I don't think you understand the scope of what you're asking, at all. 

    • Like 4
  14. 2 hours ago, Kaggelos said:

    Let's take for example Prosecutors/Guardsmen (or any melee unit). Imagine if they had the skill of (actual) elite melee units, in the sense that they could block our attacks (bullets and melee strikes) (which they already sort of do, but in my experience it's kind of inconsistent, correct me if I'm wrong). if you stun them (in any way, like slam attacks, status effects etc), they will be vulnerable. If you're in melee mode, and you block their attack, they are staggered, and they are open for a counter (regular attack or finisher, or both, you decide).

    The case used to be the only way to defeat Prosecutors and Gaurdsmen in a reasonable time was to either stun or parry them. DE has since toned them down because channeling doesn't exist, and the only way to parry them is to either wait for upwards of five minutes or bring a frame that already had a stun (like Excalibur). Prosecutors doubly so, as damage that didn't match was reduced by, I believe, 95%. They were a brand new Melee 2.0 enemy, and since we're in Melee 2.99 because they haven't put Rage Mode into the game yet, the enemies are going to have to stay the way they are or else we're alienating people who don't equip Parry, bring a Zakti, or have a frame with a stun. 

    2 hours ago, Kaggelos said:

    Another example would be Manics. I don't know what everyone else's opinion is on these enemies

    I hate them because they were a novelty for the first day they were released, and then never again because the interaction with them is entirely boring. The first day they were introduced it was very interesting because they would often one-shot you. They would constantly do a grab attack that was quite difficult to dodge and I did see a single manic wipe an entire team before. After that, I was just used to it so they wouldn't get near me anymore, and then they got nerfed so they basically never grapple you, and they do less damage. They stopped being a threat after just a week until they released Manic Bombards which even on release day weren't a threat per-say. They were just annoying because they never stop moving, constantly teleporting through #*!%ing walls a moment after you put your reticle on them without doing anything in-between. entirely wasting my time if I don't happen to stunlock them, instantly kill them, or bring a weapon that can penetrate walls. 

    2 hours ago, Kaggelos said:

    -increased spawn rate of Elite enemies like Eximus, Manics, Noxes, Scrambus etc... (and no, not Nullies, they are fine as they are, as much as I dont mind them, as they keep me on my toes)

    No, unless they make them more interesting and rewarding to kill. Similar to, but no where near as ridiculous as, the Arbitration drones I would like for things like breaking an Arctic Eximus bubble to apply a single cold proc to the enemies directly inside of it and for the Arctic Eximus themselves to increase the status procs of enemies by a large margin. 

    2 hours ago, Kaggelos said:

    -More surprise visits from Assasin-like enemies (G3, Zanuka, Syndicates, of which only New Loka's are worthwhile adversaries, etc)

    This is still dependent on an old mechanic of Conclave 1.0 that was hidden, but not removed. Essentially, mods had a conclave score so that people who are roughly geared the same fought each other because SBMM is impossible for Warframe. The higher this invisible statistic is, the less likely assassins are to spawn. This is generally why new players see stalker quite a bit, and when you're power-leveling weapons you see stalker a lot more often than when you're regularly playing the game. I cannot say I want them to show up more when I'm ready for them, because Assassins are all weak except Wolf, who is durable but does nearly negative damage. 

    I would like more enemies that force precision. If Parry was an actual real mechanic instead of an RNG chance when you block, I'd love for more enemies to be vulnerable when parried like Lt. Kril. If damage reflection actually was worth doing I'd love for bosses like Vor to be stunned for a duration after shooting his laser back into his face or sticking him with his own mines. It would give the devs more freedom to make these attacks more punishing than shooting a giant hitbox on an enemies back and then waiting for two minutes for them to do the right attack to stun themselves, or just being pushed across the map while not being damaged at all. (Kril and Vor respectively) 

    What I would hate added to the game is more boring ability immunity, nullification, or timed invulnerabilty(like Sargus Ruk and Kela Da Thaym which is my number one spot for most boring fight in the game). This game without abilities is simply not anywhere near as fun and not all abilities are even useful. 

    Edit: Even some of the more basic enemies from Destiny would be a welcomed addition. Bombers where you can shoot the bomb themselves to make them explode early(unlike Volatile Runners that are a complete joke and require no precision or effort to kill and don't even pose a threat to you or their own allies when close to detonation as you can avoid it at walking speed and it does only like ten damage) or Vex that subvert your initial muscle memory to just aim for the head as it can, in some cases, actually make them more dangerous. That'd be a fine mechanic for Moas to encourage shooting their battery pack instead of their tiny face if, when they lose their face they run to your last position and start firing wildly with a much higher fire rate. There IS the Nox who kind of does this, but the Nox essentially just gains a constant AoE damage radius and charges at you like... Once. Then just continues being his base AI. 

    • Like 1
  15. 10 hours ago, LoneWolf9989 said:

    Generally, I wouldn't use Augments when talking about Frames to newer players, as they are locked behind syndicate progression or trading, the latter of which is difficult for new players to get involved in, due to all of the trading lingo.

    The augment also isn't very much needed until Sortie level but not mentioning the augment at all would've been a disservice if he happens to try out the frame and enjoys it. 

  16. 2 minutes ago, TrueShinobi1335 said:

    Ok So My Nick Name Is in honor of my lost old account. I want A warframe that's fast and has powerful abilites. 

    So... Ash. Invisibility, despite that it's short for him, is still one of the most powerful mechanics in the game. He's faster than a lot of frames  just by his base running speed, but he also has teleport. Shuriken's augment is extremely powerful for armor stripping and against starchart enemies you can just run with bladestorm on constantly to wipe areas by simply looking at someone menacingly. 

     

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