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Yasha-7HS

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Posts posted by Yasha-7HS

  1. latest?cb=20181130034726

     

    • An unlisted benefit to this mod is that it allows for all Health Orbs to be picked up without needing to be below full health.

     

    Use Synth Deconstruct as well, use your choice of Sweeper(Prime), Prisma Burst Laser, Artax, or Cryotra modded VERY SPECIFICALLY with Blast and Electric, as blast has a 5 meter AoE and electric has a 3 meter AoE. You want to be proccing blast the most, but it's nice to have electric on back-up in order to lessen the amount of IPS status effects being done. 

     

    The last suggestion would be a nice QoL change.

     

    Also, I guess if you can fit Equillibrium on your build and use Dethcube (if you're confident you can keep the damn thing alive) you'll have essentially unlimited energy and health, being that Health now also gives 25 energy, and energy give 25 health and you'll be picking up a lot of both. 

  2. What do you even define as support?

    Ash, Loki, and Excalibur can provide quite good support.

    Do you mean Trinity, Oberon, and Harrow? Because the three do quite good support.

    Mag, Khora, and Frost? They still do their jobs, and well.

    I need to understand your perception of what "support" means before I can even take you seriously.

  3. 1 hour ago, (PS4)SouthSideSwanga said:

    2. There needs to be more difficult challenges. They can keep the easy ones, but over time I’d like to see them add challenges that are actually challenging. Right now they’re mostly just time consuming and can be finished in a day by experienced players. For example, last week had “complete a sortie” and this week has “complete 5 sorties”. I was able to do last weeks almost instantly, but this week I have to wait at least 5 days to complete it and it’s not like it’s taking so long because it’s challenging. It’s because I can only do one a day. Maybe a better challenge would be to get 150 kills in a sortie as your operator.

    1

    But... Getting 150 kills in a sortie as your operator is also not challenging? Unless they add modifiers for losing points when dying, it would just be you chipping at enemies with hardly any consequence since dying as an operator is just a health penalty to your warframe, and you can instantly come out of your Warframe again with no deficit other than energy for void abilities.

    Not only that, some arcanes make this entire thing moot unless they simply don't count at all. Magus Lockdown would lock entire sections of a tile and wipe anything in it with literally no downsides. 

    That's part of the "problem" of Warframe and Nightwaves. How do you define challenge in this game? What's challenging to one demographic isn't challenging to another. Most challenges are just inconvenience conceptualized. Doing Perfect animal captures was something I simply wouldn't do. Not because it was hard, but because it was boring. However, I have more fun actually killing things, so the hour kuva survival was something I gladly did since I do hour run survivals often anyway. 

  4. As the title suggests, I don't believe doing phases was a good idea. These are for multiple reasons: We don't have enough transparency to give you "good enough" feedback. We have to deal with piles of bugs of all the same origin without knowing if these are known issues that are actually fixed with a "Phase 2." 

    Firstly, the amount of bad and bugs in phase 1 speaks for itself. Flow was a good idea, but it feels less like the melee rework and instead a backpedal for melee in general, and a buff for frames like Excalibur. The only thing I feel gained from melee is instant swap speed. However, what I can count in loss is consistent damage blocking, QoL in multiple versions of movement and mission types (having a primary "queued" while holding a battery or data mass will instantly drop the item in question when you go to aim glide), and even more emphasis on the lackluster stance combos on a lot of weapons. 

    Starting with the good, I like that Exalted Blade can now be a simple replacement of your melee instead of a locked mode that wastes energy if you use certain weapon combinations due to swap costs. Ferrox always felt like it would combo well with Exalted Blade, but all the wasted time uncasting, throwing, recasting, and swinging made it more effort than it was worth. Now, there's none of that. It also opens up a slightly supportive playstyle where you could just hold the exalted blade for the energy drain to proc Energize for your teammates, while not just playing like a spammer, pressing E without really playing the game. I enjoy guided slam attacks, but at this point I also feel the reticle could do more to show you when you're at the right angle to do a slam attack at all. It's rather annoying to think your angle is good enough, just to melee uselessly in the air. 

    Now to the bad; the butchering of blocking was an absolutely terrible decision, and made an already subpar mechanic even worse. Autoparrying feels unreliable and worthless. At least when I could hold my melee weapon and look in a general area to block damage, I knew I would block whatever eligible damage could be blocked. With autoparry, I'll look at enemies and watch shots just hit me with no reaction. Or I'll "block" something that's not even in the right direction. I don't feel like I have any control at all. It means absolutely nothing that blocking exists if I'm at the whim of essentially circumstance on if it blocks ever. Now that we've looked at the intended usage, let's talk about the emergent ones. The use of blocking for zero zoom zooming (or as most normal people know it, bullet jumping while blocking) doesn't exist, and gives a rather big hit to mobility in general. Not that we can't do it with other weapons, it's that the lack of zoom made it look and feel far more smooth than having the screen constantly shrink and expand while you try to figure out where you're going. 

     

    Again with more bad, stance combos suck, and the lack of ability to interrupt them with dodging makes them even worse now that they're our only mode for melee. People who used certain weapon types, like polearms, staves, and maybe sparring weapons, have been the first to let you know that your quick attacks were objectively better to actually play the game than stances that had imprecise -- or rather far too precise, making them practically unviable --  combos that were slow, locked you into animations, and slowed you down. 

     

    Though I know no one cares, here's simple suggestions to fix these two issues: 

    Blocking should be given it's own key, just like in melee 1.0, and usable at any time with the radius that it used to have. Since you now have to melee to even use a melee to block, you waste 90% of your time in absolutely useless animations for the situation you need blocking. Having a key dedicated to blocking, like we have a key dedicated to channeling even though it's literally useless outside of having a melee in-hand, would give players more control in both mobility and survivability. 

     

    Simply add a default combo where all the quick attacks used to be, and put them there. 

     

    Honorable mention: I don't know what you plan to do with channeling, but since blocking is automatic now when you're channeling and attacking something you'll randomly lose disproportionate amounts of energy. It was stupid when it existed only on Excalibur, and it's stupid now. Blocking being random and automated was by-far the worst decision possible in Phase 1. Anyone is welcome to change my mind on how they've found use for it. 

    • Like 1
  5. You are being laughed at. This is a non-issue. You transferred from one platform to another, just because you want your items and you paid for them doesn't mean you deserve to have them on another account for many reasons. Namely being, there would be no incentive for Microsoft, Sony, or Nintendo to keep you captive. Items available on certain platforms do not exist on others for two reasons: Patch timing and exclusivity to platform. E.G an Azure skin makes no sense on an Xbox console regardless of how, when or why you acquired it. 

    • Like 3
  6. 4 minutes ago, Iamabearlulz said:

    It was my highball estimate, but even if my guess was double the actual time spent

     

    It's not even. You didn't even read the comment.

    Not only are many of the challenges completed in a single mission, but over half of them are also things that aren't meant to be "farmed" that you will earn through basic playtime unless you simply don't play the game.

  7. 33 minutes ago, (PS4)robotwars7 said:

    I think the quickest (but not necessarily best) way to implement an agro system is to force the AI to focus more on whoever is killing or CCing the most enemies at a time. enemies should be more focused on an Ash that's slaughtering them by the dozen than a trinity sat in the corner spamming her ult.

    Lol wot.

    CC frames like Mag would be doing the most, and has the least survivability of most frames. She'd evaporate.

    On the other hand, a psuedo DPS like Ash can't draw aggro because he has invisibility, while the frame you're suggest he take aggro from has two reason to need enemy aggro.

  8. Ok, I think I've deciphered enough.

    1. Drifting Contact, Gladiator Rush, Body Count, and the Naramon Tree that makes your combo counter decrease by 5 when it would normally completely go away.

    2. This is a non-question.

    3. Radiation, Viral and Slash, or Gas with combination of stealth multipliers.

    4. You want to focus on crit multipliers, as crit levels fall off. So, if you have the option just equip only Blood Rush and organ shatter for crit, instead of something like true steel and organ shatter.

    5. You'll do more single target damage, but spin to win with atterax is meant to deal slash procs to a wide amount of enemies without requiring you to expose yourself to danger for more than a few seconds.

    6. Most conclave mods only work in conclave, so they don't matter.

  9. We're Ninjas. Our jobs aren't to sit around, go through everyone's stuff, ransack lockers, take wallets and pick up space stars. It's to get the primary objective complete and leave as quickly as possible since we're not supposed to have force or numbers to go up against armies. Just because we can easily match  1 to 10,000 doesn't mean we always need to. 

    If your objective is to constantly stop in every room and search for ayatan treasures and argon crystal decor, you can pick solo. Since you clearly don't define endless missions as "speedrun"-able missions, you don't need to switch to solo for them. 

  10. I'm not sure if you've actually had high latancy problems in this game before, but it almost literally makes it unplayable. Sometimes you just want to finish a mission and enemy are teleporting more than the Yardrat from the universal annihilation tournament in dragon ball super. Being almost completely unable to participate is boring and mentally taxing. 

     

    If you understand your connection is bad, set your computer type to laptop and put your ping limit 50ms higher so you'll join more games instead of starting with no one in them. If it's not usually like that, there's a literal ignore button in the game. 

    • Like 1
  11. 33 minutes ago, -Sentient- said:

    But trust me,they are nothing compared to the Void lasers trolls

     

    14 minutes ago, CyberPrimate said:

    Theres no sound que or anything. You're standing there then you're dead.

    I haven't had a single problem with void defense lasers since I started the game years ago, and within a couple days I learned to simply not stand in their starting positions. After that, the lasers themselves make noise, and take about one or two seconds to actually start moving. 

    It's not like we're in the days of Parkour 1.0 either. You can easily traverse the entire area covered by the lasers with bullet jump and momentum stacking on any frame, along with vacuum pick up any drops in their location without having to bother exposing yourself to real danger. You've both made this a far larger deal than it had to be, but I do also argue that those lasers being an instant down and kill to players when it's only able to be activated by players was idiotic to say the least in the first place. Almost like an oversight, considering how they've almost entirely removed your ability to proc radiation on yourself at all to reduce teamkilling, but I digress. 

     

    In regards to the main post... Are you actually complaining about Limbo's passive constantly putting you into the rift? I'm not sure if you're aware, but those only spawn when he's rolling, when he himself is trying to go in and out of the rift. The most simple way to avoid that is... Not following right behind him. I can attest that capable Limbos can be useful, and bad Limbos an entire game ruining experience but that mainly goes to how they use Cataclysm which can entirely divide an area and break gameplay flow that you can't just roll out of. I don't even like the frame -- in fact I absolutely despise its implimentation -- but this isn't even the right reason to be complaining about him. 

  12. Vigorous Swap is supposed to give you 3 seconds of +165% damage after a weapon swap. This bonus disables itself when using a Warframe ability is active such as Mesa's Peacemaker, Valkyr's Claws, Excalibur's Exalted Blade. 

    During my arbitration, Vigorous Swap stopped working entirely. My frame was Excalibur Umbra. I hadn't used Exalted Blade before this, but I DID swap between my Warframe and Operator to regenerate health quite often. 

    I've known for Umbra to cause glitches such as counting as a REAL ability and getting me killed due to forcing me back into the frame as an operator even though this is supposed to no longer be an issue since Hotfix 23.0.3. 

    Theoretically with a bug like such still existing, Umbra's sentience is counting as an ability weapon and permanently disabling the ability to use Vigorous Swap. 

  13. 16 hours ago, MJ12 said:

    There are no mods or arcanes which "make almost the same difference as putting armor on shields." Similarly I suggested a mere ~30% reduction in the value of damage reduction powers, meaning that almost all DR powers would be able to reach the cap by themselves with a handful of power strength mods.

    Furthermore the question about shields/health is why I specifically had frame health numbers biased towards health. Health increasing mods would give you significantly more survivability, shield increasing mods less instantaneous survivability in pitched combat but shields regenerate. Of course, there are ways to regain health as well, and obviously shields can be bypassed.

    And yes, this would make shields much more valuable rather than worthless. This is desirable because it means mods that increase shields are now actually desirable, and shield regen isn't a laughable dumpstat.

    By the way, the point here is that if you want to have an entire damage overhaul you're going to need something like this anyways, because you can't balance a game when you have a two or even three-orders-of-magnitude difference in durability between comparable high-level builds.

     

    What I mean is that in a regeneration meta you don't need to have so much reduction because there are means of simply outhealing the damage coming in towards you. I don't literally mean putting armor on shields, but in the relative scheme equipping Aegis and/or Barrier would make even a frame that's threatened in Sortie Levels tank with no need to really care about using the point of their kit. Regeneration isn't usually a meta on it's own, but in the games where it is it's almost indistinguishable from having an infinite health bar when dealing with things that don't kill you in one shot.

    You also decreased the max shields for Frost and Rhino to be comparable to Chroma in strange terms so I disregarded that entirely. They do have larger shields for a reason. 

    Shields being bypassed also makes little difference if you lower the damage to make shields relevant in Sortie Levels. With so little damage, slash and toxin procs do almost nothing.

     

     

     

  14. Would this not just have the opposite effect of making a regeneration meta since reduction is now pointless without coordinated stacking?

    Would this also not make shields the new health due to how they function at base, and since health would have no added durability they're just 1-to-1 points?

    What would stop anyone from just using the lowered damage to just run a bunch of shield increasing mods and arcanes that make almost the same difference as putting armor on shields and removing it from health?

    This rework would fail without an entire damage and enemy AI overhaul.

  15. TL;DR at bottom.

    Excalibur is my favorite frame, and among many I know that Mesa is highly desired. For both frames, most people put the entire value behind their exalted weapons.

    However, after Excalibur's rework to give him said Exalted Weapon the community viewed him as annoying. Why? The way melee functions and scaling works are in-congruent.

    A lot of times, people don't use combos due to many factors. Sometimes they're slow, sometimes the weapon is too fast and doesn't register the inputs, when enemy levels are low combos don't matter, when enemy levels are high combos without forced procs or finishers will just get you killed. The channel system -- as we all know well -- is absolute garbage and very much inefficient when used in addition to an ability that stops a lot of aided energy regen. Hitting multiple enemies taking almost your entire bar at base cost, channel blocking in high level, the only time you'd want to ever do so, giving you no benefit in damage, draining ALL of your energy without the ability to modify that cost, and giving you complete frontal immunity to only melee attacks and bullets yet not explosions or other AoEs. Due to things like this most Excalibur players don't use EB's combos, block, or channel. They just spam E to do the base combo and sit behind a wall all game because that's the most effective thing to do. It's honestly boring and I do say that after playing him about 99% of the time through two accounts on different platforms.

    That being said I don't "dislike" the idea of Exalted Weapons. I love the thought of pulling my glowing energy sword of complete and total annihilation out of my arm and killing anything within the range of 20 meters or so. I dislike that very often I'm denied the ability to get in the face of an enemy with a sword and use it as such without either downgrading the damage to play on lower levels or putting U. Vit, U. Fiber, U. Intensify, Hunter Adrenaline, Quick Thinking and Primed Flow to stay alive in more interactive levels without just pressing 2 every 5 seconds.

    And all that is to say nothing of Mesa who to me feels honestly less interactive. The ability does all the aiming, you just move the mouse in the general ballpark. I stopped playing her after getting her to about 15 because... I just couldn't even care. I'm not even playing the game at that point, just moving my mouse randomly and pressing M1 or scrolling all the time. I don't dislike the idea, and it certainly LOOKS cool but I'm not engaged at all.

    TL;DR: Exalted Weapons and their strategies are just really, really boring sometimes and don't feel quite so unique. Excalibur's 4 used to just be a skana (prime) with energy waves, Mesa's 4 is just 2 pistols with different skins, Valkyr's claws are just claws with different skins.

    • Like 3
  16. On 2018-12-23 at 1:34 PM, aemonbl said:

    is that too much to ask? 

    Yes.

    If you actually paid attention to the weapons themselves as well as the dispositions you'll see that there would be no reason for one riven to be usable on them all, nor would you actually want that because you'd still end up using at least 3 different rivens because they're good at different things.

  17. This is what happens when you make a post without even doing any research.

    Sigma and Octantis have far better crit, has slash damage, better attack speed, and the shield throw actually does something. It actually does two things over the Cobra and Crane.

    Even with Baruuk, Sigma and Octantis is more worth using than Cobra and Crane.

    • Like 1
  18. Hilariously, the only gunblade that would even make this post relevant is Redeemer Prime, as the other two that exist had very little use before.

    Sarpa was almost exclusively used for the shattering impact niche on Eidolons.

    Redeemer was just abused in a single target version of what Glaives were always used for; high damage stealth deletion at range.

     

    Before redeemer prime existed, glaives like Glaive Prime, Cerata, and Orvius was used to instantly delete entire groups of enemies with no effort. How quickly we forget.

  19. While it's not supposed to not work, it's an elemental enhancement sortie, which reduces the damage of elements. Physical damage works just fine, and there are plenty of physical weapons you can use. You don't need Chroma, you need to stop overreacting. There are hundreds of combinations that kill him just fine.

    I just used Excalibur and a Corinth and it died just fine.

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