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Yasha-7HS

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Posts posted by Yasha-7HS

  1. Yes, heat seeking bullets to help new players who don't have even a modicum of movement skills be even easier to hit by conclave regulars by not even requiring actually aiming at them, just around them.

    It was only a matter of time, really. Eventually we'll have bullets that delete their accounts for ever thinking they're allowed to play conclave in the first place.

     

  2. 19 minutes ago, Arcira said:

    It doesn´t need to be removed, reworked or whatever. Just close the gap between ability- and weapon damage and it becomes usefull. Don´t ask me how it´s magic.

    They can create more augment or a new ability mod category for those who want alternatives. This restriction to 4 spells per warframe is silly anyway.

    So, don't address it's abysmal cast time, don't address either its LoS limitations or it's attack limitations, just add more damage?

    In your scenario: we have the exact same reason RJ is what it is now, and even then RJ had the problem of scaling -- the ability was only useful up until about Draco to nuke EXP. Now it's only useful up until Draco, and basically can't hit anything.

    Just adding more damage solves nothing. The ability is currently a relic that needs to be adjusted for how Excalibur plays now and the way the game has changed.

  3. 9 hours ago, Autongnosis said:

    would sorta make furious javelin at least not be completely useless. 

    Also, letting it accumulate combo counter would make it pretty nice. 

    Furious Javelin would still not be useful sadly outside of the situation where you're always hitting max enemies to get the max buff. FJ overrides your previous buff.

  4. 10 hours ago, Fallen_Echo said:

    Just a question but what do you think about turning it into a duration based skill what is while active grants 5% chance of activating on an enemy with guns, 50% on a melee attack and 100% on skill use?

    As in when you hit an enemy, or when an enemy hits you? I'm assuming the former because you said skill use, and not many enemies use skills.  

    That could be an interesting idea, but the percentages would certainly need a lot of scaling and balancing. Like, 5% means nothing to a Baza or Supra, but could mean a LOT to shotguns and sniper rifles unless it's also based on pellet count/multishot similar to Vigilante Set bonus. It would certainly have nice synergy with Exalted Blade and Slash Dash, but another problem would be the damage. Unless we can focus the javelins to specific targets, or amounts of targets, the damage is going to still simply hold the ability back. The CC would be nice for survival and certainly make it more consistent than Radial Blind simply because it can activate multiple times though. 

     

  5. I'm tired of the ability. Even with new players in mind, the ability means nothing. Even for low level wave clearing, there's no point in using it. It has no synergy -- no, it actually actively hampers the use of other abilities when built for.  Augmented, it's now also a waste of a slot that doesn't play nice with any of his other abilities and works on such a short duration that you could pick anything else and have a more consistent and fun playing experience. 

     

    Radial Javelin has no point because everything it does is done better by his own kit.

    It's main effect is damage, and Slash Dash alone can easily contest it in a single cast while also affecting more enemies and giving you survivability AT LEAST during its animation while not entirely taxing your warframe's mod economy, allowing it to mesh easily with any build that doesn't have negative range and even then it would still be more useful than radial javelin in the exact same scenario. 

    The afterthought CC it applies are out classed by a single cast of radial blind which buffs melee damage a massive amount which furious javelin couldn't do well even if it had double the amount of javelins and maximum power strength, in which case you'd have effectively 5 seconds to actually utilize the buff and give up over half of your max base energy bar. Even Slash Dash can contest Radial Javelin the the CC aspect since it has forced knockdowns.

    And again, its augment is worthless and only for yourself. Surging Dash, while only for yourself scales better and synergizes with both the Naramon tree and countless weapons, not to mention the amazing synergy it can have with Exalted Blade due to it being almost entirely unable to generate combo count on its own in common situations at the low or high end of the game's spectrum. Furious Javelin is kneecapped by the limit of javelins, kneecapped by the short duration, and killed entirely by the buff's base amount. Radiant Finish can only be reasonably called hampered by the base mechanic of "line of sight" being expressly inconsistent still, which is still also a factor for the Javelins. RF's buff is fine, the base ability's duration, range and cast time are all fine. The biggest thing going for it is your ability to allow teammates to also make use of this buff. Ash, Banshee, and Hydroid can all certainly take a modest 300% buff to their abilities along with 15 seconds of not having to worry about every enemy alive shooting at them. 

    At this point, I want back the final iteration of Super Jump because at least that has more synergy with the rest of his kit than Radial Javelin AND Furious Javelin have now. It would actually be more consistent than Radial Blind is as keeping you alive due to not needing LoS, but turning you invisible. Even more consistent than Slash Dash since Slash Dash doen't have any invulnerability overhang and doesn't affect enemy accuracy at the end of the ability. Especially with mods such as Patagium and Pax Soar it could actually be interesting to try and min-max and actually always be a little useful for dropping aggro or surviving at a fifth the cost of Radial Blind and less than half the cost of Slash Dash as opposed to never using the ability at all because it wastes my time and more energy than any one of my abilities, or as much as two of my abilities combined while doing less than either of them would alone. 

     

    Edit: Even something as simple as counting it as a finisher would suffice as synergy for both Radial Blind and Arcane Trickery.

    Allowing it to scale with melee mods and combo counter, as well as adding to the former and scaling off of power strength to do so would be a... Passable buff though still outclassed by Surging Dash on similar builds, as 200% power strength and optimal conditions (hitting max enemies with no power strength javelin # scaling) is only 24 additional hits assuming base 1 per enemy, where surging dash in the same build would give 10 per enemy hitting just 3 enemies would make it better and require less effort. Even at 3 base combo additions, this brings it only to 72 hits. 8 enemies for Slash Dash is somewhat difficult in a single cast, but it would take 3 casts to equal just the energy cost of radial Javelin, and 3 enemies per cast is almost child's play. 

    • Like 2
  6. Similar to pre-buff Dual Toxocyst, you can't refresh Arachne's main use during its duration, making it less useful and less worthwhile than any of the other specific damage boosting arcanes which have non-gameplay breaking activations that can be kept up effectively indefinitely. 

    Along with such, while you clearly put "weapon damage" in the patch notes, you seem to have forgotten that in-game for the people who join the game or get the arcane much later, and just see "+100% damage" and assume it also works on warframe powers. 

    Also, I didn't notice a damage increase from having 1 arachne to 2 arachnes. It seems like it works like chances based arcanes still, such as its previous iteration or Arcane Trickery, where having 2 doesn't increase the effect, but the chance the effect will happen. 

  7. Just now, -AoN-CanoLathra- said:

    Second, it's meant to be a tool. You bring it with the right frame, not with everything.

    Even with the right frame it hardly has an effect. Nekros produces many orbs, paired with synth fiber to create even more orbs and it still hardly procs. Compared with Arcane Energize which has a 40% chance of being procced, where modded energy isn't constantly above 450 and energy orbs spawn all the time, it's lacking so badly that I can't say it aids those who produce health orbs in the healing department at all. 

    I can understand that not everything would -- or should -- benefit from an arcane like this like automatic weapons can't benefit as much from Arachne. But even the things that should, do not is my problem. 

  8. My view on the arcane is that it's meant to help you heal allies near you, but it fails on two levels:

    Firstly, this is a game where we usually have more than 500 health, and also lose it often and quickly. 

    Secondly, its based on a mechanic or resource that doesn't drop often -- or practically at all -- outside of Nekros. Oberon produces them sometimes, Trinity can't without an augment, and besides Dirga Synth mods don't produce many health orbs even with a high status, blast and electric built sentinel weapon. Those procs are only about 2-3 meters anyway, too. Doesn't really help the case. 

    This arcane FEELS pointless. As someone who recently started using this arcane with the idea to help the teammates constantly dying around me without playing a specific healer like Oberon or Trinity, or constantly following them around with Vazarin which is sometimes not viable at all due to lag let alone movement abilities, I don't see reason to keep using it. It's range is so limited that unless my heal target is stationary, it's a coin flip on whether or not they get these benefits ON TOP OF whether or not health orbs drop in the first place. Furthermore, even as a Nekros WITH Synth Deconstruct and Synth fiber to assure there's always at least one health orb AND that I can pick it up all the time, I have very few procs. I'll watch my pickup indicator count by 25s all the way up to 300 or more without a single proc. I feel as if I put on an arcane revive and NOTHING ELSE. I could put on ANYTHING else in the arcane list and require less dedicated resources to get its effect to work. 

     

    Suggestion 1: Simply raise the chance to proc to 40%. This would bring it in line with Arcane Energize. 

    Suggestion 2: Raise the health bonus to 250. 

    Suggestion 3: Change the health bonus to restore a percentage of health, that way it can be as useful to me as it is the Inaros on my team, or the pet that keeps dying, or the objective point. 

    Suggestion 4: Make it a passive that always gives the AoE pulse on health orb pick up, and raises the amount given by each health orb to 50 or 75. 

     

    These suggestions are all to be taken as seperate, single ideas to be used. Not all together. 

  9. I mean, at this point you're just questioning why you play games in general, what are you looking to be answered here? Why you should play Warframe instead of another game?

     

    Warframe is more unique than what you'll find in most games as a single package. There's interesting and fast parkour which you can find in a lot of other games far more fleshed out, there's 3rd person shooter mechanics that you can find in other games with more refinement, there's loot systems that you can get more interesting drops in other games, and there's companions, story, whatever all found in separate games, individually. Warframe takes these generic things and threw them all in the same box. It's a Jack of all trade that's still throwing new things into the box.

    The game isn't difficult, so if you're looking for gratification through beating extreme challenges you'll have to turn away unless you want to spend 6+ hours in a single session for inflated difficulty.

    The game doesn't really require thought to be effective, and there are plenty of sources you can find that thought done for you.

     

    But the game's fine if you just want to get on and complete some arbitrary task, like farm credits, mats or grind that .25% drop rate mod that almost no one gets and is selling for 1k platinum in the market.

    When you're tired of that, you can stop playing, come back in a few months to see what's changed, since things change often in Warframe. Mechanics getting overhauled, multiple new weapons, new frames and companions, new levels to complement, new mods to grind for, new game modes to try, more story unraveled, more quests to play. All in a single mainline update.

     

    If you're expecting something deeper out of this game, it isn't for you. It's a "Skinner's Box" like all the other games that are played.

     

    Edit: Oh, and it's free and you don't have to pay for DLC, that's a lot of the draw for this game. "Beta Forever" you're not forced to pay, but obviously people are paying for it. You get on and waste time without dropping 60 dollars + 120 for something that you might not even like, or is a complete flop sequel from what was expected.

  10. Firstly, the range must be broken entirely because it doesn't reach 30 meters like it says. I was in Hydron testing this, I'm not sure if it even detects through walls properly because with 9 enemies stood still killing the marked enemy within 23 meters of them all gave me 240% armor. 9 * 6 = 54 * 10 = 540%.

     

    BUT WAIT. THERE'S MORE!

     

    Not only does it not have the RANGE advertised, it doesn't have the POWER advertised. The lowest % I've seen when killing a marked enemy is 40. Assuming it's actually cutting a 0 and actually functioning, I'd have 400%! That's amazing, except 400 doesn't divide into 60% evenly. Not even that, I didn't have anything more than 2 enemies in the area. It can't be my adjusted armor being displayed as the % by accident, since my base is 300 ( *.6 = 180 [480 total]) and my adjusted max for my specific mods is 825 ( * .6 = 495 [1320 total]).

    Unless Mecha Pulse is literally subtracting players and their companions by 10% each in the radius, adding to 20% total for the two entities (me and my doge) the base multiplier for armor is 40%

    To get to 240% from 40% I'd need 6 enemies. There were about 6 enemies in the 15 meter radius and 9 in the full 30 meter radius, so base range is likely 15m

  11. It just doesn't work. I've had a marked target about six times in four hours, testing public games, hosted public games, not hosted public games, and solo games. The Kubrow doesn't even mark anyone when no one's being killed and it's just IT doing damage. I have a video of me radial blinding everything for 5 minutes while it attacks (AND DOESN'T EVEN HIT THE ENEMY ITS ATTACKING 75% OF THE TIME BY THE WAY, WHEN IT'S GOD DAMN BLIND AND STANDING STILL) alone and marks nothing at all in Sedna, Hydron and Fortuna. I've tried taking off precepts, putting on precepts I didn't have on prior, mixing precepts, reordering precepts, reordering the entire mod loadout, re ordering the mod loadout on my own warframe since there are mecha mods for the warframe that might for some strange reason act as a precept.

     

    What finally worked was being in a solo match, leaving my warframe through my operator and getting back into it after about 1-2 seconds. I'm playing Excalibur Umbra. He also apparently can't gain the Mecha Pulse buff if he kills it while not piloted, so there's that.

     

     

  12. 4 minutes ago, Matheoryon said:

    should be 1100, when I mean closest square, I mean this sort of in game grid, not on screen pixels btw.

    The reason why I asked this is because I've never had such a problem. Though, my max enemy spawn distance is around 150m on plains, I can snipe them accurately even in hipfire.

    Though, this problem could just not affect me as much as I run an abnormally low DPI, and a rather good mouse. So I assumed the problem is more likely your DPI being far too high for what you need to be playing. 

  13. 1 minute ago, (XB1)Badfaildotexe said:

    I get that. But being the originals, shouldn't they be able to do something that the non primes can't? Other then being covered in gold and what not. 

    I've never seen a knock off have all the features of the original. I mean, look at the video game console knock offs. Dear lord. 

    I've seen many "knock-offs" that actually surpass originals in quite a few aspects, notably in the wearable technology category, so that point is rather moot. 

     

    But if we take examples from things like prime WEAPONS, I can see your argument taking quite a bit of ground. Some of our prime weapons are very unique compared to original, or even their variants. 

     

    But, mainly, primes were always thought of as cosmetic upgrades to warframes, rather than whole other, unique versions. Umbra is basically an imported concept from china's version given more meaning by DE, and we are expecting more Umbras. Having Primes ALSO have unique abilities and things COULD give more reason to farm them, but I'd rather have them associated to the darker Umbra frames with some backstory or history. E.G Umbra Excal howls because he's retained part of his humanity, and I suppose that strikes a little fear into the sentients to hear his wails. 

  14. 1 hour ago, (XB1)GearsMatrix301 said:

    Double proccing status isn’t all that OP.

    Doubling corrosive halving the time it takes to reduce armor, which is already quite fast. 

    Doubling Gas procs which already do great damage especially in conjunction with melee and stealth multipliers. 

    Doubling Slash procs which already destroy most enemies under level 300. 

     

    No. 

  15. I mean, there's no way to fix sorties unless DE reconsiders how they make their game "difficult" or address scaling so that level 300 enemies aren't die instantly, take damage forever. 

     

    Regardless of that, Sorties have always been trivial. Their challenge was level only, and we had plenty of that before and after with endurance runs. Their reward table is limited by time and chance, so the reward aspect of Sorties means almost nothing. Yes, you can get a legendary core from Sorties, but how many people have? Yes, you can get riven mods from sorties, but that's three more levels of RNG and one level of grind. Endo and Kuva are overwhelmingly high on the table, boosters and BPs pollute it as well. 

    I'm one of many people who get on and run Sortie out of habit so I can passively farm endo instead of running the incredibly annoying Arena. Most people have since Sortie season 1. 

  16. 15 hours ago, Vogue said:

    Encouraging bad behavior doesn't help the community in any way.

     

    Do insult the OP telling him to get good or say that he is over reacting, because he isn't.

    Two types of people in this world. 

    One group: AFKs are the problem. 

    Other group: People speed running missions and leaving me out and I don't get any of the stuff I need. 

     

    Yes, OP is overreacting. AFKs aren't that much of a problem. He's not overreacting about how stupid in-game reports are at the moment, however. 

     

    15 hours ago, Vogue said:

    Go do Elite Sanctuary to farm focus and tell me that have people leeching isn't worse than having people killing stuff or buffing the party.

    I go into ESO all the time and just find nothing but a Saryn and Volt making my participation entirely moot anyway as everything dies in spawn. Go ahead and report me, it's not like I'll stop "leeching" in ESO anyway. 

  17. 21 hours ago, (PS4)NachoZissou said:

    Good luck to anyone trying to do a solo eximus interception for the last sortie. You'd need divine intervention let alone good luck. 

    Or.. Just one parkour booster and some game knowledge. You don't need to kill enemies in interception to keep them from hacking your consoles. 

     

    I do this every time in interception, and never know that people could potentially misunderstand and think I'm AFK. I use my Tenno, and just void dash in circles around consoles. I have infinite energy because hitting mass amounts of enemies gives it back, and they can't hack consoles because they're CCd. I usually go entire waves without losing consoles I'm paying attention to at all solo. I usually lose consoles in multiplayer, because I expect that my teammates can kill one enemy out of the 99% active spawn I keep eating dirt. But somehow...

  18. So... Should I report everyone in the pub lobbies I play with for usually being behind me, and allowing me to do everything because they can't catch up? 

    Should I report everyone in my ESO games that can't do anything because Saryn and Volt kills everything before they get a chance to? 

     

    I understand your problem with AFKs, but this is a game where one person is able to do the work of multiple people by accident. I usually run missions in which I'm the only person actually doing anything, so much so that my teammates hardly get the chance to help. I imagine there are quite a number of people as such, and so the community gets complacent and joins pubs for their participation trophy. 

    Leeching and AFKing isn't so much of a problem unless you're doing something like Tridolons or focus farming, in which you should be recruiting groups anyway. If you have a problem pulling slightly more weight, you need to reconsider your loadout choices. 

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