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Yasha-7HS

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Posts posted by Yasha-7HS

  1. You do know there's a large map in this game, that allows you to see where other players are? If your teammates are running around not where you are, just press M and you know exactly where they are. I hardly waypoint things because most players are too lazy to just move and search for things on their own in the first place. Sending someone hatemail over it just makes me laugh, as most of the items people want you to waypoint are excruciatingly obvious if you just look for them. 

     

    Also, no one forced you to stay with the Excavator. Could've just let it die and go get the mod. 

  2. What do you want. 

    Hunting Eidolons, a Sniper that doesn't say "Snipe" in the name. Rubico, Vectis, Lanka are all entirely usable, and comes down to personal preference. Lanka wins slightly, however, in immediate power. 

    Sortie level content is relative to the challenge. Baza, Tiberion Prime, Supra Vandal and one of the gorgon variants (prisma?) are top picks. 

    Endurance level survivals, as in 2-4 hours plus? Zarr, Pox, Staticor, Ferrox, Mutalist Cernos, Torid, there are quite a few picks. 

     

    The best guns for endgame depend on your endgame, and even in those categories most of them go down with personal preference. 

  3. Buffs of multiples of the same ability will take over based on strength. If 2 rhinos roar, the one with the bigger load wins, and the one with the longer duration takes over after. 

    Buffs of different abilities can stack additively. Debuffs and buffs should stack multiplicatively. 

    But, usually if these buffs are from different abilities, they do stack.  

  4. 1 minute ago, Omega-Shadowblade said:

    half his passive is trash, the other unlisted half is actually one of the best passives in terms of noticeable effects.

    Yes, I understand. We have had TOO many threads based on that alone asking for it to scale in any sort of way to actually be viable for reviving himself in mission levels where you actually, you know, die. Not in level 5 when you've shot the Zarr at a wall by accident. 

  5. 2 minutes ago, StinkyPygmy said:

    Or fix host migrations so no one cares?

    Seriously, I'll leave whenever I choose. I've never left that early but if life's a callin I'll up and leave just like that. On a side note, I'd rather have the option to just not even be a host, ever. Cause I should not host with my horrible interwebz.

    IIRC, Computer type -> Laptop makes you not host as much. 

  6. On 2018-08-06 at 7:12 PM, Jin_Lightning said:

    The main issue I see with Inaros, is that I never know he's in the game. His battlefield presence is almost nonexistant, visually or functionally, unlike most other frames.

    You see slicing energy waves in the air, you know Excalibur is in the party.

    You see corpses disappearing into loot, you know Nekros is in the party.

    You see locked in place with lightning, you know Volt is in the party.

    Even frames that also need some love like Nezha have more of a presence on the field, seeing enemies impaled on energy spears.

    I would never know Inaros is in the party if I didn't have the party indicator on, and see someone with +4k health.

    But I'm not just talking about just the visual side, as his effect ON the battlefield is very minimalistic.

    Inaros brings very little to a team IMO, and the support abilities that he does have, like the second half of Scarab Swarm, I feel doesn't work right.

     

    So you're saying sand in the enemies eyes, sand specters, giant, annoying sand pillars that constantly demand you interact with them, Darude Sandstorm, and a 5 meter swarm of sand around one warframe has no visual or functional presence. 

     

    Are you joking right now? I notice Inaros more than half the frames in the game that are in my party. 

     

    His passive is trash yes. That's essentially the only thing I agree with you on.

  7. Post I made on another thread, with an idea to just fix Radial Javelin as opposed to removing it and replacing it entirely, which I would almost rather for radial team buffs to make him less of a solo warframe and more of a play nice with others warframe.

     

    On 2018-08-06 at 10:05 AM, Felixdb said:

    Excalibur, Radial Javelin. 

     

    The ability is useless for content you can't steamroll anyway. The Javelins being limited in number, hardly scaling, having no synergy with the rest of his kit and requiring LoS makes it useless for nuking. The stun means nothing when, on the same frame, you have Radial Blind/Howl with the same cast time, unrestricted movement, better CC and damage buffs.

     

    Things that need to be added REGARDLESS of options suggested below: 

    Radial Javelin needs to count as melee, accept stealth damage bonus, add to and register the combo counter multiplier. The fact that it doesn't alone makes the ability almost worthless compared to just Slash Dash.

     

    It needs to apply team buffs as well for those in range, or enemy debuffs:

    1.) Adding base melee lifesteal, channel efficiency and block effectiveness up to the max value of 85% or armor/damage reductions buffs would be nice.

    2.) Take Furious Javelin's current ability to buff melee damage radial and put it into base Radial Javelin, then give Furious Javelin the ability to apply damage absorbing skin to allies that changes depending on your combo counter. If your combo counter is 0, it slowly decays 1.66% per second (taking 1 minute to fully dissipate). If your combo counter is 5(1.5x), it does not decay. If your combo counter is 45(2.5x), it gain 25% per second, and that value increases for every level above. 

    3.) Applying finisher buffs/armor reduction to enemies as well as guaranteed, long puncture procs could also be very nice.

    4.) Just allow it to read mods put on Exalted Blade, and apply them to itself. This would also require a bit of a buff to the status chance. 

     

    Also of note, on the same thread: 

     

    On 2018-08-06 at 9:31 AM, AlphaPHENIX said:

    Radial Javalin, no questions. If not a rework, then make the damage scale at least. Other then that, I keep talking about it being turned into a toggle. So here is idea MK-3 with a full insturctions manual: Keep the current version of Radial Javalin with some stat tweeks; add a charged version which will ready more blades to throw (charge animation is Excalibur remaining in the knealing position and standing up as usual at the end) and allow the ability to be toggled on from both versions, leaving 1/2/2/3 (based on ability level) enemies in range to be targeted by aditional blades. When toggled, Radial Javalin won't drain energy per second, but per amount of blades summoned; the blades will continue to hit their target untill it is dead, with a 1s delay between each strike; every strike will have one blade more then the last, capping out at 5. Same for charged version without the exra specifics of toggled.

      Reveal hidden contents

     

    1. Radial Javalin - single tap
    2. Radial Javalin into Javalin Assault - double tap * ($)
    3. Radial Javalin into Javalin Charge - single tap into hold & release to fire ** (#) (%)
    4. Radial Javalin into Javalin Charge into Javalin Assault - single tap into hold & release into single tap *** (#) (%) [$]
    5. Javalin Assault dissable - single tap while Javalin Assault is active ^^
    6. Radial Javalin Assault - JA dissable into single tap ^
    7. Radial Javalin Assault Charge - JA dissable into hold & release to fire ^ ** (#) (%)
    8. Radial Javalin/Javalin Assault/Javalin Charge Dash - RJ/JA/JC into Slash Dash ^^
    9. Radial Javalin/Javalin Assault/Javalin Charge Blind - RJ/JA/JC into Radial Blind ^ 

    Symbol's meaning
    * - toggled attack
    ** - charged attack
    *** - all of the above
    # - guranteed ragdoll
    $ - high status chance
    % - high critical chance
    ^ - reduced energy cost
    ^^ - no energy cost
    ( ) - symbol only applies during second phase
    [ ] - symbol only applies during third phase

    Augments: Javalin Chaos - Javalin Assault will choose a new target after every hit (blade number will no longer increase) and delay is decreased to 0.5s. Javalin Charge will now summon blades around Excalibur (like the good old days before update 15.0) and give 20 flat armour for each blade (capped at 200, more blades can be summoned past the armour cap).

    Inspiring Javalin - All versions of Radial Javalin will now buff Excalibur and nearby allies: Radial Javalin gives Damage; Javalin Assault gives Attack Speed; Javalin Charge gives 100 flat armour for as long as it's being charged + 50 flat armour to everyone in range when released; Full combo (number 4) gives Multishot and Melee Range. Buff Duration is affected by Duration mods.

    PS: If I didn't mention certain mods in the Augment section, they don't do anything.
    PS2: Number 5 has no entry cost because it's simply a turn off button for JA. Number 6 and 7 are there for when you would like to chain the ability; imagine Rhino and Atlas's first, with the combo meater and stuff.
    PS3: Number 8 and 9 are there to add synergy, and reward with lower energy cost because of how expensive Radial Javalin can get with these changes.
    PS4: No, I am not coming up with a number 10. No, the ''^^'' for number 8 is not a mistake.
    PS5: Yes, I just realised that this doesn't excatly look like a small rework on paper, but really it kind of is.

     

     

  8. So, your thoughts on making Rhino more like a tank is to ignore what makes Rhino, Rhino. He isn't just a tank, like Excalibur isn't just a Melee frame, and Oberon isn't just a healer. 

     

    Rhino doesn't want to be a tank, you want him to be a tank without having to commit to the investment. Iron Skin isn't Hysteria. You shouldn't be depending on it to keep you alive through everything Sortie level and up, but rather give you the time to react and give you CC immunity for things below your attention. 

    If you think you ever have to hide behind teammates as a Rhino, you're simply doing it wrong. 

     

    Edit: Ironically, I think you missed the most important part of Ashisogi's video. 

     

     

    He had absolutely no problem dealing with 4 level 150 HGs shooting at him as long as he had proper timing. Yes, we all know the argument "Ironclad should've been a part of the base kit" just like half the augments in this game, but that's besides the point. If you have a problem with timing your IS properly, use the mod in place of something like intensify and the "tanking" problem essentially doesn't exist. 

  9. Excalibur, Radial Javelin. 

     

    The ability is useless for content you can't steamroll anyway. The Javelins being limited in number, hardly scaling, having no synergy with the rest of his kit and requiring LoS makes it useless for nuking. The stun means nothing when, on the same frame, you have Radial Blind/Howl with the same cast time, unrestricted movement, better CC and damage buffs.

     

    Things that need to be added REGARDLESS of options suggested below: 

    Radial Javelin needs to count as melee, accept stealth damage bonus, add to and register the combo counter multiplier. The fact that it doesn't alone makes the ability almost worthless compared to just Slash Dash.

     

    It needs to apply team buffs as well for those in range, or enemy debuffs:

    1.) Adding base melee lifesteal, channel efficiency and block effectiveness up to the max value of 85% or armor/damage reductions buffs would be nice.

    2.) Take Furious Javelin's current ability to buff melee damage radial and put it into base Radial Javelin, then give Furious Javelin the ability to apply damage absorbing skin to allies that changes depending on your combo counter. If your combo counter is 0, it slowly decays 1.66% per second (taking 1 minute to fully dissipate). If your combo counter is 5(1.5x), it does not decay. If your combo counter is 45(2.5x), it gain 25% per second, and that value increases for every level above. 

    3.) Applying finisher buffs/armor reduction to enemies as well as guaranteed, long puncture procs could also be very nice.

    4.) Just allow it to read mods put on Exalted Blade, and apply them to itself. This would also require a bit of a buff to the status chance. 

     

  10. Please define what you mean, please. 

    If you mean in terms of combat focus -- whether he's made to fight against eidolons, or focus on regular enemies in a sort of Vampire sense -- then I would like Vampire. 

    If you mean in terms of lore and visual design, I don't think there's a lore reason why they couldn't implement sentient technology into Warframes, and so I would enjoy sentient based designs. (Which, hopefully, offers up the ability to take sentient weapons and use them against sentients)

  11. 1 minute ago, (PS4)RockGotti said:

    I come to this section of the forum to help new players, not be bamboozled by them 😂

    I'll just.. ahem, say that Im not sure on this... but yes.. no..one of those.

    Sorry about that. I was thinking about it after I got a couple mods and I was like "Huh, it'd be awesome to have a kavat that just erases 4 level 200 enemies in one shot because it can." 

  12. Does anyone know *when* this bonus is applied in the equation? 

    Is the bonus applied additively, or multiplicatively? Before (working on base values) mods or after modded damage? 

    If I put on four, and the bonus is 100% and say I have a max rank Maul (330%) is the equation 1 x (330% + 100%) or (1 x (300%)) x 100%? 

     

  13. 7 minutes ago, Atsia said:

    There is an in-game thing, you just have to have gotten the tennocon digital pack

     

    37 minutes ago, (PS4)Kairu_Aname said:

     

    ... for those that either can't or don't pay in a free to play game. 

     

     

  14. 10 minutes ago, Carnage2K4 said:

     

    Meme doesn't even fit as a proper response. 

     

    Tennocon had a free giveaway for those at home of 100k platinum, and everyone who watched for thirty minutes or more were able to obtain a free prime if they didn't have it. If you're one of the people who already had the free primes, then its likely you're at an MR where there are few better rewards than a catalyst or reactor. Tennocon is a yearly event made for devote fans of them game. Just because this game is "free" doesn't mean everyone who plays it deserves something when we get events. They're the ones that support it, the money they poured into tennocon goes to helping the developers keep this game running. 

  15. 31 minutes ago, Aleksi134 said:

    There are already frames who do CC better.

    Did you even read the post? 

     

    And, OP, Vauban already had a rework which added three new sub-abilities to his 2 and functions more like Ivara's quiver, so likely he won't be seeing a rework until we get to the other frames who need reworks far more urgently, as Vauban's kit is still effective. You just have to play hallways and close quarters rather than having massive AoE hard CC like Octavia and Excalibur. 

  16. 12 hours ago, (XB1)oOJeshuanOo said:

     

      Hide contents

    1. Excalibur Umbra should be able to walk around in the orbiter. When you play a mission with him he fights with you when in operator mode, but when back at the orbiter he's as still as the others. UNIMMERSIVE

     

     

    10 hours ago, peterc3 said:
      Hide contents

    Performance be damned, it is UnImmErSivE.

     

    Please stop saying it's non-immersive. The only reason he moves is to protect you; the thing that takes his previously unending pain away. In a ship, you're safe. Before, he was imprisoned, suffering. A bit later, on the run, and torn apart. The last thing I'd want to do after lifetimes worth of torment is walk around for no reason when I could just rest. 

  17. 9 minutes ago, krc473 said:

    Mostly because Orokin Catalyst sales would tank. I have something like 30-40 Reactors (crafted or as BPs). I could sacrifice 90% of those without a second thought. Giving me a large number of catalysts, meaning I wont have to buy any for ages.

     

    I would like DE to implement this, as would probably everyone else. But I cannot see it happening.

    This. 

    They give up so many reactors on purpose -- we don't have that many frames, and you only realistically need one of each type of companion. By comparison, weapons which are very impactful, are in the 300's I believe. They also churn out weapons regularly, and if you're allowed to just freely potato all of them because you converted all those Reactors you use every two months or so, you'd have no reason to buy catalysts as often. 

  18. On 2018-06-16 at 8:31 PM, Koldraxon-732 said:

    2: I approve of the points with 'all three', however speed mods should not affect them since that would make natural talent obsolete and DE will likely nerf cast speeds for Excalibur. Excalibur, the normal one, is also a Starter frame, meaning he has to have some kind of limit to his abilities, though that could do with being disregarded when it comes to his Umbra or Prime counterparts. Regardless, for all variants, at least give Slash dash the discount combo that Atlas' Landslide already has so using it to rack up combo counter multipliers which would in turn benefit it would be easier, and more enjoyable.

     

    I was going to say how if we implemented the efficiency and damage boost of the combo counter present on atlas, when transferred over to Excalibur it would have to not affect damage but... Atlas' 1 apparently is also affected by melee combo counter. 

    I will never understand some of DE's decisions. Why this combo counter is present on Atlas, Rhino, and Valkyr but not excalibur will forever be beyond me. 

  19. Slash Dash and EB already benefit from suggested changes 1, 3, and 4. However, I don't understand why you say "all" melee mods. The specific bars against certain mods are due to balance reasons. E.G Exalted Blade should NOT proc syndicate effects. Changes to weeping wounds not affecting base EB would be nice, though. I'm not quite a fan of CB. 

    I'd rather not have melee attack speed affect casting speed for two reason: 

    1.) To balance, DE will undoubtedly reduce the cast times of all Excalibur's abilities to be equal to what it is now, after adding attack speed mods. 

    2.) Casting speed actually does not work well with Slash Dash for speed builds due to Slash Dash's speed not scaling with the duration of the animation. If the animation is faster, you have less time to move, and thus you effectively move less distance. This would mean for all of my hybrid speed builds, I'd have to ruin the usability of my melee weapons by neglecting attack speed mods just to get full efficiency out of my ability. 

     

    I haven't exactly played the new Sacrifice update, however. Some of these things may be inaccurate within the last two months. 

  20. This issue is littered all throughout the game; the making of a concept, the implementation of a concept, and then the abandonment of that concept entirely for months or years in favor of other, old or new, concepts. This is what the state of melee channeling was, and it's finally getting an overhaul only to be promptly forgotten about again weeks after its implemented. 

     

     

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