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Music4Therapy

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Posts posted by Music4Therapy

  1. Revenant scales infinitely both offensively and defensively. With 249 pwr str he drains 100% of a thralled enemy's health, which ignores mitigation. 

    You can effectively use your weapon's to make fodder out of 99% of the content in the game and use your 1+3 to both have a level of control over enemies and 1 shot particularly annoying ones such as the Nox whilst maintaining invincibility by using/refreshing your 2, which also makes the use of your 1 free if used on a stunned enemies thus making you lose charges less frequently. Revenant is a beast. 

     

    I use him for endless missions as he makes a joke out of damn near everything in game using the above method, he has no single faction in which he is weak against. Also easily carries High Risk Index.

     

    As for suggestions, I'd like to see either an augment or it be made baseline that the enthralled state spreads to nearby enemies once an enthralled enemy dies. 

  2. Warframe is a game in which you slay hordes upon hordes of enemies ad nauseum. Single target damage for the most part is overlooked in favor of area damage, mobility, and clear speed. This why is Maiming Strike is so good, not because of its damage output. Condition Overload/Status builds vastly outdamage Maiming Strike builds, its no competition. However, the mobility in conjunction with range mods make Maiming Strike awesome for clear speed.

    The issue with melee today, outside of Maiming Strike, is that most melee weapons have horrid base range thus are not viable in terms of clear speed, the stances of melee weapons are largely immobile/halt or slow movement, and also outside of Maiming Strike its hard to make use of the parkour system while using stance combos: They don't flow together well. You cannot slide and continue a combo, you can't jump and continue a combo. Maiming Strike/Slide Attacks, you can bullet jump through a room... aimglide... and continue slide attacking whilst upkeeping the great mobility that comes along w/ slide attacks.

    I want to see stances not halt or slow movement and I want to be able to make good use of the parkour system whilst using said combos. The Parkour system is a huge survivability increase and is also, imo, the strength of Warframe. The movement system in this game is so damn good, bullet jumping/aim gliding/wall latching/rolling, its what separates this game from any other. And regarding the survivability comment, to test this use a Revenant and activate Mesmer Skin. This will allow you to track how many times you get hit. Spawn a pack of Heavy Gunners, then compare how many times you get hit sprinting around to the amount of times you get hit utilizing the parkour system/bullet jumping/sliding around. The difference is drastic. I feel as though being able to continue combos and whatnot whilst not hindering movement is necessary in order for melee to move forward regardless of whether or not Maiming is nerfed. This is what makes Maiming great, not the damage but the mobility it affords.

    I don't see these points being emphasized and I am worried.

  3. 43 minutes ago, (PS4)WINDMILEYNO said:

    Looks pretty cool to me. There was a time i would have said something about camping being a form of cheese, but that was 2017. Warframe is what it is now, and nothing is going to change that. 

    Sucks cuz you have to camp in survival because the way spawns works. Moving around messes with the spawns of enemies.

  4. 7 minutes ago, Kainosh said:

    So you say you can do this with any weapon? 

    Because if its only Sarpa....Then Sarpa is a new meta weapon and your argument is invalid. 

     

    I wouldn't say new, ever since it was released its been capable of attacking from a range whilst using melee mods. Used a Nidus to pull everything together and used a Sarpa to rip through them all, among other things. This is just buff stacking (multipliers upon multipliers for exponential gains), I prefer using melee weapons and since with Volt I have to stand behind the shield to benefit from the defense it provides I used the Sarpa, but you can just as easily throw out a Zenistar disc and use a primary/secondary. If using Wukong, for example, you can just charge in with anything and wreck. Literally any melee weapon would work though (Condition Overload makes any melee weapon broken af in a coordinated squad, no status % required) given you have the means of survival, and many primary/secondaries. If Condition Overload were nerfed I'd say that'd significantly cut down the number of viable melees for this content though.

    Volt is important though for all massive damage he provides to himself and squad, CC in case things get out of hand, and is able to scale infinitely defensively. Allows him to fulfill multiple roles, which is invaluable. When used with other frames that are able to stack multipliers on top of Volt's multipliers insanity ensues, as shown above. Theres room for more buffers in the lineup but when the potential damage output for the lineup was calculated it was determined that the numbers were close enough to the damage cap (2.4 billion) that it wasn't needed.

  5. 11 minutes ago, Cicasajt said:

    he is using sarpa as u can see. probably blinded the enemies so he deals finishers on them with the shots

    Enemies weren't blinded 😄 Though in 3 of the pics I did have invis from Unairu. Enemies were alert though so it didn't have an impact on the damage, unlike blind. Wanted to see how far into endless without % based damage, covert lethality, maiming strike, rivens, etc.. was possible. The 2nd pic (2bill damage) was a level 6000+ Kuva Guardian getting 1 shot. We def as a playerbase have the means in the game to go on forever, without cheese and "meta weapons"

  6. lul jk. Duration based Invincibility, CC, tons of damage and speed buffs for yourself and the party. Yall didn't think I was serious, right?

    Unfortunately in all pics but the first I hit screenshots right after numbers started disappearing, screen was looking like this the whole run and almost 5hrs in I was like "yo, I should grab some screenshots" ... would have recorded if not on a toaster.

    GnPUplo.png

    0k2K6Vc.png

    O1w8Y7k.png

    hZ5QIQE.png

    gaYg36K.png

     

  7. idk who you're talking to but synergies do still exist in many varieties and there are many ways of dealing hundreds of millions if not billions of damage with or without rivens. Teamwork and synergy is still a thing, however 99.9% of content doesn't require synergy or teamwork. If you are talking about going endless, you don't need stealth or maiming strike, Equinox, % based damage, any of that.
    This is an example of a Volt, Nidus, Nekros, Banshee comp. None of the frames are required and are all interchangeable. Replace Volt with any other squadmate that can place a barrier that has invincibility or scales to protect the squad. Use Nekros or any other frames that effects drop rates. Any frames that can buff everyone's damage can take the place of Banshee and Nidus and be effective.

    We were using the Nidus to buff the Volt and the Banshee's power strength, and I as the Volt player was rapidly firing my Sarpa into the Nidus tentacles as he'd rapidly gather the enemies together, resulting in billions of damage to everything in the room. No riven.

    0k2K6Vc.png

    5QvLYTd.png

     

  8. 5 hours ago, RealPandemonium said:

    Can you clarify what you mean here?

    I lost you after the first sentence because your post was unclear.

    I've been playing this game for a long time and know a lot about it.  I'm pretty far from a casual player, and I definitely do not struggle with any content in this already easy game.  Rather than exploiting outliers, I challenge myself by limiting my loadouts to weapons and builds that I find fun but are not necessarily the best.  I rank up and forma everything in regular mission content and never powerlevel my equipment.  I have relatively little experience with endurance runs because I'm not really interested in breaking the game except as a curiosity.

    Giving weapons and powers % based damage could allow you to reach theoretically higher levels in endless modes but would ultimately not change the dynamics in those post-normal levels; you still get killed instantly and you're still pumping bullets into bullet sponges (or spinning to win with laughably overtuned melee mods that were heedlessly sneezed into the game.)

    It's quite humorous to be talked down to from a very pro Crescent Moon Prime member, btw.  To think that they're still breeding winners in there!

    What I say doesn't reflect the what opinions others associated with myself share (you mentioned CMP) I apologize for coming off as rude.

    As far as endless content goes, there are many methods capable of preventing damage to yourself and objectives either entirely or near entirely. Take ancient healer spectres, for example. Frames that provide flat DR to themselves and the other members of the party on top of that makes you absurdly tanky. Spectres also scale with enemy levels.

    Volt shields are invincible, Frost and other frames capable of making shields have i-frames associated with said skills that allow them to scale. Stealth is always an option, although it is cheesy imo.

    There are many methods of CCing rooms, and CCd enemies are incapable of harming allies.

    In addition to being capable of preventing an infinite amount of damage, players are also capable of dealing damage in the billions when synergizing warframe abilities with one another. Take my previous photo of myself dealing 2 billion damage with a rivenless Sarpa, for example.

    Banshee, Volt, Rhino, Chroma, Nidus, Equinox, Saryn, Ember, etc... many frames are capable of raising damage of themselves and others while effectively halving the EHP of enemies. When used in unison, this results in exponential gains which leads to the possibility of dealing hundreds of millions if not billions of damage when used together, no melee or cheese required. 

    You don't need maiming strike or absurd frames like stealth, Octavia, Limbo, or Ivara to go 5+ hrs (infinite) in any mission. For example, in our particular run we did so using Volt for his shields and buffs, Nidus for his CC and buffs, Nekros for life support, and Banshee for buffs. Many variations of that comp will work, just stack buffs and have a means of protection.

  9. Just now, (PS4)purpleskullgamin said:

    Because his quality of life is still S#&$.

    His quality of life is great because he has so much win in his kit.

    Nah, but seriously, the only quality of life issue I have with him and the other frames like him is that his 1st ability's augment (Shock Trooper) can be a pain to apply to a moving target. Maybe I need to git gud, but yall definitely need to git gud.

    • Like 1
  10. 3 hours ago, RealPandemonium said:

    After the 100s, you just die in one hit, and enemies die in many, many hits.  What kind of "endgame" is that?  It doesn't get any harder; it just gets more tedious and requires more exploits.  This is the worst possible thing to support in a game where 90% of content doesn't reach the 60s.  

    I see you're on the casual side of things. And lack the ability to read, it seems you lost me after the first sentence.

    Enemies may take YOU many hits to kill past level 100, but myself and others like me would see that as a welcome change, and both the casuals or those that struggle with content (like you) and players that enjoy a challenge can both be happy. And giving weapons and abilities % based damage while lowering their base damage on top of using content that is already in the game to create "Hard" versions of the levels that already exist would be simple.

  11. 25 minutes ago, OrochiFuror said:

    Maybe they will start in on fixing damage scaling. Once they get rid of combo gage working with regular attacks, they can make critical scaling, condition overload, etc only work with heavy attacks then melee dps will be way down. Then just fix critical scaling, multishot, and tone down base numbers for ranged weapons then we could get to a place where lvl 100 enemies could be end game.

    I'd argue that lvl 100 shouldn't be endgame. Though I suggested that in my prior post as it being one of 2 options, I feel as though that would possibly kill the game. Meaning: The typical player that rarely sees level 100+ content will be mad because they got nerfed and the now-trivial sorties will be balanced and possibly present a challenge that wasn't present before (assuming Warframe's abilities get reworked as well) Warframe wouldn't feel like Warframe anymore. The players that enjoy endless? They'd HAVE to rely on broken frame synergies that DE is bound to miss in the overhaul of the game that would need to occur to make level 100s endgame. I believe we are too far along in the games history to make this drastic of a change.

    I feel as though DE should go the opposite direction and embrace endless and infinite scaling and balance the game around it, possibly making "Hard" versions of each planet with enemies that start with levels in the hundreds, with the final planets such as Sedna and Eris starting at level 1000. Lowering base damage a tad across the board then giving everything % based damage as compensation.

  12. lol, people complaining about enemy damage. There is a huge gap between players in this game. Enjoy this picture of me 1-shotting a level 6000+ Kuva Guardian with a no-riven Sarpa,

    0k2K6Vc.png

    Edit: The devs of this game will continue to struggle with balance as they have for years until they establish an endgame for players. Without a proper endgame established they won't be able to establish a balance point. If they choose to balance around infinite scaling, they need to focus moreso around % based damage so that the rest of the game isn't trivialized. If they choose to balance around the same level 100 enemies that we've been fighting for years, then they need to entirely rework the damage system in this game because anyone that is capable and willing to do some basic math can completely trivialize the game in its entirety, regardless of enemy level.

  13. 53 minutes ago, (XB1)GearsMatrix301 said:

    So instead of genuine feedback on the super worrying melee rework you’d rather just demand they nerf a mod...

    Where did I call for a nerf?

    I was just pointing out that this rework isn't fixing melee. Blood Rush+Maiming will continue to exist and thrive. CO will be stronger than ever.

    Relying on slow, heavy attacks to discharge a load of damage is cool, but not practical and ultimately slows down KPS. Not a fan of the rework as it solves nothing. What's broken will be remain broken, or become more broken than it already is. And Heavy Attacks will remain unused for Blood Rush/Weeping Wounds builds.

  14. 33 minutes ago, Tsukinoki said:

    Especially the heavy slam...I mean against the pure melee enemies that they showed it off it looks good, but can anyone honestly tell me that jumping extra high into the air and then hanging there for 3 seconds doing absolutely nothing would not get you killed in any situation with ranged enemies at even sortie 1 level?  That's pretty much a "Hey kill me!!!!" button.  But since that would be the only way to deal damage without CO you pretty much have to go "Hey kill me!!!!" and float there and hope that you can actually hit the enemy before you're killed by the dozens of ranged enemies in the game that won't have any problem at all hitting you up there.
    But with their current idea of "Combo counter won't add anything at all to normal strikes and will only be useful for a single heavy strike/slam..." if you don't have CO then you just won't be dealing any damage with melee at all outside of those slams.

    Agree with this full heartedly.

    I don't think DE realizes why quick melees and slides are so popular: KPS. You go from pack to pack of mobs killing enemies rapidly. How are melees supposed to compete at all with primaries and secondaries if their emphasis is so moreso upon style than performance.

  15. Assuming they don't give a proper look at Condition Overload, it's going to remain busted and will likely be the new go to for the majority of the playerbase. Is this an issue? Possibly, it's an even more busted mod than Blood Rush, Maiming Strike, and Body Count/Drifting Contact/Gladiator Rush combined. 

    Keep in mind that Maiming Strike builds were a culmination of many factors:

    1) Blood Rush multiplying the bonus given by Maiming Strike

    2) The existence of mods such as Body Count/Drifting Contact/Gladiator Rush to extend the duration of the combo counter, thus allowing Blood Rush+Maiming Strike to do their thing.

    3) Primed Reach so that you were able to kill mobs at an efficient rate.

    Condition Overload doesn't require any of these factors, and as such can actually be used in conjunction with the above mods as CO builds require minimal investment for *exponential* gains.

    I'm going to guess either: 1) Slide Attacks are going to remain meta as they can cut the damage down to a quarter of what it was and it'd still be enough to 1-2 shot all intended content and it'll still have the advantage if range and mobility.

    Or 2) Without them releasing damage 2.5 or 3.0,  look forward to high range, status, slash melees to be used in conjunction with Viral status to remain the king of melees. Get your Cyath Polearms, Tonbos, and Plague Krippaths out people.

    Condition Overload is exponential. 1.6^x in damage, can deal up to ~720x damage, but more realistically about half that... which is still enough either way to be used to deal billions of damage. Once a youtuber figures out how to make a proper CO setup look for it to be nerfed as well as it gains traction within the community.

    Edit: Hopefully CO will be given a look as well, with Combo Multiplier possibly only applying to heavy attacks look for status weapons to be in an absurdly good spot.

  16. 6 minutes ago, Checht said:

    Seriously though, Warframe is the only game from my experience where ideal vs non-ideal damage types have such a large discrepancy. Compared to 1% effective damage for non-ideal damage types, the damage discrepency with fixed armor are "relatively" equal. However, with armor at 60% damage reduction, the difference in effectiveness is still significant enough. Ever played Pokemon? At 60% damage reduction, paired with larger multiplier for Corrosive damage vs armor, it'll be like a "super effective" damage vs other damage types that are just normal or "not very effective" in Pokemon. The difference will still be significant at about 2 or 3 times, but they will not deviate with increasing levels. If you wanna compare to another shooter, I refer you to Borderlands again.

    Pokemon is not nearly as in depth as Warframe. If Corrosive damage and 4xCP were our only means of dealing with armor I'd agree with you, but that isn't the case. I'd argue Corrosive is a niche damage type because it's something that you fall back on if you don't have a more effective means of stripping armor, which should only be an issue if playing in squads that aren't full and are uncoordinated/public groups and loses most of its effectiveness/utility once the enemy has been stripped.

  17. 7 minutes ago, Checht said:

    If you're fine with non-ideal ways to deal with armor being unviable, it's okay with me. I just don't hold your opinion.

    You realize if you dumbed down the game to the point where everything was relatively equal then that'd effectively kill most diversity in this game because you wouldn't have to build your teams differently to accommodate for the different factions right? More general/universal builds, 1 size fits all builds.

     

    Edit: There are a ton of ways to strip/bypass armor in the game. Idk why you don't just do that instead of trying to brute force through it. That's just dumb imo and that kind of dumb gameplay should be discouraged at a high level.

  18. @Checht Yeah, and many melees outdamage the Maiming Strike Whips/Polearms but aren't used because they lack the range of Whips and Polearms. The same analogy can be made for Nekros vs Corrosive weapons. Check Pox at a couple enemies or press 3 a couple times and strip the whole room of armor.

    Should the game be balanced around pubs/casuals or should the game be balanced around people have an idea what they're doing.

    Stripping armor is a non issue in this game. There are *MANY* ways to do so.

    What damage type is best vs armor is irrelevant because the objective vs armor should be to either strip or bypass it, anything else is unoptimal and eventually non-viable pending upon how far the enemy has scaled. And there's nothing wrong with that, as it actually promotes diversity and it forces to solve a problem that fortunately in 2018 has many solutions.

  19. 11 minutes ago, Checht said:

    Nekros' 2 strips 20% at base, and only stacks multiplicatively, not additively. You need to spam it multiple times to effectively strip armor. You might as well just use a Corrosive weapon.

    And is in an AoE, and scales off power strength, and has a solid base aoe range, and has an augment that slows enemies by 80% so they essentially crawl away. Corrosive is 30% when procced and suffers from the same multiplicative issue. That said, Nekros used in conjunction with frames that raise power strength such as Nidus or Equinox, heck even Growing Power, can be used to rapidly strip the armor of enemies across a wide radius while rendering them effectively unable to fight back. The Equinox can then use Maim to kill the stripped enemies with ease and use the energy orbs generated by Nekros to sustain itself. Or the Nidus can use its 2 to gather all the stripped enemies together to be killed with ease ad nauseum, increasing KPS (kills per second)

    I think you mean well, but this is just one example of something you have wrong of many and I can poke holes individually of your argument for many frames in the cast. Armor is a non issue in 2018.

  20. 2 hours ago, Checht said:

    That's right. You have to have 4 players all limited to choose CP in terms of aura mods if you want to use other elemental types effectively. Otherwise, you need corrosive. You're either limited in terms of aura choice or elemental choice in general. This limits build diversity severely. I prefer keeping non-ideal damage types to be viable, rather than being completely useless. See Borderlands for example. 

    Why is it that having a frame that strips armor such as Mag, Oberon, Ash, etc... such an issue? Literally all you need to smash the entirety of the grineer faction is decent CC and a way to deal with armor. They have no answer to CC and have little EHP relative to other units once their armor has been dealt with.

    Crazy to think teamwork be used in this game to solve problems with ease.

  21. Once the armor is successfully stripped Corrosive loses most/all its value whereas other damage types actually gain many times more value. I'd argue in a squad there are so many ways to deal with armor that outside of niche situations Corrosive is one of the less effective methods of armor stripping. 

    You're better off using frame abilities/4xCP to deal with armor than stripping individual enemies or groups of enemies at a time ad nauseum.

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