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-AoN-CanoLathra-

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  1. For all of the people saying that with Faction Bonus mods applied, Eclipse will be stronger than Roar: No, no it will not, not in any way that matters. While it is true that for the initial hit damage, it will be slightly higher (2.015x vs 1.85x), the moment you have even a single damaging status effect (or, even better, two of them, such as a Slash/Heat/Viral build), Roar wins, even at only base ability strength. Eclipse + Bane is 1.3 x 1.55^2 = ~3.123x damage to status effects. Roar + Bane is 1.85^2 = ~3.42x damage. And the difference only gets bigger the higher the ability strength. So unless you have a really weird weapon build that used the faction damage mods but does not inflict damaging status effects, Roar is still better than Eclipse for weapons. This is on top of already being able to work on abilities, which Eclipse cannot. Also, DE's argument that the reason for the trade-off is the availability of DR is laughable given that the DR is still capped at 75%, which isn't even enough for most frames to survive with when combined with Adaptation, let alone a useful buff by itself. The only place this buff might be useful is to push a build that already has multiple defensive layers (like Trinity) into even higher eHP values. Now, if both effects could be active at the same time, then maybe it would be worth using. Getting both a small damage buff and a small survivability buff could be useful for some frames that just aren't quite there in either category. But having to choose between one or the other makes both worthless, since Warframe is far too fast-paced of a game to be able to change your current buff in reaction to something that's happening.
  2. Does Scarab Swarm still grant a portion of the damage it deals as health to all allies within range of the affected enemy? It's not listed here, but I'm hoping that's just because it isn't changing at all.
  3. 1.6x is quite low. I was expecting 1.75 or 1.8. At 1.6, scaling with strength is low enough that you would need at least +400% strength to reach what used to take only +100% (at a nerf to only 1.75x, it would only require +300%, a far more reasonable strength value to reach). That's a major nerf to something that is pure utility. if anything, I expected a larger nerf to the damage buff, as that still remains very strong with the provided numbers, with the only stronger elemental buffs from Helminth requiring an augment. Now the only frames that will be using it are the frames that can already guarantee high energy generation for themselves, like Gyre and Styanax, to multiply it to a usable value. For all frames that don't have reliable energy and were already relying on energy orbs and/or super high efficiency, it is now better to go back to arcane energize, since it multiplies most energy orbs by 7 (large orbs are multiplied by 4), or using Equilibrium if the frame generates health orbs. Nourish is now only useful on frames that can use the viral damage, as opposed to before where it was useful for patching up the horrible energy economy many older frames have. Even as a multiplier on the other energy creation methods you are better off just running a second energy generation method and using your helminth slot for something else, like damage or defense.
  4. Does this mean that Prism no longer scales up its damage over time? Or that it only scales up while Solar Eclipse is active?
  5. Tap/Hold. don't care about nerfs, just make it tap hold
  6. 1: I like this idea. Toxin being the only damage type with a unique effect at 0% status chance is a bit odd. 2: This is something I've never had an issue with, but I can see how some might have the issue, and fixing it shouldn't affect normal bullet jumping. 3: This has been largely fixed. New players are now given access to the regular Bo and Paris instead of the MK1 versions, and these weapons are very good for the early game. Unfortunately, if you instead choose the Skana and Braton, you will have a much worse time as a new player, so I would love to see DE fix this in some way (such as renaming the current skana as the "MK1 Skana" and adding a stronger "normal" version that is similar in power to the Bo, or buffing the normal Braton slightly) 4: DE has said they are working on this 5: I would love to see a Raid or something similar unlocked by completing the SP star chart. Right now the only challenging boss is the SP Effervo 60 eyes challenge, adding another would be great
  7. Aside from Gunblades and Glaives, you are limited to Quassus/Arum Spinosa (projectiles on heavy), a number of Incarnon melees, Corufel and Wolf Sledge (gunblade and glaive on heavy, respectively), and some of the Duviri melees.
  8. You can type its name into the search bar at the top. That is the only option other than scrolling.
  9. Try using any of the 50 frames in the game that have layers of damage resistance and aren't just health. This boss fight was balanced around the player being able to take a hit about once every 4-5 seconds through shieldgating/Overguard. Using one of the two frames that can't do that is on you.
  10. Ground finishers, unlike stealth finishers/standing front finishers, have a hitbox, rather than dealing damage to a specific enemy though a scripted animation. Anything the hitbox touches takes the ground finisher damage of the weapon performing the attack. As far as the "explosion", assuming it does not match enemy highlight color or any energy/emissive colors, it could be an effect based on your modded elements on the weapon. all weapons that deal fire damage have very small burst of flame particles when they hit (assuming that neither elemental weapon fx nor particles have been turned off). If this happens to a dozen enemies at once, it could end up looking like an explosion. Might not be the cause, but it's a possibility.
  11. Platinum bought on Switch must be spent on Switch, and any platinum bought outside of Switch cannot be spent on Switch.
  12. So anyone who wants to play across multiple platforms will never buy tennogen again? That doesn't seem like a good idea, for anyone.
  13. If the event was structured such that the return on skill investment was constant through the whole thing, quit farming would have never been an issue. If the event, for some strange reason, had been find the canister > escort the drone > kills the adds and bosses > mobile defense, we would have been quit-farming at the very end, and run everything up to that point. The problem is that mobile defense is bad game design. There's no reward for being better, only for being just barely adequate. the mission takes the same time if you kill everyone or no one, and the mission succeeds whether the objective is at full health or 2 health. That's bad game design. Skill should be rewarded, and for the other 3 stages it is. Change the second stage to match that, and all attempts to avoid it will stop.
  14. We always tolerated this even because of the free forma. the same way we tolerated Scarlet Spear because of free arcanes. Both events suffer greatly from the "hurry up and wait" gameplay loops within them. DE should look at the quit farming and realize that the only reason players even do this event at all is for the rewards, not because the event is well-designed.
  15. I've been around since the Bursa event, believe me, I know. I had just been hoping that with the changing of the guard this past year that things might have somehow turned for the better. How silly of me.
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