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IfritKajiTora

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  1. For me all that sounds weak. Freeze slow nearby enemies, yeah cool but avalanche FREEZE enemies reduce or remove armor and it's 360 decently large AoE. Ice Wave give 35% critical multiplier boost with 6 cold stacks, which isn't a great number but always something. anyway Avalanche is reducing or removing armor so you will do much more damage to enemies that were armored, you can use both on the same enemies but that's additional casting step in this time you could just kill them quicker by just shooting at them after Avalanche that removes armor and stops them from shooting, also the Augment for Frozen enemies that Frost weapons have 200% critical chance and 200% critical damage bonus. Ice Wave only Reducing enemy DPS while Avalanche just stops their DPS because of Frozen state. So anyway Ice Wave and Freeze is still useless, the same as his passive ability need to change.
  2. Exactly this. Freeze is too small AoE and avalanche just does every better than freeze, armor reduction/removal, large AoE. Ice wave the same issue, Avalanche just does everything better than Ice Wave. They are just kind of OK if you don't have energy for Avalanche but 90 or 100% of the time with proper build you always have energy so you just don't use Freeze and Ice Wave. Those abilities doesn't have any synergy with his Snow Globe and Avalanche or passive.
  3. I'm Frost main and I have big issues with him compared to other Warframes: His passive is useless. His first ability is only for detonating Snow Globes just to remove them, the explosion itself does nothing to enemies. His second ability is just weaker version of his 4th ability, because 4th ability have 360 AoE range, Freeze enemies and Reduce or remove their armor, while the Ice wave is just adding cold status which is only a small slow and it doesn't reduce enemy armor and it's not a 360AoE, it's forward range is just a little bit longer than Avalanche but overall it's just weaker. They need to be changed. Only Snow Globe and Avalanche are good abilities. Freeze give Cold damage to weapons and team mates weapons if you are using Augment but without Augment it's just useless ability. The same goes with Ice Wave: Augment mod slow down enemies by a lot and also slowing next enemies that are entering the zone, but without Augment the ability is useless. My Build is Augment for 4th ability, instead of 2 I'm using Roar or Gloom, depending on what mission I'm doing. So I'm using only 4th ability and Snow globe and only sometimes Freeze just to remove snow globe.
  4. With new explosive barrels damage scaling it would be cool to give Frost a rework. 1. Freeze Frozen enemy should be frozen with some ice shards around his body just to add more visualisation for this ability. When hitting that enemy it make ice shards to explode dealing decent damage and making all enemies in range of explosion frozen. 2. Ice Wave Ice wave should leave on map some Ice spiked pillars (Similar what character Freeze does in the game Little Fighter 2 [video down below]), that you can attack those pillars, when you crush them they will explode dealing some damage and also freezing all enemies in range of explosion. Passive ability change: Idea A: the more enemies are Frozen, the more armor Frost get. So not only increase his survivability for EHP but also increase Snow Globe Health. Idea B: Frost have Ice Armor on him that boost his armor by 150 that also increase Snow Globe health. When melee attacker hit Frost, Frost get 0 damage and freeze the melee attacker, but Frost loses his Ice Armor, Ice Armor regenerates after 10 seconds.
  5. Maybe it's time for attachments slider position and scale? I hate misplaced armors losing their potential or too small sized elements. That's keeping me away from buying some tennogen stuff, like this one on the image from the link: https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fxgbozcowoamb1.jpg What sliders we should have? -rotation -scale -position up/down -position left/right That way we could also do some floating attachments if someone would like to do it. Or some pieces to be inside of Warframe to make it look like it's coming out of Warframe. Link to Reddit post:
  6. Yeah I also would like to see that. not only that but also different attachments color as well. Many people like to mix different attachments and they don't feet because of color schemas they have.
  7. About arcanes, the Arcanes could provide small damage boost if the melee is somehow that good for example +15% damage for every kill stack up to 9 times, but I don't find them that good as shooting weapons, but mostly I would like to see arcanes that except for damage they should provide additional combo count on hit, combo duration, heavy attack efficiency, some % status chance boost on every kill, on every inflicted status chance you apply random status chance. Something like that would be a go for me: "+15% damage for every kill stack up to 9 times. melee attacks hit twice, but you no longer build combo counter." So no benefits from combo counter and no boosts from mods like weeping wounds or Blood Rush.
  8. Well somehow I just ignore melee, because to kill enemies it takes more time than just to fire from distance and kill. Especially that to make use of melee potential you have to build combo counts and it disappear really fast so I don't like the pressure and slowingnes of building combo. When the combo count disapear I feel like I wasted my time building all that combo. So it would be a lot better to build the combo counter faster by blocking it just to 5x, but increasing base double damage to make melee weapons decently good from combo 0.
  9. The arcanes could not work for exalted type weapons. What nerf? It's a straight boost for start and decrease annoyingness in melee combos. At this moment we have up to 12x combo counter where you need 220 combos, and that gives you 4x damage multiplier to melee weapons. And the problem is with getting that high combo multiplier and also holding it since base duration for melee combo is just 5 seconds, it's really short window and also if you don't have heavy melee attacks efficiency then nobody is using heavy attacks because it means you will lose all 220 combos. Also if you just start doing combos the melee weapons are just too weak, only with high combo you get decent damage from them and it's just frustrating to feel pressure of not losing combo counter. So here I provide a lot better solution of having base melee damage doubled, but reducing max combo multiplier to only 5x which needs just 80 combos. So if you know that math It's the same as 4x damage because we double the base damage and then on combo count 5x it also doubles damage so it's also 4x damage at max combo multiplier. So I'ts not a nerf, it's a boost to having at start decent damage for melee weapons and removing that pressure of fear losing combo count, because you will be able to quickly to do 80 hits and because of that you will also be not afraid to do heavy attack. About combo count duration, yeah there are mods that can give you more time, but it feels like Naramon is must have for melee, because melee have too many stuff to be modded and not enough slots. If melee could have 10 mod slots then maybe it would be enough, but with only 8 slots there is too mutch modifiers to boost, while shooting weapons have really easy job. Not to mention even the damage difference. I'm not sure how but with just one detonation of Glaive prime with the build I have I'm applying slash status that does 40K slash damage per second and ofcourse you can stack it with another throw and detonation. So that's a lot of damage, with most melee weapons I'm not doing that much damage, until I first apply a lot of statuses with Kuva Nukor, but otherwise melee weapons feels just weak by killing everything faster with shooting weapons.
  10. At the moment you are not moving from the wall, I attach my self to the wall, press melee attack and the warframe just does swing while not doing any dash. Also I meant that the dash with swing should be a lot faster to make it actually usefull.
  11. At the moment melee weapons are really weak, to the point I'm not using them at all, and I think this is what melee needs to have changed at the moment: 1. The air melee attack should push you forward so you should make dash while doing that slash, except for the weapons that throw projective. 2. The wall attack at the moment is useless, I think it should get also a quick dash forward momentum and a lot quicker attack speed, to make it useful. Thanks to those two changes. that maybe we will be able to use wall attacks by doing earlier attack aiming the wall, pressing aim button to attach into the wall and quickly aim to the enemies. Making aerial attacks and wall attacks useful cool stuff. 3. Would be nice to have more cancels, for example jump could cancel any melee attack you are doing at the moment, giving us more combat fluidity and use more of air slash and wall slash. 4. At the moment firing weapons got too much buff thanks to the arcanes and galvanized mods, the melee weapons feel useless at the moment. Melee weapons need the arcanes just like the firing weapons got. 5. Depending on what melee arcanes could provide but I think melee need some changes with combo counter. If you are not using the melee focused Operator School then it feels really bad to hold your combo counter, and the problem might be with too many combo multipliers and how many combo you need to actually do. so first of all melee weapons feel weak, only when you get 12x combo counter you are able to get a lot of Critical chance from blood rush, you need to also apply a lot of status chances where and also attack speed from berserker mode, and it all just making the beginning of melee power from combo 0 really weak. So why not just remove some combos multiplier and let it stuck at combo multiplier 5 which just need 80 melee hits, which give you just double damage boost, but making all melee weapons to deal two times more damage, instead of having combo multiplier x12 where it needs 220 melee hits. so even if you lose your melee combo counter you can just quickly build max combo and do some decent damage from combo 0 count. Of course all the mods will need to be changed to match the new max combo multiplier of only x5. 6. Melee stances need some reworks and I don't mean changing the animations or something like that, but I think all melee stances should be equal in power where some melee stances provide good forced status chances and some have No forced status chances and that's bad. All stances should get some base IPS guaranteed status chances to make all of them good to use, you should chose the melee stance by your likeness, 7. Charge attack status rework, some weapon types have forced slash status and they are the only ones that are good to go with charge attack build and I feel it's bad. Charge attack should be rework to force all three base IPS statuses which are Impact, Puncture and Slash, they should give stacks and damage depending on how many % of each IPS they have. For example weapons stats: 23 impact 42 puncture 35 slash Total 100 damage So on charge attack it should force on all hit enemies: 2 stacks of impact, 4 stacks of puncture and 35 slash status damage. Slash is the only one that gives one status because all that matters about slash status is damage it provides. All the rest of impact and puncture doesn't apply damage overtime they need to stack to provide bonuses. That way all melee weapons will have good charge attack depending on what you need in the weapon, if you want most slash damage, you should look for weapon with mostly slash status. Also with just max 5 combo multiplier it would not be a big pain to use charge attack and losing all the combo counter when you can quickly gain 80 combo hits again. 8. With feeling the melee weapons are too weak, I'm just running around with Glaive prime which with good build it just destroy all melee weapons. You throw the weapon, detonate it in decently large area and it just gives a lot of slash status procs that is doing all the work of killing almost everything. I think the glaives on detonation need changed forced status to Blast, not making Glaive prime as guaranteed Slash status. With boosted base damage of 2x due to combo multiplier changes of being max 5x, this melee weapon would be still decently good but not making it overpowered of making all melee weapons pointless.
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