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IfritKajiTora

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Posts posted by IfritKajiTora

  1. 15 minutes ago, (PSN)GEN-Son_17 said:

    The way you think about his abilities is why you think they are not good. 

    His passive is his only weak point.

    Frost's 1 can lock down a corridor, freeze a tough enemy and the splash of it gives cold procs, which now bugs crit damage, and slows nearby enemies. Combined with his globe, the explosion causes a dispersion, pushing enemies away from a critical point. Lastly, that augment not only greatly increases weapon damage, it can create a viral weapon instantly, if modded correctly.

    His 2 adds critical damage via the new cold proc, slows enemies AND projectiles and doesn't care about obstacles. Slowing enemies in a wide and long range can effectively shut down an entire tile, buying time in mobile defense and make headshots easier for teammates. It's also cheaper to use while still increasing survivability because slow enemies shot less, miss more, react slowly and will get left behind.

    His 3 and 4 are legendary, so no further discussions there. 😂

    To be honest, Frost is now the most powerful frame in the game, IMO. Armor stripping, slowing, freezing, team armor buffing, team defense supporting, team elemental damage buffing, team crit damage buffing, can super tank and direct aggro....and atop of all of that, now has some of the highest survivability stats for himself AND companions thanks to the new update. I think touching Frost now would be a waste of DE's time. Choose another frame.

     

    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.

    • Like 8
  2. 32 minutes ago, Skoomaseller said:

    i think he needs a buff/change to his passive, 1 and 2. the latter half of his kit is alright. maybe bake in some of his augments as well 

    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.

    • Like 4
  3. 5 hours ago, Waeleto said:

    I see so many people calling for a frost rework now that hydroid's rework was an incredible success and as a frost main i don't think he need a rework
    He can use buffs like the ones that yareli received in lua's prey but his kit itself is good, his augments are good and he's IMO fun to play 

    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.

    • Like 13
  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:

     

    • Like 5
  6. 24 minutes ago, Vargala_Svett said:

    Can we please be able to dye our helmets on warframe with different dyes then our body? 

    It drive me nuts when I try to use a different helmets then the default one that goes with the body and the dying is off.

    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.

    • Like 1
  7. 3 hours ago, (PSN)Joylesstuna said:

    Other then fixes to heavy attacks(especially initial combo) I think melee is in a fantastic spot and still competitive with guns. Melee was the end all be all for over five years and so happy those days are over. Melee is still amazing, it's just not the only right option now. Some stances needs to be reworked for sure but adding arcanes similar to primary and secondary would be a terrible thing and bring us backwards.

    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.

    • Like 1
  8. 1 hour ago, (PSN)Joylesstuna said:

    Other then fixes to heavy attacks(especially initial combo) I think melee is in a fantastic spot and still competitive with guns. Melee was the end all be all for over five years and so happy those days are over. Melee is still amazing, it's just not the only right option now. Some stances needs to be reworked for sure but adding arcanes similar to primary and secondary would be a terrible thing and bring us backwards.

    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.

    • Like 1
  9. 49 minutes ago, (NSW)BIGFO0T said:

    This is wild tho. Baruuks fists alone outclass every aoe weapon in the game, let alone glaive, contagion and others that benefit from combo count

    The arcanes could not work for exalted type weapons.
     

    49 minutes ago, (NSW)BIGFO0T said:

    Current damage is 3 or 4x at 12x combo. Why would anyone want to take a nerf? Plenty of ways to get around the combo count thing outside of naramon, like weapon swapping, incarnon perks thay grant combo count with ammo pick up. Hell, most of my melee builds that dont use strip in frame rely on unairu and i have no problem maintaining combo count

    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.

      

    49 minutes ago, (NSW)BIGFO0T said:

    Glaive is good but its not really an active melee playstyle. You can get higher kps on everything from reaper prime to dual kamas prime, any of the big boi hammers, hell even niche stuff like verdilac and wukongs 4 can easily out dps/kps glaive prime. Its all about playstyle.

    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. 2 minutes ago, (NSW)BIGFO0T said:

    This already happens if you hold aim/block while wall latched and let me tell you, as someone who enjoys zaws, if there was one thing i could remove from the game, it would be this. You wouldnt believe the amount of times ive launched directly into an acolyte i was trying to pick off from a distance with contagion because of this stupid animation

    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.

    • Like 2
  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.

    • Like 2
  12. In my opinion most of the players are leaving the game early, when they play some mission and they are bored with the Warframe and weapons they have.
    They should be able to get all basic weapons for free early in the game, what I mean is all MK-1 weapons.

    Then players leave because they don't have any goal in the game, you just push them into the world without any quik goal.
    There should be a mini quests like go there to get parts and craft weapon, go there farm parts and craft warframe.
    Also they should have crafting pass for all 3 warframe parts and main BP and each weapon type, primary, secondary and melee, the pass should make them not wait for build time, so instead of waiting 12-24 hours for an weapon or 3+ days for warframe.

    I myself almost leaved the game, because I had no goal on beginning and then I needed to wait for new weapons to craft which timer waiting for build made me rage quit. After several days I came back to get those weapons, some players might not come back after they farmed parts and then they are forced to wait or PAY PLATINUM.

    After player gets some weapons and have atleast 2 warframes he don't care that mutch about craft time because he have some tools to play with so he can wait.

    Also when plains of eidilon was released, new player rushed to unlock plains of eidolon and they were farming those boring bounty missions over and over again and then quit, because it is not where they should play... plains of eidolon is unlocked too quickly for new players.

    • Like 3
  13. I got a problem and what I type would be a nice fix.
    I gone for a kuva litch to get new weapon, tried several times and I was just getting duplicate weapons.
    On my seventh try, I pressed by mistake X too soon to capture litch before even seeing what kind of weapon he got, because I was thinking about something different 😬
    Before even animation ended I quickly pressed ALT+F4 to close the game.
    But when I logged in I already had a kuva litch with the WEAPON THAT I ALREADY HAVE.
    So I don't want to go back into the game for now, killing the kuva litch takes too long.

    So the changes:
    -First of all after capturing the kuva litch it should be accepted only if the player completed the mission.
    -The second change would be a remover of Kuva Litches, you press button to remove litch, chose one of your captured litches to take care of the litch that you have right now to kill. But for exchange you set this captured litch free.

    • Like 1
  14. I'm disappointed with MELEE CHANGES PHASE 2
    The most importand thing that as told on Older Devstream about melee 3.0 was the free movement with melee, but it isn't with all stances. Many stance still suffer from interrupting your movement.

    Many melee stances while holding Forward and then pressing melee, stops your movement foward. Which was the key in melee 3.0 to not let that happen. Please fix that all melee stances don't interrupt your movement while holding moving forward.

    Still thing that doing different combos doesn't change much if combo doesn't have for example slam.

  15. From the beginning of Fortuna K-drives were useless for me, because there is archwing.
    Saw the newest devstream about making K-drives useful and I just made a quick thoughts on it.


    1.Make K-drives equipable in ALL missions, I don't see a point of restricting them only to open worlds. It's a nice difference beetwen archwings and for the more points down below.
    Optional: 
    a)Make them equipable with Operators, I know that they have void dash but it would be nice to make them use something.

    2.Make sprinting for Warframes and operators default, no longer need to hold sprint key to run.

    3. While holding sprint key K-drive appear while running and your Warframe/operator step on it without any stop, just still moving smoothly forward and you are on K-drive, but it's a different K-drive equipment that works differently, let's call his "Quick K-drive mode" (explained below). So K-drives become a new sprint key which is faster sprinting. Pressing once or tapping sprint key still makes roll.
    How this works?:
    a)You can still equip your K-drive as it is now to make tricks and some other stuff.
    b)Equiping K-drive with sprint key don't allow you to do tricks, it works as melee 2.9/3.0 any action with auto unequip this K-drive mode:
            -Pressing shift, make immediately roll and unequiping K-drive.
            -shoting will unequip "Quick K-drive mode"
            -aiming will unequip "Quick K-drive mode"
            -melee attack will unequp "Quick K-drive mode"
           -Slide right now have no idea : P
           -Jump will do higher jump and unequip "Quick K-drive mode"
           -Holding jump will charge up higher jump and unequip "Quick K-drive mode"
    So almost any action that is not standard moving around or sprinting will unequip "Quick K-drive mode"

    4.Each K-drive have it's own 4 abilities just like Warframes, so you can have additional 4 new abilities by just sprinting and entering "Quick K-drive mode".
    I like the way how we can quickly go into operator mode and do something different, so having quick K-drive access with new possibilities would add even MORE possibilities : D
    So what kind of abilities? there can be done several ideas, but to show it up here is an CC example type of ability:


    Of course all can be changed depending on what DE is going to do with that. Maybe I'm missing something, or maybe someone will get a better idea from this one.
    Cheers.

  16. Well in every new Warframe I see the problem: It looks fine but the problem is that you have to do something to make it work, while there are many other Frames that are doing the same or something really similar with just ONE button press.

  17. 1 hour ago, GnarlsDarkley said:

    I never said buff anything. And nerfing isn't a good solution to ANYTHING except for balancing reasons. It's just another artificial difficulty you want then. Other wording same result 🤷‍♂️... If you deal only 1% due to enemy armor or by nerfing your damage by 99%

    "But to make it fair and balanced many of these abilities should be nerfed" This is what I typed, so it's a balance reason.
    If that's for you isn't balance then up there you can see what is problem with these abilities and enemies etc. Result: Warframes with no tanki or invisibility abilities will be able to survive, and Warframes even without using these abilities will be able to survive. Right now you need to use these abilities over and over again to survive, OH I forgot to recast, too bad you died LOL.


     

    1 hour ago, GnarlsDarkley said:

    Then don't? Use only 4 mods, or none at all if you want stupid and dumb difficulty.

    The challenge is when you use 100% you can but it's still hard, not to mention that it says clearly that the game isn't balanced. Does someone goes to competition without training because it will be CHALLENGING?

     

    1 hour ago, GnarlsDarkley said:

    Show me a low MR weapon which can compete with Tigris Prime, Tiberon Prime, Gram Prime or any other MR14/15 weapon.

    Kripath zaw as polearm - Insane range with primed reach and hybrid build with blood rush and Condition overload, this weapon have Viral and you can mod it for corrosive to reduce armor. I'm using it all the time because it's one of the best and just use it with quick melee. But it doesn't require any mastery rank, you need to acquire it via event, so we could say that it's should not be listed here.
    Catchmoon - 20-40k damage, No mastery rank requires so I guess it's out of the list too.
    Lenz MR8 - One shot provides 40k damage AoE killing several enemeis with ONE shot.
    Ogris MR9 - AoE damage, less damage than Lenz but have a decent status chance, still killing several enemies with ONE shot. Worse than Lenz but one Master rank higher requires.
    Staticor MR10 - AoE damage, killing several enemies with max charge around 12k-20k damage, normal shoots to reduce enemy armor with around 90% corrosive status chance.
    POX MR9 - decent AoE, with decent damage, stripping quickly armor and knockingdown enemies when builded for 100% status with corrosive and blast status.

    Not using other weapons since they are weak or don't have AoE damage to kill several enemies at once so I'm just ignoring them. Since it's a HORDE game. Too many enemies to kill one after another.

  18. 2 hours ago, GnarlsDarkley said:

    Nice bait title for "I want everything nerfed!"

    Ahh ok so let buff all abilities to 99% damage reduction, and increase enemy damage by a lot. So making non tanki, non invisible frames even more useless :clap:
    Oh and remove efficiency limit to be able to apply 90% efficiency :facepalm:
    BUFFS only please, 0 nerfs.
    People really are scared of nerfs. I really don't see a point with being OP and not having balanced stuff, just playing the same OP weapons and Warframes all the time. (Warframes doesn't have any tiers or mastery rank requires, so they should be balanced, use any frame you want if you know how to play them. And some weapons are too much powerful in comparing them to higher mastery ranks weapons)

  19. 1 hour ago, sam686 said:

    Problems with reduced enemies spawns:

    1. Enemies drops materials will slow down.

    2. Solo mode (1 player) already have reduced enemy spawns compared to multiple players in squad.

    3. Exterminate missions sometimes spawns enemies too slow, where the way-point is pointing at extraction with not enough enemies.

     

    Ever tried nightmare mission with energy drain modifier? This will make using Warframe abilities very difficult. There is no need to nerf Warframe abilities, if we mostly cannot use any abilities with Nightmare mission, energy drain modifier.

    Those are just ideas for DE:
    1.Just make higher drop chance, depending on how many enemy number is reduced.
    2.Yes, and even solo on higher leveled content you have a lot of enemies. So the only think I see the problem is with low leveled missions, but low leveled missions won't suffer from that.
    3.Well the number of enemies needed to kill would be reduced.

    I though that many stuff would be obvious.

  20. This post was created for DE to read this and give them some ideas for incoming difficulty fixes. Hopefully they will read it, which not often happens, sadly 😞

    1.The enemies and our damage.

    Problem nr.1:
    On higher leveled missions there are TOO many enemies on the map, which makes AoE weapons and abilities more useful, if not the only best option. Making combat kind of unpredictable, even if you try to shoot them or hide, there will be always one guy that shoots you from random direction, just too many of them.

    Problem nr.2:
    Enemies are too easy to kill, with our fully moded weapons most of them get's ONE shoted, which is kind of boring.

    Fix to problem nr.1:
    Reduce the amount of enemies spawn on the map, to make snipers, bows and other NON AoE weapons and abilities useful.

    Fix to problem nr.2:
    With the less enemies on the map, the enemies should have MORE health and shields, instead of having army of enemies that gets one shooted, but you also gets damage almost always from a guy that you didn't noticed.

     

    2.Non tanky warframes are screwed, non stop ability spamming to survive.

    Problem:
    Many people chose tanky, invisible or invincible warframes for end game, avoiding squishy warframes that don't have that type of abilities. The problem is that many of these abilities are overpowered and the enemies are doing too much damage and making it unpredictable with how many enemies spawn(Problem with enemies fixed in point 1).

    Fix:
    In point 1 there are fixes for enemies so there should not be a big problem with how much enemies do damage, so there is possibility to survive without using any of survival abilities.
    But to make it fair and balanced many of these abilities should be nerfed.


    List of abilities to nerf:

    Trinity:
    -LINK instead of providing 75% damage reduction should provide 60%.
    -Bless up to 60% damage reduction instead of 75%.

    Frost:
    -Snow globe health drop to 3000, instead of 5000

    Gara:
    -
    Damage reduction caps at 75%, instead of 90%.

    Inaros:
    -Inaros base health at rank 30 1600 instead of 2200.

    Mesa:
    -Shatter shield caps at 80% damage reduction instead of 90%.

    Nekros:
    -Shield of shadows augment caps at 75% damage reduction instead of 90%.

    Nezha:
    -Warding Halo absorbs 80% damage instead of 90%.

    Nidus:
    -Damage redirection is capped at 75% instead of 90%.

    Nova:
    -Null start maximum of 18 particles a damage reduction of up to 80% instead of 90%.

    Rhino:
    -Iron skin base 800 health instead of 1200.

    Wukong:
    -Defy is clearly making him immortal, you just need to refresh this ability sometimes. But there is rework incoming, so probably nerf to this.

    Also mod adaptiation nerf: Damage reduction up to 80% instead of 90%.

    I know that this doesn't sound good with these nerf, because people don't like nerfs, but thanks to this we can reduce enemy damage, and squishy Warframes can still be usable without these abilities. While all Warframes that have these abilities won't be almost immortal with the less enemy damage.

    • Like 1
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