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Mu_Gera

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Posts posted by Mu_Gera

  1. Still the only gripes I've had is fireball still being kinda boring and clunky, immolation eating energy, fireblast being line of sight and having low damage that doesn't scale with immolation level, and infernos fire rings having weak spreading and no status chance after the initial explosion. The passive could also be 10% instead of 5% too, keeping enemies lit is unreliable to only get an extra 25% boost on average for 6 seconds.

  2. So immolations energy drain is insane and pretty much makes it so that you can't really take advantage of the full damage reduction of it, and the immolation level getting higher the longer you use can also exceed what fireblast can release. A cap would be nice and more manageable.

    Fire blast being line of sight sorta ruined it but I guess all the other buffs sorta make up for it. Could have more base damage.

    Inferno should proc heat atleast during the initial explosion and the spread could be better but I'd still take it over world on fire any day. Edit; inferno actually does proc heat on the initial explosion, it's hard to see it though.

    And fireball is definitely stronger but it doesn't feel like it has much power behind it, even when you charge it it feels weak. The charge mechanic also feels really weird with the combo multiplier. if it was just like a single, free fire version of inferno that shot out of your hand, it might feel powerful and not handle as oddly.

    The damage over time stacking of heat procs also feel weak, compared to other dots procs, and that could have some bad implications for embers kit. Edit; after some testing, maybe not? Heat stacking seems to be about as equal to atleast toxin but it's hard to tell.

    The passive seems to be the one thing that is a straight buff, having no limit on it makes sense since it's hard to sustain large amounts of enemies being on fire at once. But the bonus could go from 5% to 10% cause of that.

  3. The heat proc changes have definitely made it leaps more useful than the old heat procs, and while the armor reduction is great I feel like the damage over time stacking is is still really underperforming when compared to other dots.

    Other dots stack by having different procs at the same time which is great for burst damage at the cost of each dot having individual timers, while heat dots have the opposite effect of different procs contributing to a single dot with a single timer at the cost of the damage stacking being worse. This better for sustained damage but not practically, since extra heat procs don't seem to contribute much extra damage unlike other dots. I'd imagine this could be solved by just making extra heat procs add full damage to the dot.

     

    Tldr heat is better than before but the damage over time aspect is still worse compared to other dots.

  4. Inferno seems like it's one of those abilities that suffer from not proc'ing status in any way, I was hoping the initial impact would've proc'd heat along with the fire swirl. The fire swirl spread also seems to barely spread to other enemies, sometimes it looks like the enemies have to basically touch eachother but yet again I only have stretch on.

    Also I'm not sure if this would be off topic but I feel like heat proc stacking seems to be worse than other dot stacks, I haven't done much testing on it though.

  5. 4 hours ago, (PS4)Hopper_Orouk said:

    still it's pretty manageable 

    i have no problem with the efficiency 

    my only fear is if his new buffs made him a numb warframe

    a lot of warframe players like numb warframes...they like as much passive buffs as possible without needing much work

    gauss might be one of the few warframes that require work and movement to play him right....unless his buffs nerfed that

    gotta wait and see for myself

    Except it wouldn't change anything passive about it, the ability is still split so you still need to use the ability twice to get the most benefit. You get half an ability for the full cost.

    And yes the battery efficiency did get buff, now you don't have to spam mach rush for 2/3 of the ability to get the full buffs and you get it as early as half the duration. It's one thing not having passive gameplay but it's another to force synergies and micromanagement to the point that it's all you do instead of actually playing the rest of the game.

  6. 10 hours ago, (PS4)Hopper_Orouk said:

    The fact that it's energy is already reduced (50 vs 75) shows how needy and whiny warframe players are

    If you want to get the best use out of it, like the armor strip, it's gonna cost you more than 75 energy at base. You need to turn on redline, already a 100 energy cost, and then spam thermal sunder twice which would cost another 100 assuming you have full redline, which would require mach rush or cold version of thermal sunder spam.

  7. 3 hours ago, (NSW)ToadBlue said:

    it's designed that way so that players aren't running enemies over to death to encourage using weapons, as Gauss is reliant on weaponry to perform (i.e. Redline). As funny as it would be to kill enemies that way, Mach Rush is designed to be a mobility and CC tool

    What's wrong with that though? Like I said, rhino charge and tailwind damage enemies on collision and they also have cc and mobility aspects. And I doubt that mach rushes damage would be strong enough to warrant it over weapons, even with the kenitic plating synergy. Even so it'd still be better to have it damage enemies on direct collisions than harmlessly knocking them down.

  8. Thermal sunder is still  very energy hungry if you tend to use it how it's seemingly meant to be. Halving the energy cost or making the cold blast regain energy somehow could alleviate the fact that you need to spam both versions for best results.

     

    Also mach rush still doesn't innately damage enemies on direct collisions, and the thermal sunder synergy could be called both a forced synergy and band aid. Doesn't make sense that crashing into enemies at high speeds doesn't damage them, unlike powers like rhino charge or tailwind.

  9. So I sorta figured out why redline is so inefficient, it's because it only gets reasonably filled by spamming dash with mach rush. Thermal sunder uses too much energy and moving normally doesn't fill the gauge fast enough, even rushing with mach rush. Coupled with redline draining the gauge that can stack with kinetic plating drainage, and you get an ability that goes against a frame about being fast because the gauge fills so slowly otherwise. And adding duration, to enjoy the buffs longer once you've reach full gauge, only makes reaching the full gauge worse and exacerbates the entire thing.

    Also, reminder that hitting enemies directly with mach rush doesn't damage them, despite turning gauss into a high velocity object.

    • Like 2
  10. 17 hours ago, Brucely said:

    I've seen that a lot of people want it to have stacking additive collision damage or something, and I understand why. I would be fine with it either way. To me, it is mainly a mobility ability, so I'm having fun whether it does damage or not.

    If anything it needs to damage enemies on direct impact, in whatever way. Considering that redline forces you to spam mach dash instead of rush, And trying to line up enemies near walls is not always an option.

  11. On 2019-09-10 at 1:23 AM, Brucely said:

    Impacting enemies with Mach Rush should add battery charge

    Sure, but what if impacting enemies with mach rush also damaged them, you are hitting them at high speeds after all.

     

    On 2019-09-10 at 1:23 AM, Brucely said:

    Thermal Sunder

    The damage lowers as the area shrinks so that could be not a feature at all, it's a pretty small, energy consuming ability at base already.

  12. So after seeing a couple vids showing speed buffed mach rushes, I realized that the damage component is still lacking no matter how fast you go.

    Along with needing a damage component against enemies you directly mach rush into, the ram and shockwave damage should scale with speed like how heavy impact does. Maybe the range too but definitely the damage part.

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