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Hyohakusha

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Posts posted by Hyohakusha

  1. I dig the stance changes for the most part, Defiled Snapdragon lost quite a bit of mobility, but a few of my other favorites gained mobility and for the most part steps that plant you in place seem to have been reduced by quite a bit. Dunno why people are complaining about the damage, I'd rather yellow crit for 25k than red crit for 250.

    Only have two complaints. First, the parazon relic mod grind. You need two of each relic, minimum. You need 800 freaking traces to refine them, minimum. I get that the drop rate on floods is bugged atm, but that's still a ridiculous wall of grind before you can actually go after a lich, and that's what I want to do; hunt down the liches, not hunt down relics and burn 40 just to get traces, with a booster. Considering how many people we have to shank with the parazon (which is quite fun) I fail to see why the Requiem Mods should be consumable. That's just unnecessary padding of grind, and it's adding an un-fun grind on top of a fun one. A "spells per day" mechanic where the charges regenerate would be much better than a "you cast it and your brain forgets the spell somehow" mechanic. Like have them be permanent and regenerate one charge per day. With the sheet variance in Liches and their weapons, there's more than enough to go for without adding consumable mods on top.

    Second...
    ONT8r30.jpg

    MY EYES!!!

    (My frost is jet black and dark blue btw. Kinda hard to tell.)

  2. 3 minutes ago, Xion014 said:

    Personally I think it should be increased to 50% considering how long it takes for Kuva Flood missions to actually appear.

    It's supposed to be a guaranteed drop off of floods, with a 30% chance from siphons, but yeah, ngl, the spell mod grind is gonna get old real fast. You need two of each relic, minimum, then you need 800 traces to refine them, then you got to pray that you dont get screwed when you pop the relics. I'd much rather hunt lich's than relics and traces, and the fact that the Requiem Mods are only good for three uses doesn't help. Wizards don't forget spells after casting them once lol.

  3. 6HnCzQ2.jpg

    Her name's Tiss Axudosu. She's quite hideous (as you can see) and seems to be a bit of a tsundere. Unfortunately for her, she's not my type and she's carrying the one gun I wanted more than any other lol. 29% boost to impact on the Kuva Chakkhurr, which is primarily impact, found her on Naga with Gauss. Dunno why the text info isn't showing when I take pics anymore.

  4. 52 minutes ago, Dlor said:

    Just completed a Kuva flood and did not receive the relic.  End of mission results said I got some mods, some resources and some kuva, but no relic.  Just checked last mission results and doesn't even have the kuva on that or any other drops besides credits and endo.

    Same thing here. Only got one off a regular siphon so far. Also, I don't see any alerts for the relics either.

  5. 1 minute ago, Chroia said:

    Good post, 1 nit:

    That's RNG 4 and 5, as they're rolled separately.

    Oh god, you're right. I forgot about that lol. Heat/elec/cold/toxin then the value. Yeah, I really don't see how the hunt itself isn't enough as is. I'd be perfectly happy to grind Lich's, and Lich's alone looking for that ideal roll. The charges are just a bit too much.

  6. Ngl, the loop doesn't sound very appealing as it goes on.

    - not conjecture based on what we know
    *conjecture

    1- Farm R. Relics from Kuva missions. No problem there, they're pretty much all I run anymore anyway.

    2- Refine them to Radiants, since obviously, no-one's going to be looking for intacts in recruiting chat. There are eight mods you need. There's going to be a rather limited pool of people running them at any given time, simply because of the amount of traces we'll need, not to mention the RNG involved in getting eight different relics. Once you find a group, you have to hope everyone doesn't roll a pexilus. And you will need all eight Requiem Mods, but I'll get to that in a second. (5)

    3- After grinding your butt off, you have to hunt down your Lich.
        * From what I can tell, this is going to involve running around random nodes in your Lich's area. Whether you find them automatically or it's like an assassin hunt remains to be seen. Really hope it isn't random though. There's already enough of that and we aren't even close to done.

    4- See that your Lich is armed with a freaking Seer or Kraken; immediately faceplant onto your desk.
        * If there's a way to simply abandon the hunt, cool. That way you won't have to waste any of the resources you spent at least an entire day to get, before you could even go after the Lich in the first place. If capturing them as an ally doesn't consume any charges from your R. Mods, cool, though now you have a pleb with a Seer or a Kraken that shows up to "help" every now and then. If you absolutely have to burn charges, simply to get past Mr. Kraken Lich, while running the risk of rolling a new Lich who just has the same guns, that is going to absolutely suck.

    5- Actually taking down the Lich is going to require 3-4 encounters on average. Three R. Mods on your first run, three on the second, the last two on the third to be certain of the combination needed to take them out. There will be edge cases of luck where you just happen to have the correct three on your first or second attempt, but in general, it'll take 4 to be sure.
       * Again, if "vanquish" means "stab through the face with your parazon and kill them" cool. If it means "capture or kill" that'll still be annoying, but how annoying it will be will depend on how many charges are on R. Mods. And let's not kid ourselves here, it's probably going to be three. Knowing DE's history, ten "charges" (they're going to be consumable ranks, obviously) like a Primed Mod would be too kind.

    6- After "vanquishing" X amount of Lich's, repeat from step one. Get more relics, get more traces, sit in recruiting chat, hope you don't get screwed when the relics pop, hunt down the lich, pray it doesn't have crap gun, figure out the R. Mod sequence, fight it 3-4 times.

    Caveats: The obvious one is being forced to power through a bum Lich, which after a few loops is going to be any that has a gun that you already have or aren't interested in getting in the first place. Another issue comes up with the random value of elemental damage on the guns. From the example Lich's in the devstream, there is a variation to the percentage of bonus damage. If it's set between 25-50%, cool, but as someone pointed out in another thread, it seemed to range from 24%-60%+. Which means...

    RNG 1 - getting the relic
    RNG 2 - getting the R. Mods from the relics
    RNG 3 - getting a Lich with a Gun you want
    RNG 4 - getting a decent roll of elemental damage

    ... and again, that's not even including everything I outlined above. Honestly, I really don't like the idea of R. Mods being consumable at all. Even with 10 charges each. Those first two steps of RNG being made mandatory to repeat just isn't necessary. Hunting down Lich's for their guns and the rolls on their guns should be the focus. Adding an annoying grind wall we have to repeat just to gain access to the third and fourth steps is going to get old real fast. If there's a way to abandon the hunt on a Lich that isn't worth the effort, or at least have them not consume any charges, it's still going to be annoying when they show up with undesirable guns, but at least you aren't wasting resources.

    We'll just have to wait and see when it drops, but I will say that we shouldn't "hate the lich" because after all's said and done, it just turns out to be a massive waste of time and resources that slaps us in the face with a Kraken.

    • Like 4
  7. 4 hours ago, BL4CKN0ISE said:
    • Nerfing the Catchmoon is a problem because apparently it's necessary for harder content.
    • 75 Vitus Essence is a problem because it's too hard to get.
    • We have too much energy and it makes the game too easy.
    • Melee will be dead if we can't hit enemies 20 meters away and keep CO and BR as they currently are.
    • Anything else?

    This is the most confusing community. I was a new player at one point and Warframe was harder. I'm not a new player anymore, so I play harder content. Is that choice a struggle for certain players or something? Arbitrations doesn't take that long to get pretty challenging for a lot of frames. 

    I read so many topics that seem to contradict each other and they're all popular. People hate power, but they hate nerfs. People want challenge, but they avoid harder modes. I know how this works. They're not always the exact same people, but sometimes they are. It's just fascinating. 

    This is basically a pointless topic, but I guess my overall point is there's no easy answer for Warframe. Balancing, creating endgame content, new player experience, etc. This must be so difficult for DE. 😟

    Nice to see someone else noticed the insanity lol. To try and shed a little light on some of this...

    - Catchmoon's not good in long endurance runs. Too slow, too little status and fire rate. However, people hear its good, only use it on starchart trash mobs, then never bother to try other things because for some reason they're incapable of trying stuff out for themselves. Just watch, when its fall-off gets hit, it'll switch to "Catchmoon's trash" even though it'll still be good for appropriately leveled content.
    - If you run a lot of Arbies you'll see people bail after one reward rotation, or as soon as they realize their allegedly OP weapon isn't nearly as good as they thought in certain situations. Then they'll complain about armor.
    - They don't understand the concept of progression, or forgot the jump from being a new player who can only cast their abilities once or twice a mission, and how awful that was. Then they'll contradict themselves in their suggestions and not even realize it. Or they seem to want the game to become some dull, boring, generic shooter, or think it should be a Souls-like. There will never be a truly quantifiable reason beyond them feeling like it should be like that.
    - They probably only ever used the Atterax because they heard someone else say it was the best lol.

    A few of my personal favorites I've seen over the years are "We're too strong" which is followed by "enemy armor scaling is ridiculous" or "Mag sucks" vs "X frame is broken", "The Atterax is the best melee weapon" vs "Why would I use any other melee weapon" followed by the classic "Maiming strike makes slide attacks broken".

    I think: What content are you playing? Did you actually take a few minutes to figure out how elemental damage works? Did you bother to try out some different builds? Did you bother to try testing it against other weapons? You do realize that combos add damage and have guaranteed procs right?

    Honestly man, just ignore/ get some laughs from them. As long as you're having fun and getting a kick out of it that's all that counts. The longer you keep playing this game, the more it's going to jump out at you, and it's always based around people just repeating things they heard without actually testing them out on anything harder to kill than a lv45 Bombard. Or even testing anything out for themselves in general. Or actually thinking at all lol. Like you pointed out, it is a fascinating look at the way people's brains function.

    • Like 1
  8. On 2019-10-25 at 5:28 AM, NinjaZeku said:

    don't see the problem here, TBH.

    You play the game, get better stuff, and benefit from that.

    That's ... that's just how it should work.

    Correct, like gaining access to being able to cast your abilities more than a few times across the entirety of a mission.

    On 2019-10-25 at 5:33 AM, SolarDwagon said:

    progression is good. But new players having frame abilities be depowered because vets can use those same powers in such a different way isn't a great way to enforce progression. We should be better at using them on top of having them somewhat stronger.

    It's almost like that gives new players something to work towards, a genuine sense of becoming stronger.

    On 2019-10-25 at 5:49 AM, Qmiras said:

    On a game with so many options it should not exist one that override the rest.

    This game is nothing but options, there are none that truly override the rest, only a false perception of something being "OP" or "broken" which gets propagated by people parroting what they hear without trying things for themselves.

    On 2019-10-25 at 6:14 AM, Loza03 said:

    Limitation is the mother of invention - gameplay, especially replayable gameplay, is fuelled by players having to come up with inventive solutions to problems, either by necessity or because it's fun.

    You know what's not fun? Arbitrary limitations that prevent you from utilizing your frames abilities. Being a new player and getting only a few ability casts per mission isn't fun. Once you have access to a variety of ways to get energy and truly use your frame to its fullest potential, that's when you can start figuring out fun new strategies, by actually trying them out for yourself.

    On 2019-10-25 at 7:45 AM, SneakyErvin said:

    You simply dont impact a full roster with a nerf in order to fix a handful of outliers. That is just bad balancing and bad design.

    Hey look, someone with some sense.

    It's almost like people just run with the first thing they hear, repeat it simply to agree with each other and not realize how often they contradict themselves or show that they're only thinking of things from one narrow aspect.

    • Like 1
  9. If it's in-mission pickups that get stolen, who cares. If they somehow manage to sneak onto your ship (and I can't see how they'd accomplish that) and steal things like r10 prime mods and rivens, then yeah, that's a fairly disgusting design decision and something worthy of criticism. We'll just have to wait till next week to see.

  10. 6 hours ago, (NSW)Galerunner said:

    played 200 hours (probably not much compared to a lot of people on these forums, but it's a lot for me.)

     

    6 hours ago, (NSW)Galerunner said:

    If there's another weapon that remotely rivals it, I haven't come across it.


    :facepalm:

    Those two statements aside, it already got nerfed right after it came out, and it's quite capable of running out of ammo. You can't fire it continuously without stopping and allowing it to recharge. It has fall-off. It doesn't get headshot multipliers. It's only effective out to 20 meters. There is a very big difference between the numbers you get on a calculator and actual application in mission.

    • Like 2
  11. 11 hours ago, Jarriaga said:

    1. 150 Intermission II Creds (30k kuva)
    2. 2000 Endo (goes towards maxing a prime mod and selling it)
    3. Weapon Slots x2 (going to need them eventually)
    4. 200 Ducats (goes towards buying said prime mod)
    5. Arlo's Flame Decoration (will sit next to Rell's fidget spinner)
    6. 50 Intermission II Creds (10k kuva)
    7. Kuva x 20000 (self explanatory)
    8. Wolf Salute - Emote
    9. Orokin Catalyst (going to need it eventually)
    10. Orokin Reactor :vomit:
    11. 50 Intermission II Creds (10k kuva)
    12. Kuva x 20000 (self explanatory)
    13. Napalm Grenades (Augment)
    14. 3-Day Affinity Booster :thumbup:
    15. Eidolon Ephemera (I must've missed this somehow)
    16. 50 Intermission II Creds (10k kuva)
    17. Exilus Adapter (going to need it eventually)
    18. Ancient Scrawl
    19. Liset Athari Skin
    20. Wild Frenzy (Augment)
    21. 50 Intermission II Creds (10k kuva)
    22. 3 Forma Bundle (going to need it eventually)
    23. Ayatan Anasa Sculpture (goes towards maxing a prime mod and selling it)
    24. 50 Intermission II Creds (10k kuva)
    25. Arcane Energize :thumbup:
    26. Aura Forma :thumbup:
    27. Warframe Slot (going to need it eventually)
    28. Saturn Six Syandana
    29. Umbra Forma :thumbup:
    30. Saturn Six Armor Bundle

    You guys are just looking at this from the wrong angle. I may already have 18 blue and 26 gold taters along with more nitain than I could need, but what I see on this list is plat, 120k kuva and stuff that's just useful in general. Especially with the melee changes inbound, which, like someone said above, is what we're going to be focusing on anyway. 22/30's a nice ratio imo.

  12. Something is causing K-Drives to make your frame repeatedly dismount them on deployment, whether its from the gear wheel or a hotkey, or if you're simply trying to get back on after getting knocked off. Your frame will jump on, then immediately jump off, anywhere from 1-6 times. I checked with multiple keyboards to make sure it's not an issue on my end, even though having it happen from a hotkey or the gear wheel ruled out a single busted key being the culprit. It doesn't seem to be quite as bad as it was since the zipline fixes that just got dropped, and inclines or rough terrain seems to be affecting it in some way.

    Also, as @Hiporeale and quite a few other people have pointed out, Nikana Zaws have odd things happening with their sheathes, and more that one holster style is either messed up, or disappears entirely from the appearance UI, with Nikana's and Blade Whips seeming to be the worst.

  13. The holster style adjustment option for all three Nikana's, Skiajati and Nikana Zaws disappears from the appearance UI after equipping them on more than one frame, and won't show back up. I've tried unequipping them from all but one frame, but the option's just gone. Considering that holster styles cost plat, this should really be fixed. In addition, Nikana Zaws have been broken for a while now, appearing with multiple sugatras attached to their handles, extra phantom sheaths floating off around your frame at weird angles in the arsenal, as well as a generally messed up alignment between the sword and the sheath in-mission, with the sheath or handle sometimes disappearing entirely.

    gBlRRkE.jpg

    7y6isea.jpg

  14. On Hema, I absolutely agree. Short of buying multiple boosters and using a specific frame set up for farming, there is no way to research it without running Derelict Defense until you're burnt out, even with an active clan. The fact that is not worth the 5k minimum samples it takes to research only makes it worse. That said, the "we did it so you should have to" sentiment would be more accurately described as "they did it so you should have to", because I haven't heard it from players, only from DE. 

    On Focus, it's a mixed bag. The overall cost to unlock nodes is still absurd. The exponential cost of pool points it takes to even activate those nodes is even worse. The fact that pool points have to be bought in fixed increments of focus from a single focus school doesn't feel right either. If pool is universal, you should be able to spend any amount of focus from any number of schools on pool points. After completing an entire school and unlocking it's waybounds, your going to have points left over. Without wasting time, daily focus cap or lenses to hit that specific number to buy the next increment of pool, those points are wasted. However, the focus grind itself is no where near as bad as it once was. You can easily capture 4 Teralysts for a hundred thousand extra a night, and ESO is far better than Adaro ever was, allowing you to hit your cap in 1-3 runs, even without an affinity booster. Another pass on total cost and an adjustment to the way pool works would be great, as with ESO and Eidolon hunting where they are now, focus would finally be reasonable. DE needs to do some work, but at the same time they playerbase's perception of focus grind hasn't quite caught up to where it actually is yet.

    Now, as for Conclave. People aren't going to like this. Conclave is the only mode in the entire game that actually rewards skill. I don't mean knowing how to build a frame or weapon for the job, I mean actual hand-eye coordination, reflexes, ability to aim and an understanding of the mechanics of movement in Warframe. People don't like Conclave because they don't like irrefutable proof that, when confronted by something other than an AI, they suck at the game. On one hand, you can't entirely blame them for that; the rest of the game is a power fantasy. You only need to understand how mod and use your abilities correctly, then you can mow down enemies left and right, and there's nothing wrong with that. But at the same time, time and time again, I will see someone post "Conclave sucks" in region chat, click on their profile, and see that they have 0 kills and 0 deaths. They never even bothered to try, simply because they heard that the game mode is bad from other players. That's on the players, not DE. Other than a few outliers, and mainly two weapons and zaws, Conclave is very well balanced, which is astonishing considering how many pieces of gear are available.

    As for the video addressing medallions, that was just sad. Someone who put in the effort to get to Typhoon isn't "entitled". They put in the effort to get there. That's exact opposite of the definition of entitlement. Entitlement is thinking that you have a right to something when you put in no effort to achieve it. Would farming a few HUNDRED universal medallions to get there be an effort? Yes. It would also be sheer insanity, like having to farm five thousand mutagen samples for a gun. Or you could actually try out Conclave for yourself, instead of listening to people who simply jump on the hate bandwagon, many of whom, like I pointed out earlier, have never even bothered to try the game mode. Basically the same situation you encounter in any PvP game, though in Warframe, that sentiment is fueled by player's perception far more than it is by any faults with the Conclave itself. Trying it once, getting killed by someone who's been playing far longer than you have, and immediately dumping on the game mode doesn't make it bad. You not bothering to learn doesn't make it bad. That reaction, the perception, and the hate conclave gets are the reason why there aren't may people playing it, which of course then just gets lumped into another reason why "Conclave sucks".  And universal medallions weren't going to do anything to change that.

    I know people aren't going to agree with that; I don't mind one way or the other. And trust me, the skins and syandana don't look anywhere as nice as you think they do. Just try not to add to an unreasonable looping cycle of hate for one game mode simply because it wasn't your cup of tea. :tongue:

    • Like 6
  15. 12 hours ago, (PS4)Hopper_Orouk said:

    How can he survive eidolon though

    They do tau damage and magnetic 

    Don't tell me adaptation he still won't survive

    Yes, by using Adaptation, though that's only a safeguard. The only dangerous attacks they have are their AoE's that fall from the sky. On pub's and in general it's not hard to roll, slide, jump, operator-out or boost out of the way of their other attacks. All of them are slow and have obvious audio and visual tells. As anyone who regularly runs Eidolons knows, on any halfway decent team, Harrow, Oberon, Trinity or Limbo negate any danger of getting dropped. Volt's would be dying like Ember's in Mot if they didn't. On a good team like this...


    ... the Eidolon doesn't even really get to attack. 

     

    15 hours ago, (PS4)Hopper_Orouk said:

    Me and you are consoles we haven't tried him yet with the new changes...so maybe i'm exaggerating 

     

    But other PC players are saying that they over buffed him...the percentages are way too high

    I love how people who haven't tried, or tested, or don't even own a certain frame feel as if they're in a position to make an educated suggestion about buffing or nerfing, simply based off of what they've heard, without providing any proof for what they're saying. He's fine as is. He was fine before. All they did is make it so you can consistently cap Redline with his 2 up, and let him hop while you're dashing with his 1.

    Here's the build I've been using.
    0WiLGrZ.jpg

  16. Using him feels like playing Armored Core in Warframe, it's awesome. His 4 even sounds a bit like a pitch shifted overboost start-up. I don't get the hate that he's been getting, beyond the usual stuff, like people who don't even have him jumping on the bandwagon, or people not bothering to actually read how his abilities work, or just flat out building him wrong. If someone isn't used to moving that fast, that's on them.

    With 297% duration/ 130% efficiency/ 40% range/ 100% strength and Vigorous Swap he's capable of outputting an insane amount of damage in seconds. And I mean like TWO seconds. Dump the mag of any gun and instantly reload it; enjoy having a 100% base damage boost with any melee weapon that also auto-staggers on any hit. Then his 2 renders him immune to physical damage and knockdowns, which is what the vast majority of enemies in the game do, outside of infested fart clouds and puke puddles. On top of that, enemies can barely get a bead on him when you're moving properly, and when they do, you just get energy back and take little to no damage anyway.

    He can DPS an Eidolon with his signature gun, he can tank the entirety of the starchart and he can run on water to flex on people Jesus style. Definitely a new favorite frame for me.

  17. For any lefties like me out there that hate normal keyboard bindings in general.

    Numpad
    5123 = Movement
    4 = Melee
    6 = Melee Channel
    789+ = abilities
    0 = toggle sprint/ roll
    . = hold to crouch
    right arrow = jump
    up arrow = reload/ activate/ pick up/ revive
    left arrow = primary/ secondary fire modes
    page up/ down = ascend/ descend in archwing
    left click/ right click = shoot/ zoom
    scroll = swap weapons
    vbnm<>? and right shift are hotkeys

    down arrow used to be equip melee, doesn't have a purpose now

    Tab's the only thing I left as is :tongue:

  18. The damage it deals isn't going to kill anything past the first few planets. You're supposed to whip it or shoot the enemies it grabs. That's why that exact interaction is in Strangledome's description. One person having one bad exchange with one other person who was using a macro doesn't change that, let alone justify a nerf.

    Meanwhile Ash, Frost, Vauban and Loki are your most used Warframes. Loki, who turns invisible and disarms. Frost, who can shut down an entire room with his 4. Vauban, who's Bastille functions like Khora's Strangledome. Ash. ASH. You and I both have over 3k hours in game. I would be very surprised if you weren't around for old Ash, the King of completely uninteractive, don't-even-have-to-do-anything, press one button and AFK frames. Yet you take issue with Khora because a dude with a macro annoyed you. Please.

  19. This thread is hilarious. People getting tilted and arguing about stuff that has nothing to do with character design or making meshes and textures. The people that make WFs npcs/ frames are great at doing crazy looking space monsters and metal armored zombies. They aren't that great at making human faces look like something other than a potato. This actually very common among artists. Some people are great at portraits, but suck at making or drawing creatures; some people make awesome looking abstract art, but can't do a still life, and vice versa. That's it. No need for subjective pseudo intellectual nonsense. It's a simple matter of individual artists being better at creating specific styles of art.

    Also, that's not Pedlek sleeping in that chair. Hok is insane, Pedlek is just a figment of his imagination. :tongue:

  20. Hmm, I wonder what your build is. Unlike most people who post about frames, not only do you actually have her, she's your most used to boot, and it's always nice to see Mag get some love considering the false impression of her being crap is still going around today.

    The energy cost of abilities being prohibitive for new players is a problem with energy economy in general, not just unique to Mag. Back when Mag Prime was capped at 423 energy with primed flow it was really tight, but the buff they dropped a while back to bring her in line with frames like Volt Prime helped a lot. A slight reduction in overall casting cost would be nice for her, but I doubt DE will do it. "Balance" and all that.

    Ability wise...
    1 - I only really have two uses for this; pull enemies into her 2, or pull Grineer off of dropships on the plains, effectively turning them into pigeon clay's which you can then shotgun out of the air. DE seemed to really have a problem with Greedy Pull, so I doubt they'd buff it, though it is a 1 to begin with and they like to keep those relatively low powered (unless its Wisp or Saryn). Her other abilities definitely make up for it in my book though.

    2 - The stationary aspect of it is easy for me to workaround, though it came from playing conclave, so this probably won't work for everyone. See a clump of enemies down a hall? Drop a 2 on them, start shooting it, moonsault (bullet jump and aimglide into a 180 degree turn) over/ through it while still shooting into it, turn back around as you land and keep going. As I'm sure you know, nothing's going to be following you down that hallway. That said, being able to manually detonate it without the band-ai- er, augment, would be really nice. I'd be perfectly happy if they set it so you can only have two 2's up at a time in exchange for it, and then DE could change that augment into the one from the trailer.

    3 - I don't think people fully understand how this ability works. As it touches an enemy with armor or shields, it doesn't just remove a portion/ all of them, it explode them off of that enemy in a radial AoE of secondary damage, on top of the inflicted damage. The closer a group of enemies is to each other/ the more of them there are, the better it works in killing them. That's why she can make a mess of Hydron and Io. Casting it while you've got people trapped in her 2 doesn't read impressively on paper, but the loss of armor and creation of additional projectiles actually does help her kill even faster. As for the size and expansion speed, that comes down to build, but I'll get to that at the end. I've never had a problem with it personally, but I prioritize range on my builds and never dip into negative duration.

    4 - The damage isn't the main attraction (haha) of her 4. Similar to Frost or Oberon's 4, it's the immediate end of everyone being attacked by anything in the room that I like. The addition of generating overshields made it even better imo, especially since Adaptation's a thing now. It's costly yeah, but it a 4. And on the off chance you haven't tried it yet, bullet jump into an aimglide, then cast it. Not only will it cover an even greater distance, nothing's going to be able to shoot at you until a second or two after you land. Even knowing this, I still find myself stopping every now and then from using her so much before DE made her 1-2-3 one handed and let us cast her 4 mid air.

    Build wise, I've got two that I mainly use.
    155 dur/ 130 eff/ 190 range/ 130 str with Adaptation for higher end stuff. Zenurik is a must. Just cycling through her 2, 3, and 4 does the job; keep everyone overshielded, restore their shields with a 3 into a 4 if they go down, drop 2's into doorways. Adaptation synergizes with her 4 quite nicely and helps keep her alive, anything that walks into her 2 is dead, Pull them into it if they're being stubborn.

    130 dur/ 130 eff/ 235 range/ 135 str. A simple range based nuke build for wiping out farm's.

    Overall, the energy cost's are part of a bigger problem, and a reduction would be great. A newer player might only get 2-4 casts through the entirety of a level. That leads to complaints about "ability spam" when it's actually proper utilization of abilities, though I can't blame people for thinking that because without Zenurik they have nothing to judge to difference off of. With the starter frames it seems like DE went for Excal - Easy, Volt - Medium, Mag - Hard. Manual detonation of her 2 would be great and allow her new augment to be added right in. She's a glass cannon nuke, and while she'll never be as popular as Saryn or mindless Mesa, I still routinely outkill Mesa's and Saryn's with her.

    Also, your Mag looks awesome.

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