Naftal
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Posts posted by Naftal
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I'm assuming because it was a nerf for the weapon and a functional change that no one asked for.
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It absolutely does destroy content. Mining and fishing in OV have been pretty much of a joke since Fortuna was released. Making poe arcanes not use BP combined with Thumpers did the same for poe.
But I'm 100% fine with this. Fishing and mining are content that should've been fully optional since the beginning, not required for anything else but the trophies.
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After the last change, I don't think the negatives and positives that happen after having WoF on for a while are balanced. The energy cost gets doubled, this would "pay" for the double damage you get. But halving your range is a much bigger negative than what double damage can compensate, and there's no "positive" after the double damage.
Increase the damage buff to 4x and reduce the interval of explosions to half when WoF is at 100%.
This would mean 8x total dps which would correlate with doubling the energy cost and reducing your aoe to 1/4. (Halving radius decreases aoe to 1/4).
The shorter interval between explosions also lets her be mobile better with the small WoF aoe. It often doesn't have time to hit many targets if you move fast, even if they're in your aoe.
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13 minutes ago, SneakyErvin said:
It is still a small angle even when comparing negative versus positive range. For me it would be around 21 degrees versus 10 degrees with my build. That is 11 degrees of mouse movement needed to compensate for that. Which is next to nothing. It is really not a worthwhile stat on Mesa since you can compensate it with slight mouse adjustments and that doesnt eat up other valueble slots she has much more use of that you cant compensate for by simply moving your hand.
Alright I'm testing now and apparently it's changed since I've last modded mesa years ago. Since it only affects the minimum ring size, range is fully irrelevant, as it's optimal to reset it regardless.
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I'm assuming that most accounts on any platform are inactive from people who tried the game and never came back. Or made by bots or something.
This is why it's very misleading when DE is always talking about registered losers when they should only talk about active losers.
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Just now, SneakyErvin said:
No not really. That is very much oversimplifying it. You are forgetting that more targets also spread out your bullets more, so the slightly bigger minimum angle wont do that much in the end. We are talking about silly small changes in already small minimum angles here.
I'm talking about 34% range vs 145% or even much higher range. Not some small angle change.
EDIT: typo
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3 minutes ago, SneakyErvin said:
That depends on how lazy you wanna play her. The final angle difference is minimal and simply comes down to getting used to it.
It's not just about laziness, it's really just higher killing speed with higher range.
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3 minutes ago, SneakyErvin said:
With the right build on her exalted you wont notice the impact of ability range on her, neither negative or positive. You might reach minimum reticle size a second or so earlier/later depending on if you go + or - range on her. Extra duration directly effects your energy management, both letting you use less efficiency mods for her #4 channel aswell as giving you longer duration on 2 and 3, meaning less recasts and less energy consumption on those. This also means being able to slot more strength mods over efficiency.
Extra range just increases the CC range on her #3 and on an AoE kill frame with high damage reduction such as Mesa it is really a pointless addition. You want them to get close and within LoS to die.
There's a huge difference in your overall killing speed with minimum and high range with peacemaker.
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Just now, Erolious said:
Really? 200% seems fine to me, But I was willing to sacrifice to 170-180 ish to switch for Stretch.
Im still confused on how shooting gallery range and lasso interval affects the ability.
It increases the range enemies can get CC'd. Interval means how often the damage buff switches players.
But Narrow Minded screws up Peacemaker, the +duration is irrelevant with the negative range.
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I'd use Stretch instead of Narrowminded.
Stacking that much duration on Mesa doesn't make you more optimal, it just lets you be lazier with the duration based buff casts.
Having positive range helps with Shooting Gallery and Peacemaker.
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Your best bet is to remind DE about it as often as you can so they'll wise up and remove it.
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10 minutes ago, stormy505 said:
Tbf, if it was lenient then people would just find loopholes to abuse.
People who want to find the loopholes will find them regardless.
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4 minutes ago, Sylonus said:
So instead of some people abusing the system, the system abuses innocent people, there's no perfect solution when it comes to automation, but this is easy to call the worse of the two choices, IMO. The phrase, "better to let a killer go than lock up an innocent man" comes to mind.
Yes and for some reason DE and their white knights defend this practice. Somehow every other game ever has managed to function without such a censorbot.
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You can still do it like before with polearms and actually even better (=faster). You just have to be much faster and more precise at spamming the spin attack.
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As far as I know, the bugged crit chance has to do with Smeeta's crit buff from Charm.
I assume it might have to do with getting a double crit proc which will somehow stack in power (even though it doesn't increase crit, but sets it to 200%) and getting a huge duration.
EDIT: It could also be a combination of Blood Rush/Gladiator and Smeeta's crit Charm.
EDIT2: When I get the bug, most of the time I'm doing red with small chance at orange crit. It could be that Smeeta's crit Charm gets bugged duration and sets my crit to 200%, then one piece of Gladiator set with 3x combo counter gets +45% crit which would set my crit chance at 290%, meaning 90% chance at red crit and 10% chance at orange.
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5 hours ago, Sloan441 said:
What do you really gain from going /afk in a mission? The answer is nothing. There's nowhere to ultimately go, so all you do is rob yourself of gameplay. You might get a few of this, that, or the other resource, but ultimately you'd have gotten it anyway. You gain nothing.
You can farm something else (mining/fishing/etc) or you can farm some other game while farming warframe by forcing others to carry you in publics.
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10 minutes ago, DeckChairVonBananaCamel said:
I might be remembering this wrong, but i believe when they were showing off some earlier melee 3.0 stuff, the crosshair changed when a slam attack would occur.
It might come when they introduce the combo changes, as i think the aerial attack changes will come with that
Even if the crosshair changed it wouldn't be good. Just give it alternate button or some button combo instead.
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2 minutes ago, SordidDreams said:
There is. Yes, the riven system has issues, but they need to be fixed so that it becomes better, not circumvented so that it becomes superfluous.
It has issues which since release which have always made it so that rivens do not bring worse weapons on par with better weapons.
As long as DE don't balance riven dispositions based on the weapon strength instead of popularity or any other arbitrary figure, rivens won't work like that.
If one weapon deals 5x dps than the other, the riven would need to be much better than the difference between 0.5 and 1.5 disposition rivens.
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30 minutes ago, SordidDreams said:
Yes, but that defeats the point of the riven system, namely that rivens are supposed to bring weapons up to par, not base stat buffs.
But that point of the riven system has never realized itself so there's nothing to defeat.
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Rivens are part of the game and DE must absolutely take their existance into account when balancing weapons.
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If they're giving finishers their own key (or key combo). Do the same for slam attacks.
There's a window between certain angles where you do either a slam attack or an air attack and I haven't figured out if there's some logic which one happens or if it's fully random.
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3 minutes ago, 0_The_F00l said:
Equinox mend is useful (after they allowed it to gain overshields after the last pass) as less of a healer and more of a damage mitigation ability combined with her 3rd ability (and the 3rd augment) you can gain about 1.5k overshields and have 80% damage reduction (needs 200 strength) which can make you extremely tanky for sufficiently high content, (bonus if you use adaptation).
So don't think of it as a bad healing think of it as a decent shield regen ability. (too bad shields on anything that doesn't have DR sucks)
200 str gives you 75% damage reduction only in the closest 1/4 of the range. So with base 16m range you'll get 75% damage reduction against enemies that are within 0-4m range of you. 12-16m range only gives 37.5% damage reduction.
These values aren't good when you compare to anything that heals.
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The bigger problem is the energy cost per second on it, especially since it does absolutely nothing before you detonate it.
It's not only the worst healer frame in the game, the cost for the heal is atrocious.
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12 hours ago, GnarlsDarkley said:
3. If you're in a Team get 4 Shield Disruption (Thank me later for that)
If you're in a team get 4 corrosive projection and use magnetic damage.
Shields won't be nearly as big of a problem as armor will be.
EDIT: To the people who are wrong about this: Use a weapon that has some status chance. Shield regeneration doesn't happen after the second mag proc.
Question about mastery XP
in Weapons
Posted
No, and you won't earn the remaining 100 mastery xp until you get the last 29-30 rank.