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WarGrylls

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Posts posted by WarGrylls

  1. Yes! It is counter productive.

    For me, personally,.channeling was "my way" and made tank-capable frames more viable/capable in competing with the likes of top-tier weapons, damaging frames, Even those(both cases) in that expected "meta" category. Its removal heavily nerfed the zaws and forced some melee weapons into the meta/limelight too heavily(if some weapons feel too good to be true/ too common place(esp. thanks to influencers), watch out later on). I'd say something about the INITIAL COMBO mod/rolls and finishers/mercy X-button(keyboard) too, but that's probably not of this forum topic.

    Channeling offered damage(for open combat players), support (for everyone, esp. when combining it with those arbitration auras), and QoL (for stealth players). By QoL, I mean channeling gave stealth players more time sensitive control with their enemies via the body vaporizing done to the finisher-killed victims, and that kept others from being alerted/semi-alerted since bodies take a bit of time, more in comparison, to leave the map. Also, having it replaced by slow and clunky Heavy attacks and lifted status(which now means every weapon NEEDS Primed Reach to chase their floated victim/s about which mean means a mod slot MEANING less dps and clear speed). It's honestly like jellyfishing with Spongebob(I'll get you, No-Name!) if not in a hallway/corridor. 

    2 hours ago, FatherGrimm said:

    Requiring long animations at close range from those who really need a quick heal is not a lesson plan I'd include in my space ninja handbook.

    So true, this. In a game where hordes win out and range is close to equal to safety, melee doesn't seem as smart or fast enough. Modding around heavy attacking doesn't feel worth it as well.. 

    Oh, and Healing return isn't a viable substitute for life strike even if buffed and mod cost dropped some because scalings and, again, clear speed.

  2. Blame Rahetalius for showcasing your idea in a video, because I got a wordwall for ya.(the "yeah" moments are me agreeing w ray-man's input)

     

     A potential endgame build for her that is a bit straight forward would be something like:

    (If power strength is necessary for a lot of her kit like summon survival)

    Aura: Growing Power(should the summons be capable of proc-ing statuses and arcanes)

    Exilus: playstyle choice, likely handspring for those meathead dummy moments I am bound to have... almost a guarantee

    Umbral Vitality (set bouns 2/3 will make this +550%)

    Umbral Intensify (should the constructs require to have more life like wukong's clone does(that + the main one's hp))

    Gladiator's Resolve (the umbral hp mod wil tweak that health up some but since her base armour is low, I'd look to other measures of tank-ing up. Combined my prediction on hp is a lil less than 800 hp(772?))

    Streamline( either in caster or tank form the 12 energy per second is bearable if combining some armours and some summons but unifying hp and energy will mean leaving some energy available in case of trouble either way)

    Primed Flow (That energy pools is GORGEOUS!  A possible 37.5 energy at lv30. we may see around 955 energy (+/-))

    Adaptation (since the hp pool is still a little on the light end, i mean free cc and dmg will keep her alive easier than others, some form of resistance/DR will IDEALLY grant her 10x effective hp)

    Quick Thinking (The Dmg.Reduct. layers and that SWEET ENERGY POOL, I'm not going to let her die if I have a say.

    Hunter's Adrenaline (see QT, and add "this mod will completer the hp/energy cycle to help do so(or rage... I also predict a lot of forma counts)"

    Arcane GUARDIAN (600 armour is nothing to laugh at if we have to get hit to make gains from her chestplate armour or just survivng a fatal blow

    Arcane AVENGER or ENERGIZE (12 energy max per second drain could be bearable but padding out the energy pains and gains can make it more bearable, but that is unless I got ham and want the frame to be a masochist/ strat boy and get my summons to proc my arcanes)

    Magus LOCKDOWN (I go NARAMON void dash. they open to finishers. They also pinned and/or webbed and or kd'd. I got my leotaurus gauntlets on. My melee wants to talk to you... INTIMATELY)

    Magus ANOMALY (since frames and operators have a tiny time of grace period, a small spammin' of in'n'out will make both LOCKDOWN and NARAMON VOID DASH(max both of them, executing and surging dash!)) easier to pull off.

    Melee weapon of choice: ZAW with Exodia BRAVE or VALOR or MIGHT (with the still low hp/life TOTAL the DR on melee block is another layer if tank viability along with damage with such a strong energy pool)

    Focus: NARAMON (if working with the armour passives then NARAMON will spike up the lethality. Plus, energy drain will mean no regen allowed so ZENURIK isn't much help unless pure caster)

    Play Method: Get to operator swapping or get to swinging or both, but get that 4 and 2 armour asap! 1 and 3 armour are optional but 1 and 3 as summons will mean energy cost ease and team CC support. the drain is then 4.2-ish energy/ second with 2 parts, or 6-ish with the web greaves

    Fun with a beast master semi-Nezha/witch-doctor/shaman-esque frame. 

    HP: 772 (+200/armour piece) or 1172 w/ 2 parts

    Shields: 300 (+200/ summon) 700 w 2 summons

    Armour: 1820(20+600+1200) at most active times (want to say 1/7/7x if dmg calc'ing is right?)

    Energy: 955

    Pwr Str: 155

    Pwr Eff: 130

    Pwr Rng: 100

    Pwr Dur: 100

    Run Spd: variable

    Dmg. Reduction: a) up to 90%(or 1/10 or 10x) Adaptation b) 80%(or 1/5 or 5x) ZAW blocking c) 1820 armour (or 1/7 or 7x) d) Quick Thinking (+240% efficiency, energy dmg as life at 2hp)

    Overall IDEAL life pool:

    SHIELDS    +    HEALTH   +   ENERGY(via QT) 

    (700*10*5) + (1172*10*7*5) + (955*10*7*5* 2.4)

    35000 + 451220 + 802200

    1,288,420 effective life pool possible(IF... major if, my math is right) WHILE BLOCKING W A ZAW, no blocking will be a maybe on 257,684 life pool, again IDEALLY. The overshield will merely be 10x effective but I'd keep he 1 summon out and have the 3 summon help me with finishers unless can't live long as a summon and is a pair of spider-man boots(same for the bird).

    A lot of the summons sound like CC with less care for damage with mutalist moa glob puddles(may need numbers for possible corossive porc %ages and scaling), bulls and spiders KD'ing and puncturing and bleeding enemies, and a leech moa bird pretending that its mag w armour/shield strip and over-shielding/shield refreshing. IDEALLY some unfortunate sap is on the ground gooped on, debilitated, and in massive pain( I mean acid, shock and bleed procs is like rubbing alcohol and razor blade cuts a plenty on you and you are rolling and writhing about) and can't hit back as hard if they tried... but that's IDEALLY. Considering that the best CC is a DEAD enemy, 2nd best is getting them to die faster. A lot of that is answered w both armours and summons either as all summons or all armours or a combination of the two. Depending on the summons nature(we talking solid kill-able constructs or immortal spirit beasts?), will say if the frame can scale well.

    I like that, If going all-ish armours with more melee-centric/survival mods, the potential tank-iness possible would make for a NICE survivor. Shock will mean 2seconds of free hits and easy aura proc of growing power. Free weapon amp/steel charge and covert lethality(but better!) is a nice plus. The web mines will either bind or slow enemies, but YEAH randomness is a no-no and can keep this variant of the skill from being used... although pulling a SAMUS roll for a mine is a little funny for me (rolling was suggested in the video). Yes to needing some form of efficiency for this frame because her hold-4 will be needed on/near start to survive as a tank. This would be a frame I'd enjoy but some numbers on summons and their survival would be great. Not to mention the tank-y method is a little set it and forget it, so some benefits and management w her castings and buffings would be favorable to promote some caster play and modding. It would lean me out of mods like Gladiator's Resolve and some of the melee-centric approaches(can always balla dagger zaw w exodia might for life sustain over energy channeling melee) especially should the summons/armours have a timer I need to refresh like Nekros and Chroma do (just pls not reAPPLY), or if i can have more than one of the same summoner at a time at the same time to be given a limit.

    This post alone got my brain gears going what with the frame being scale-able from star chart to beyond as she shifts from caster to melee tank, but I'd not want the casters be left behind. Keep it up and refine it some more, please and thank you.

  3. So I heard from YT's Life of Rio the her 4th skill was scraped and being remade. 

    I'd like to suggest as her 4th: Blood Rage

    Idea behind it: Her 4th needs to pull her 1, 2, and 3 together or 2 of the 3 skills. Her kit lacks a bit of safety. Blood and Gore taken to another level.

    Skill 4 - Blood Rage: Garuda's Blood boils and takes form.

    Effect: Manifest up to 2 blood clones of Garuda, cash with 1 of her 2 sets of metal claws to bend to her will. (while leveling, only 1 is formed until maxed).
    Blood clones will sport the same max health pool as the Garuda x 10, non-linked, and will perform the skills with, or for, her at twice the speed. Passive applies to them, referencing Garuda's current health pool for effect strength. Should Garuda take a fatal hit/shot/blow anything. One of the blood clones expires and gets re-absorbed granting Garuda 10% of that previous clone's current health and #second/s of invulnerability. (basically 3 kills 3 strikes. she out).

    Looks: Upper half of the body resembles Garuda, lower half is like a column of spinning blood.

    Sounds: maybe liquid-y like as if someone bought a 20kg tub of slime combo'd with water sounds both splash and flopped about all with a soft malevolent laughter.

    Functions: Garuda's blood bodyguards. They stay by her side while not forgetting that SHE is in charge of them, standing to her back-left and back-right unless possessing one of those bloodsoul orbs of their own(this position changes to help w the first skills shield coverage). They generate their own aggro(benefiting evasion based survival) and If an enemy is too close to Garuda or themselves, they will attack that enemy with a Knockdown.

    Attacks: Shot blood spike projectile(if Garuda is firing a gun). Extendable metal claw arm swipes(If Garuda is melee-ing in an enemy's general direction, or as normal if within normal melee ranges). may not need a range mod but could benefit from any projectile flightspeed mods equipped on Garuda's firearms... maybe. She is coming with a crossbbow so ... just saying. 

    Activation type: Toggle
    Drain: 3energy and 5hp per second (as an example)

     

    PASSIVE: The lower her health, the more damage she does.

     

    ONE: Cast upon an enemy to tear them apart with your claws. Doing so summons a shield in front of you to protect you, for a set duration. Additionally, you harvest their blood that can the charged by draining your energy and thrown at enemies to do damage.

    skill 1 under her FOUR: Garuda's blood clones will perform the attack in tandem and create the blood soul shields/orbs for each of them plus Garuda.
    skill1's orb toss feature under her FOUR: the clones will fire off their blood soul orbs along with Garuda, CHARGING the skill instead cause the clones to take their orbs to absorb it and be fortified with a CLOTTING effect, which reduces damage to damage types by 50%, non scale-able, not stack-able(cannot be done twice for 100%), Garuda will still throw her orb though. The CLOT effect last for _____ seconds, duration mod affecting.

    TWO: Cast upon an enemy to impale them, creating an AOE that drains their life force to heal you.

    Skill 2 under her FOUR: The clone or clones will project the spike themselves and carry the victim. It won't heal the clone/s. However, the clones cannot attack until the skill ends or manually deactivated. Allies can heal for ##health per second by interacting with the clone holding the victim and paying 5 energy, fueling Garuda for 25 energy gained or her passive for +5% should her energy be full. the heal benefit lasts for the remainder of Garuda's skill's duration and those benefited are given a blood mark that allows them to be healed even if outside of the healing radius. This is in case the healing only applies to Garuda. If it affects the team as well, then the blood offering made generates that same blood mark and provides a secondary effect to  grant the ally with ##%dmg reduction. 

    THREE: Cast to lower your health, giving you energy based on the amount of health drained.

    Skill 3 under her FOUR: Heal's the blood clones as well by 25% the clone's health pool(not final, y'all can change it however you like). Should one clone was lost and one clone remains, one is created at full health at a cost of ## additional energy.

    Overall: The kit becomes, albeit a tad complex, more together. She sports a unique form of offense, defense, and support. Her survival is likely improved. Solo and team play with/around Garuda is more welcome. 

    Hopefully this BLOOD RAGE idea is fleshed out enough to be helpful to the team for Garuda, no pun intended, and is considered. Some holes are there but it's what I brainstormed up within a short time and be patched with your input.

  4. On 2018-10-10 at 2:13 PM, [DE]Rebecca said:

    Final Oct 11 Update:

    There's one new issue we just don't want to ship with, so we're going to fix it, build, and deploy first thing tomorrow (Friday) when we're in full force. If you want to participate in Arbitrations on Launch, finish your Star Chart :)! That's a requirement for access to the new missions.

    Just a heads up for those, like myself, who procrastinated on finishing up 100% of the star chart until seeing this notice:

    All Planets w/ a Nightmare node?

    IIRC, minus DS and Archwing, Nightmare mode missions need all node to be cleared. If you're up to this point in the game, then you likely dealt w the junctions for the main quests, but may have missed any Dark Sector and Archwing missions( I was missing 2 DS and Kuva Fort Defense... thankfully no archwings!).

    When was the last time you check the Orokin Derelicts?

    With some help from player "Equixor", we both figured out, mainly he when looked to the derelicts and asked himself and investigated, that even though the profile stats on map xp were capped, the derelicts were/are NOT a part of map xp cap. Make a key per mission type or type that you feel like you haven't done and see if they, like our SABOTAGE and MOBILE DEFENSE, are lit blue and are incomplete. the little LOCKS over the node prevent them from being incomplete and blue lit.

    Sit at endgame long enough, twiddling your four thumbs, and you forget some things. Am I right?

    Hopefully this lil' PSA helps SOMEONE, including support staff.

  5. In a nutshell: get all of your SLIDE and SPRINT mods on him and cast Firewalker... 

    9500f25e23.png

    9f22c40c38.png

    Ah-HAAAaaa... 130% undefined levels of fun more like.

    Also... it's MANDATORY you play this build ... with either Initial D - Deja Vu, or Pingu - NOOTstorm, or BOTH!

    Credits to MrForlin: Deja NOOTzha

  6. The rework is nicer than ever, but his tossed chakrams have difficulty targeting speared bodies, are set to hit a bit under the reticle, and flight speed needs a look at please. Other than that, kit's a blast. I'm trying not often used mods. Should have build right for me soon(some forma later). Thanks!

    Speaking of odd mods to throw on Nezha, anyone else play w the 4/2 synergy and adding Equilibrium to the mix? Oddly rewarding mix when the chakrams do hit their marks.

  7. I'll try to be plain about this: This mode isn't worth fully the time both the devs and players invest/ed in it... but it can be.

    ...

    ...

    Okay now for the not so plain part of why I said that.

    Mission: Kills per second. How many kills per second is necessary out of a single person, or two people, or three people, or a full squad to satisfy the max efficiency drain speed without "resorting to 'cheese-ing' and 'metas' and 'possible questionable things'(ill explain this one somewhat in a bit)", and can this be auto-adjust to cases of sudden party changes? These are questions should the drain meter be kept and adjusted for the better. My other question would be why lie to us and damage our trust in you about forcing duration limits on what was assured as an endless mission. Bit of a pancake flip is all i'm implying, but an answer would be nice if willing to share one.

    Rewards(quantity): Some of the loot from the pools isn't enough for both forms Sanctuary Onslaught(esp. elite), even though its reward PACE/TIMING is on par to survival, and may need to be given more impact in size. For example 50% more endo and 10k-15k focus total from eidolon shard/s. otherwise excavations and vodyanoi arena is more efficient to do for endo and a set or two of eidolon hunting would be more efficient to do focus. A core to casual player MAY do one set of eidolons a cetus night and hardcores with unairu wisps and void strikes are pulling off 3 sets a cetus night. That's 155k focus a set and up to near 10(9.6) nights in a 24hr span. We can range focus gains OUTSIDE the foucs cap to be at least 6458.3 focus per hour if a set was done once per day to 58124.7 focus, give or take, per hour if successfully able to pull off 3 sets in all possible cetus nights in a 24hour span. It's not impossible of a max range, but maybe improbable(who knows, weekend warriors?) because of sorties to do or miss out, mission dailies, load times, disconnects, living and staying nourished, hotfix and patch timings(apologies if some readers get triggered), power outages, ISP issues, idk, etc.. IN A NUTSHELL W THE SYNTHETIC SHARD (this section is getting a bit word filled XD) the shard isn't worth it of a reward to be gained in a mode for one form of endgame. Either the shard can be something like 1 10k shard or 2 5k shards and hopefully isn't a gain of only 5k as if the limited focus is counting/ed AGAINST the size/gain of the shard.or something. The relics are not much an issue really. Putting Khora in vanilla onslaught was a smart move for it actually lead to a couple of pug groups actually wanting to go farther than zone 8, Which was/is a plus and minus because there was a "meta" player leading and wanting to that distance in each one and I felt bad for that player carrying us pugs.

    Rewards(quality): The reward pools could either use an additional tier to be more worth traveling into the later zones, or a 2nd rotation passed the first AABC rotation that is of better quality like, as an example, AABC then ABC ABC ABC (etc),or AABC and then ABCD ABCD ABCD. Still too many parties ending at zone 8(for other reasons that is likely in this post or other posts, myself included less than occasionally yet increasing rate) so there is still a lack of incentive to push limits of the mode's mission and zones.

    Enemies:When comparing factions, the Grineer will be the most difficult to fight to maintain the drain speeds on the meter due to armor scaling(hold that thought about CP aura, readers), and, per enemies available, the amount of efficiency gained does not scale well enough(if any or at all) between enemy factions and enemy qualities. By that I mean, as far as scoring points are concerned, if a plain enemy is 10 points and eximus 100, and factions serve any difficulty to gains, and they do, then the most efficient points gain would be an Infested mob eximus unit, and least being a Grineer/corrupted Grineer heavy plain unit. Then, as far as the efficiency drain meter, same factions will apply for easiest and most difficult to maintain the efficiency what with types of damage mitigation/s that got to be elementally or IPS forced bypass or barreling through. Should the efficiency meter stay, the points and efficiency gain may have to be scaled upwards to compensate for the difficulty per factions and enemies(mob /heavy).

    This  little scale may help my case with onslaught duration on a scale of 1 being "*shrug*NEXT!" to 10 being "That's a GG*Takes the L*"

    if pug/random(a premade squad may be runnin something like all coaction drift and 3 CPs and Enemy Radar/ Disruption/etc for all I know.)

    Grineer-10                  Corrupted-7.3                     Corpus-4.5                      Infested-1.8

        10-           9-           8-           7-           6-           5-           4-           3-           2-          1

    Grineer- Corrosive Projection(CP) armor strip/ Armor bypass MANDATORY... but you deal with 3 other factions(hmmm...). They often make you chase them down and keep semi scattered. Expect the efficiency to drop, depending on zone and room setup, or a mission end at higher zones 10+ maybe.

    Corrupted- A lesser extent of a mix of the other 3.

    Corpus-Main concern seems to be just sappers and nullifiers, then techs and moas. They won't swarm but want a more clear shot at a closer range. Rest is essentially cake unless in a large zone.

    Infested- So much cake that your teeth will ring liberty bell style... well minus energy drain eximuses(... eximi?eximus? that might bother me)  and ancient auras. They will Left 4 Dead swarm you... YES PLEASE.

    All: hope for a room/spot with least visual obstructions.

    Rooms(and metas/methods): I might get some flak for this, but varying extent of reason based on zone size, the metas for reaching passed zone 8 and well beyond involve bypassing line of sight. Firearms with punchthrough is not an issue, but ANY melee with enough range to clip through terrain, walls, doors, etc., and abilities are capable of damaging those that supposed to be obstructed from view/out of reach. You may already know of some, if not all, methods, but an address to the other factors of supporting my main statement may make these measures/ methods less of a "NEED" and allow for more squad / solo player diversity. I'll leave it at that for now in case I'd have to elaborate.

    I hope this post was able to shine lights on Onslaught's problem just right and with possible suggestions/solutions that are fair enough to try

  8. Copied the makeup, didn't notice it until i was in the simulacrum room with my music off. Very likely that for the other frames, the sound is too suuuuper faint to not notice(I mean I HAVEN'T ever 'til now, not much of a "Loki main"). Loki's invis makes it more noticeable since sound is altered while invisible. I can't say personally if it's only a gilded zaw making it or not, failed to run in the sim room to hear while ungilded, but as for my 2 other gilded zaws, rapier and staff types, i hear it. Thought it was a move speed thing and ran about with volt, nezha, rhino, then Inaros... not a difference if any. Then I used Octavia. With the music off, her skills, mainly metronone, will mute a bit of the surrounding noise enough to make a bit more noticeable but not as much as Loki. All frames ran without a syandana on avoid hearing the capes in the wind. Overall... a bit odd to hear the blade tearing the wind unnecessarily.

    DE may have some homework for them when they get back from break.

  9. 4 minutes ago, HarrodTasker said:

    The Octavia mandachord volume slider was great.  Can I get the same for Harrow's creepy whispering sound effect?  It genuinely makes Harrow encounters uncomfortable to me.

     

    But I wanna whisper in your ear and tell ya something that you'd like to hear. 

    CdX9v0_XIAAQ0KS.jpg

  10. 1 minute ago, Syvarin said:

    Warframe was never meant to have PvP. The players demanded it, though. At least what we have now is leaps and bounds better than the old dark sector conflicts.

    *hugs the old acrid in the cor-- coughs and gasps for air from it's dust*

  11. I made a similar thread waaaay back then when I wondered about Volt Speed + Ember WoF = Brushfire and it accelerated the WoF hit rate on enemies(when WoF was awesome in enemies hit) and etc. the idea was inspired by marvel ultimate alliance and I liked that idea to combine skills to create stronger effects.

    I can say that a fragment of combo skills exists in the game, but so small of an amount and not exactly what I wanted, like Cataclysm + Electric Shield(inside the bubble) and Speed + Slipstream Turbulance and team buffs like parasitic link to roar, and then Roar + External War + Speed for crazy melee-ing and augments sharing elements to others. 

  12. Okay so update on the 2nd point, it looks like its normal working but the ui is not showing that its normal. I didn't have time to test further because work was on my schedule, but what was done after coming back was casting Ravenous once the link was said to be stronger... it doesn't seem to be so. my field only gave 60 hp regen as it did on a normal link cast. Repeated this a few times over in Akkad just now and yea bug, but only UI.

     

  13. First off, quick disclaimer:

    I agree with this guy, so this isn't a "NERF NIDUS" thread. Apologies if that comes off as a bit defensive, but onward.

     

    2 things can change about Nidus that I have recently found out and really enjoy... but I know that it may not be the intended thing to do:

    1: Virulence through CLOSED doors and Arctic Eximus Globes: shouldn't be able to bypass those path obstructions

    2: Double Dipping Parasitic Link's buff: as far as I've done so far, I have been able to buff on top of a buff a linking to a teammate by doing a quick double tap of the cast after I have first linked with them, going from +49% power strength buff to +74%. Now seeing if i can quick cast to another teammate fast enough to have the same affect, I haven't done so yet, and seeing if double dipping my link on enemies makes any difference may be impossible w the 90% cap already reached w my 199% power strength build.

    Other than that, He's in a fair place as is. I hope DE sees this, but after their break. Happy New Year!

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