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Tommyrocket

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Posts posted by Tommyrocket

  1. On 2019-11-24 at 3:31 AM, GnarlsDarkley said:

    You can ask support to get the Warlord of said clan if they were inactive for over 30 days and then do whatever you please

    Welp, I took that advice. Unfortunately they gave creator access to the next-highest clan ranked person who was "active". Of course, they were last online over 2 weeks ago, so it's unlikely they will notice nor make use of it any time soon, and that's granted they ever log in again. Chances are I've been in the clan far, far longer than the them and yet they received that privilege due to rank. I personally was never promoted any higher for a long time by our leader as I never asked to be.

    Anyhow, I'll probably just join a new clan at this point. Support isn't the most helpful, sometimes.

  2. So me and a friend are the only active members left in the clan that we've been in for years. Unfortunately, our builders, or so to say, the people that had permission to build & deconstruct, are no longer active. I know we can find a new clan or create a new one, but why should we need to do that all of the sudden? Clan research weapons were fine for us to queue and build and still are. Now this new content is gated behind clan hierarchies. If you don't have active builders, nor the power to do it yourself, you can't participate at all!

    I personally am NOT okay with that. We've put a lot of time and resources into the current clan, and to leave old (yet currently inactive) buddies is kind of a downer.

    An additional reason to stay in a clan as we do is the fact that they have not and will not kick us for inactivity. We can play when and as we want, and contribute all the same without fear of losing access to clan-only game content. (which is still awful since its implementation) Basically, casual play is permitted and not frowned upon in our clan. I'd be hard-pressed to find another clan so understanding when it comes to the fact that people have lives and sometimes can't or don't want to play for months at a time. We always come back after big updates, though.

    My suggestion? Let us build the dang thing without the stupid building permissions required. I also agree with many other suggestions I've seen so far, and that is to make the Dry Dock instanced as it is, so as to not take up so much space in the Dojo. The latter would allow us to "build" it solo, and also make it still a part of the dojo without being in the way. We could just teleport to its room, or something.

    I'm not going to give in and leave my clan over this unless specifically forced to, and I don't feel that way just yet, though it's getting there. Rather lame if you ask me. Surely we're not the only ones in this position right now. Surprisingly, I haven't been able to find any other topics complaining about this.. *Scratch that, saw one that I didn't notice.

  3. 3 minutes ago, Luka-Song said:

    Afaik only fortuna allows accepting bounties while in the Vallis, for PoE it's gonna be the same ol' talk to konzu do bounty then talk to konzu again.

    They have indeed said the plains will get the same treatment at the same time as Orb Vallis. Was back in a devstream or two, I think.

  4. 2 minutes ago, VisMortis said:

    I am a couple of days away from getting the 100th daily tribute. How does the new system affects me? What should I do?

    You could always wait to play after you get to the 99th or so. The changes were said not to be retroactive, so if you claim the reward for the 100th day now, you'll never get the chance to see what you get post-change.

  5. Yeah, his passive is completely useless. Any player using Revenant shouldn't be regularly running out of shields. Even if they do happen to run out of shields, the effects go unnoticed, as the radius is extremely small.

    I personally think his first ability should have summoned vomvalysts in some way or form. Its icon is a vomvalyst's face, after all. Even if his third was replaced with your suggestion, (which I actually kind of like, by the way) the first ability replacement you suggested is garbage.

    Before I go into ability 1... his shields. They shouldn't be decreased at all; he's now the best shield frame. Those of you without Fast Deflection and Arcane Aegis on might not know this, but Revenant is a pretty dang good tank with those on. Almost can't run out of shields, unless you're going into something way in over your head. It's important to convert a few enemies to allies first before any confrontation, as they pull tons of aggro to themselves. In the event you do run out, your sentinel can refill your shields, provided you equipped that mod on it.

    When thinking about ability design, you need to consider how it interacts with builds. As Revenant is right now, there is basically one optimal build-- that's it.

    86%-ish duration, 175%+ efficiency (over-capped so 5/sec drain on 4 regardless of duration)

    130% ~ 145% range, and 200%-ish strength.

    Danse Macabre's energy drain is why the above build is optimal. Without power efficiency, you basically can't use it for more than a couple seconds, and are stuck with the other 3 abilities and or no energy. It's an extremely powerful ability and doesn't really need much done to it, save for its vertical range, even though I think that's its balancing point.

    Your design for ability 1 is not any better than the original. A base duration of 5 seconds has basically no synergy or build diversity. You'd have to go for 150~200% duration, and that would take an utter crap on your other 3 abilities in order to make his 1 useful for more than 5 seconds. The current base duration of 30 seconds is fine, nothing less would be viable. Not amping up the damage with mods is a recipe for disaster. We've seen that in weapons already and abilities concurrent and in the past. They're useless past level 5 enemies, basically. We don't need to be balancing anything around low-level stuff, we need to balance around the mid-high range, level 50+. This game doesn't stop growing and neither should Warframes, so good scaling of abilities into higher-end content is important.

    The damage-on-death based on HP of an enemy has already been done by weapon mods, like for the Sobek. They're only good when their base damage can be scaled by things like Rhino's Roar, and even that falls flat when enemy armor or high HP comes into play. If nothing dies, no chain reaction can occur, so the mods are essentially a waste of a slot, and so would that part of the ability being suggested.

    I think simply allowing multiple targets to be affected at once by his first ability as it is would be okay, (AoE on cast) and maybe making the enemies a bit more aggressive. Maybe more than 7 thralls? PIllar radius could be bigger, maybe the pillars could move towards enemies? Something like that. There's also an issue with the pillars not appearing the moment an enemy that you cast the ability on dies, as it currently has to be active on them for a second.

    His second ability is actually really good. Its only real problem is that you can still get one-shot past it by melee enemies like the ones holding Pyrus Essence sometimes. Anything that exceeds your shields/health will kill you instantly past the barrier. Supposedly having Sacrifice on your Sentinel can solve this issue, but likely at the loss of your sentinel instead as intended. I wouldn't do much to this ability other than slightly increase its base stacks, and make it so damage doesn't bypass it. Might be OP like that, but who cares?

  6. If you annihilate all of the Vomvalysts yourself with a Klebrik Scaffold, and 4 ~ 6 shot each limb with a Riven'd Lanka like I do, then you're bound to get 70%+ damage output on each fight. Thing is, Chroma isn't even needed anymore. That's great, I guess. I use Oberon exclusively now, and it's great for that. Hallowed Ground to prevent EMPs, and knockbacks in most cases. Gantulyst likes to ignore it for some reason, though that may as well be a bug. Hydrolyst is a bit insane and kills our operators a bit too quickly. (We're talking instantly as you switch into operator, even if you think you're in the clear, and not standing on green goo)

    I think the only entry requirements should be Amps. The Mote Amp is terrible. After that, I'd believe it necessary for people to pick up the final tier of Amps if they can. (Granmu Prism, Klebrik Scaffold, Lohrin Brace/Juttni Brace, and gilded. Shwaak, Shraksun, and Juttnia are also viable. Problem is, Gantulyst and Hydrolyst fights are extremely visually noisy. It can become difficult to see anything, and when it comes to having to wipe out the Vomvalysts providing shield regeneration, Klebrik Scaffold's auto-aim comes in handy. Spin in circles until you hear it hitting something, rinse and repeat. It prioritizes attacking Vomvalysts even when attacking the Eidolon first, so just go ham with it.

  7. Using level 30 lures as you may have seen in the video, (I started recording after I got them to the fight) I try to keep them at a good distance from the boss, either behind a hill, tree, or other obstruction. Occasionally I'll have one get stuck, which is rather annoying. The run I did after recording that video ended in no lures. Safe to say not all of my runs go smoothly; it feels like the boss goes a bit crazier some times more than others. That video is pretty much just an example of an "OK" run. Not super great, not my best, but it worked out in the end with all the loot so I went with it.

    Keeping the Vomvalyst populations down to a minimum is important, noticing when the Eidolon does the blue energy scream is also. The nearby Vomvalysts are the ones it'll use for restoring its shields, and obviously they're easier to locate thanks to the blue beams they attach to it. I think it did it in the run in the vid, and I pretty much dropped everything and went after the Vomvalysts asap, to make sure it restores as little as possible.

    3 solo per night is pretty good, that's about the best I do for now. I'm still working on getting my lures in to consistently good spots that are out of line of sight as well. One good tip I have so far, as to attracting the orbs to attack your operator:

    Let the orbs fire. You'll hear the rapid sounds of about 6 shots or so. Cloak after they've fired and acquired you as a target. If their energy color matches your Operator's, that means they're after you. If they're the normal blue, they may be attacking your sentinel or the lures. So far I've been getting better about being the 'bait' as operator for the orbs.

     

    You can actually always find 2 ~ 3 level 30 lures at a specific base.

    486DBA6D3827CEB83A3AB512E19B94A89A685B66

    36683EF3FB71A2BE20BDA52FCA2CEDAD24DEEBA9

    The area above is northwest a ways of the Cetus gates when you're facing out towards the plains from there. In the top screenshot you can see the red icon for the Grineer central base, and my location was due northwest of it. A thin lining of Grineer bases can have up to 3 level 30 lures. I always find 2 there, and this is with no bounties active. Start at one end with a lure, and follow the lining of bases to find the others. The enemy marker in the screenshots is the other level 30 lure.

  8. 1 minute ago, phoenix1992 said:

    But why Lenz?

    The thing is rather crap for the objective at hand.

    Pretty much just a "because I can" sort of thing, more or less to prove it. Stuff like that. As I said before though, definitely not my first choice of armament, even if it was the first weapon I tried against it when it first released. :)

  9. Made a video showing it's possible. Seen a few users in-game saying it can't destroy limbs, but it can. You just have to actually hit them, and use Chroma. Just takes longer without Chroma.

    Sorry for the weird vid size-- recorded at 1080p while in-game was 1600x900.

     

  10. The Effigy does happen to use it, in some form or another, basically the same thing but stronger. The problem with Spectral Scream is that its damage doesn't scale any more than power strength, and its base damage is low. Because his first ability is terrible, most Chroma builds involve 46% range, 150%+ duration, 100% or 170% efficiency, and as much power strength as you can muster. 30% ~ 268%+, and so on. I still enjoy Chroma as is, and it is extremely valuable for its high damage output from Vex Armor's Fury buff.

    Aside from Vex Armor and Elemental Ward (Ice), there's not really much worth using. I did try the other elements again recently, but quickly went back to ice, since it's just plain better in every way. The additional armor and ability to reflect pulls and other various projectiles that might knock you down is too valuable. The armor probably gives you more effective health than the fire elemental ward will give you as well. Toxin gives holster and reload speed, but again, it's not helping you survive like ice does. Vex Armor has the damage part covered, and we don't need to switch weapons that often or at all. Toxin's radius for poisoning enemies is too small and too weak, with only a 50% chance to apply. (100% with enough ability strength) Fire is also the same way; incredibly weak. Ice's reflect radius is infinite, it would seem. The reflected damage is based on power strength, and is far stronger and more consistent for it, with a chance to chill and slow enemies that shoot or hit you.

    Lightning Elemental Ward is nice and all, but requires a lot of power range in order to do its work. The boosted shields from using the ability only benefit Vex Armor's armor buff, which ends up being a detriment to your ability to charge the Fury damage buff of Vex Armor. That would be why most don't use lightning, even if shocking enemies is cool.

     

    So yeah, I'd say Chroma is also due for a re-work. Not a re-work to destroy his ability of having the best damage buff in the game, (broken, even) but to make the other elements, and first and fourth abilities actually worth using. Current meta builds ditch power range without a second thought, making mod builds for him extremely easy.

  11. Many frames have an ability or two that are just plain useless. Let's look at Chroma's first ability, Spectral Scream. His other 3 abilities are useful in their own ways, but even the Effigy falls flat. Spectral Scream, though...who would use that, ever? It sucks and needs to be replaced with something that actually melds well with the other abilities he already has. Spectral Scream's augment is also terrible and provides no benefit for the mod slot it will take.

  12. There's 2 small Grineer outposts just north of the big one in the center of the map. They always have level 30 lures, regardless of having no bounties. Lure levels are not random, and are entirely based on their location. The idea is to use your Archwing to spot the Eidolon Teralyst, then fly to those two very close together bases, and nab those two lures. High-tail it to the Eidolon, wear down its shields, and you've pretty much won. As for keeping lures alive, it's definitely best to have them at a distance. Level 19 ~ 22 lures won't survive, so that's why we take level 30s. (They have much better stats, namely range and HP, maybe armor)

    As Chroma, I've found it great to run with 268% power strength, and using Elemental ward with my frame on standby as I wear the shields down. I only have about 49% power range, but the lures tend to stay nice and close, (problematic when fighting, as they often get in the way) so they stay protected for the most part. If there are any hills nearby, maybe some tall rocks, position your frame behind that or some form of cover and switch to operator from there. This minimizes the damage the lures AND your sentinel take, while maximizing your attack opportunities. I would also advise using Vex Armor and charging it via self-damage ahead of time. I personally use the Cerata, (Glaive-type) with Radiation on it, high as possible. So long as you've got Elemental Ward enabled at the same time, you shouldn't end up killing yourself. That's also granted you haven't lost all of your shields, or already taken damage so as to get the Fury buff up already. If you've got Medi-Ray for your sentinel, that can keep you healed enough to not require Furis and its lifesteal syndicate mod.

    If you've pre-charged Vex Armor just before its shields are down, that's basically perfect timing. It gives the Vomvalysts less time to recharge the Eidolon's shields, who would otherwise waste your time if you don't destroy a part quick enough.

     

    I'm kind of surprised no one mentioned those bases. (I haven't read the entire topic so I apologize if I missed something.) They may not always be in an ideal location relative to where the Eidolon Teralyst spawned, but they're great if not just for the sake of consistency. You'll always get level 30 lures there.486DBA6D3827CEB83A3AB512E19B94A89A685B66

    In the screenshot is the western-most part of the two bases. The enemy marker is the other level 30 lure, in the other base nearby.

  13. It's definitely a bug. I've been knocked off by a lancer's gun that did like 20 damage to my shields or something. Had Amesha's abilities up. Invincibility, blocked damage, etc. Everything save for the bubble, which definitely doesn't block mortars, which also instantly knock you down and air-shot you without fail most of the time.

    I'd pin this problem to the fact that Plains Sky Archwings lack the "blow-back" animation that archwings normally have when used in their normal circumstances.

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