Jump to content

MangeurDuPiscine

PC Member
  • Posts

    34
  • Joined

  • Last visited

Posts posted by MangeurDuPiscine

  1. I've got some decent usable data now, and I have to say, Hildryn is looking very good in my opinion. She doesn't do any one thing better than any other frame, but the keyword here is that she's a rock-solid generalist.

    TL;DR She's great at any stage of difficulty under level 150, and the majority of her power comes from using her Balefire and armor strip in tandem. Solid damage/support frame that works great solo.

    Stats:

    Hildryn (3 Forma)

     - Dur: 75% | Eff: 50% | Range: 235% | Pow: 210% [Arcane Resistance] [Arcane Reflection] (Would slot Barrier if I had it, but it's not necessary)

    Balefire (4 Forma)

     - Heat/Corrosion Pure Damage Build (No crit/status)

    I took her through today's sortie (Void exterm, +armor) without going down, up to Zone 7 in ESO, through an arbitration, and in the Thermia event, all solo, and all very effectively. I only went down from careless mistakes (walking into a venom cloud, etc). Balefire has proven a very valuable and viable weapon to me. I'm prepared to say that she is a good choice for ANY content that isn't treading into hyper-levels you wouldn't see in normal gameplay.

    To start, it's important to understand how she works. There seems to be some debate on what her Shield Pillage does in the forum, so let me clear it up: It's a drain on shield and armor, removing them both based on her power strength, and on current value. Both shield and armor drain fill your shields. Using the stat numbers above, every time I press 2 on my keyboard everything within 19 meters loses half of their defenses and I max out my shields. This is so potent that you don't need shield recharge, past level 30 (shield gains are based on defenses drained, so the stronger the better). The only faction she truly struggles against, in this light, is infested, as armor is rare on them, and shields moreso.

    This leads to the main combat cycle for her: Air glide, 2, land, air glide, balefire. Everything you do needs to be done either in the air or while gliding. Air superiority is a godsend with explosives, and Balefire is no different. Plus, it mitigates some of the movement delay you get from shooting, a fallout of her charge-up mechanic. You open with 2, to drain enemy defenses and "reload" Balefire. If you've modded for power and range, this is devastating.

    Her ult is debatabley useful. It's very good in a pinch, but as you raise your elevation, your enemy stun range decreases. You deal more damage, as well, but it's not very high damage. There is potential to make a range based loadout, and provide CC and tons of energy orbs to your teammates, but this isn't useful for a solo player. When putting her 4 in your combat cycle, use it in bursts. Not being able to use 2 while in your ult is annoying, but not a deal breaker - it's a soft time limit, is all.

    Her 3 is what I would consider her weakest link. Shield gained from your 2 doesn't benefit your allies at all, and 2 is what makes her so tanky. Regenerating all of your shield on demandis great, but when you can't give that to your allies, the extra shield buffs are... good, but not worth tethering yourself to someone, unless you're near a defense target, where people will stand still. It may be good in a panic, because your shield-gate passive IS transferred, but you'll need to be careful and mind the Line of Sight check.

    All in all, I'd call Hildryn a very solid DPS/Support frame, with just enough of each to make her a viable pick even though what she brings to the table isn't the best in class of anything. Her kit lets her do anything you need to in this game (except perhaps eidolon hunting), with or without friends.

    If I could recommend anything to tweak her, it would be that her 3 feels under powered. Perhaps if shields regained from your 2 is transferred over the link on some percentage, it would be better. Her influence on the team is negligible, and her debuffs on enemies may not cover every nook and cranny. The movement problem on her 1 may be remedied simply by either making it always there, or never there. The inconsistency, I think, is what makes it annoying and problematic. Besides QoL things and some tweaks to how she interacts with teammates, I'd say she's a pretty complete package. Her 1-2 Punch combo of Shield Pillage and Balefire makes quick work of any problem I threw at her, and if a particular heavy enemy is being problematic, that's what melee is for.

    8/10

    P.S. Not having energy means total liberation from Parastic's and Energy Leeches. That feeling alone is worth playing her at least for a while. Kind of like Atlas and his knockdown immunity.

    • Like 1
  2. Filthy pay-to-win here, is it intentional that Hildryn can't channel? On other frames, channeling works, but not on Hildryn.

    Edit: Suppose I should give feedback too, haha. She's very fun to play, I'm enjoying the liberation from worrying about parasitics and energy leeches. Her shields are surprisingly durable, and the passive takes the edge off of the anxiety of being nuked. Her debuffs and buffs put her in a support/dps role in my opinion - exalted weapons are always good, this one isn't an exception so far. One big problem though: The first Nox I came across completely wiped me off the map. She doesn't have the luxury of NOT building some health. Primed Vigor is a good solution, but not available to everyone. This is all low level testing, but I like the design philosophies so far.

    • Like 2
  3. Some ideas:


    Serration should built into the weapon. It shouldn't take up a unique mod slot since it is 100% of the time required to play anything past level 30, save for some very unique builds. It should have a new UI slider for how potent you want the damage to be. Going up takes more mod capacity, but gives more damage, obviously. There would need to be a cap to this, probably up to the same point Serration is now. Normal builds will almost always max this, but for fresh formas and specific builds, lower damage is an option to fit mods you just need one more point for, and you don't have to have 10 copies of serration to get fine-grained tuning.

    Split Chamber as it is now is mandatory, because it's nothing but good. Make it a side-grade by distributing damage among the shots fired. You still get the increased crit and proc chance, but now it's not a sure choice, even if the damage you would normally get is moved to the new serration model and was the same raw output. Armor mitigation hits low numbers harder than high ones, reaching the 1-damage threshold quicker. So, in exchange for more reliable procs, crits, special triggers, etc., you sacrifice potential damage to armored opponents. The capacity requirement will need to go down.

    Heavy Caliber should affect recoil instead of accuracy, because affecting accuracy is impossible to even out (like, say, power strength would be, due to mods affecting it both negatively and positively; accuracy in all cases doesn't have this luxury). Besides that, affecting accuracy either renders the weapon unusable (Ogris, bows, etc) or doesn't affect it at all (Snipers, assault rifles, Opticor, etc). The rare middle ground is plasma weapons like Dera and Tetra.

    Dual stat mods should exist for IPS damage. It's very easy to have status-based guns, but it's hard to justify anything but Corrosion/Blast builds. Having IPS dual stats would allow the freedom of purifying your proc options (more damage types = less reliable procs of a certain kind) and allow IPS status builds to be at least a little more viable. IPS status builds sound kinda silly in the current meta, but having the option to stunlock an enemy or have them bleed out would really appeal to lower-level players, so as an addendum, make those mods uncommon.

    Mods with slider mechanics might also allow for fine-tuned customization. Let's use a mod that inversely affects fire rate and damage, for instance. A slider would be set in the middle by default, at 0%/0%, respectively, for 0 mod capacity. As you move towards one extreme, it fluctuates between, let's say, 60%/-30% and -30%/60%, with a limit of 9 capacity at both ends. This lets you adjust damage per shot and damage per second minutely, which presents plenty of trade-offs inherent to the balance. More ammo consumption and higher DPS versus more stable firing, better ammo consumption, and a better chance against armor. And, with the numbers tipped in the player's favor, it's still worth whatever capacity you put into the mod. 

    Make QoL/"Other" mods more appealing and varied. Messing with "gun feel" values can make weapons much more personal. Playing with recoil, zoom, trigger type, and that sort of thing helps build a gun's character. However, if some effects are lack-luster and not "worth the slot," (let's take zoom for example) then take a hint from the exilus mods of late and increase scoped damage alongside zoom level.

    If we want modding to be as personal and game-defining as we tote it to be, we need to move towards a different paradigm for how mods are designed. This has been preached for years now, but simple changes are more likely to get introduced than sweeping reworks, at least for now. Making sure no one mod is strictly "better" than another helps with that. As it stands there are mods that suck and there are mods that are good, with little middle ground.
    Modding is almost completely formulaic as it stands. "Is this a crit or status based weapon? What faction am I fighting? Are there any weapon-specific mods I need to fit?" Those are the only considerations to anyone who wants a weapon to be competitive in the field. Choosing the weapon from the arsenal is more an exercise of personalizing than the modding, because most weapons feel radically different from the others. Modding can and should make it even more diverse.

  4. In a game about grinding so you can grind better, I would expect a game to rely on random drop tables to distribute loot. It makes sense, because it pads out gameplay in what, on the surface, seems like a fair and balanced system. Logically, if something has a 25% drop chance, as advertised by the developers themselves, you'd expect to get that item once every four times, plus or minus a little deviation, to be fair. Right?

    Life isn't fair all the time. In the end, a chance is just a chance. It's not a promise.

    Sorties are frustrating, and everybody who's had this problem knows this, so I'm not gonna pound the dead horse any more than this: If something is going to be locked away behind a daily reward system, it might be best to make things a little less than pure random. As an example of my point, for the last 8 days, my rewards were as follows:
    Ayatan - Ayatan - Ayatan - 4k endo - Ayatan - Naramon Lens - Unairu Lens (Basically nothing, mind you, given the current Focus system).

    I respect the first attempt to combat this. You can't get Ayatans more than 3 times in a row. (If I'm wrong and that hasn't been implemented, oops.) However, you're still subject to chance either way. Right after 3 ayatans in a row, nothing is stopping the game from giving ANOTHER bunch of endo, letting the system cheat you into 5 endo rewards in a row. Endo is nice, but a riven would be much nicer after more than a consecutive week of solo running sorties, especially after being teased about the drop chance increasing.

    One might consider than maybe pure random chance isn't the best option for time-locked rewards, because I feel like I wasted a little less than an hour every day for more than a week.

    To help assure myself this isn't an edge case, and that I'm not just being a little entitled whiner, I'd like to see if anyone else has a similar story to share. Perhaps involving other "common" drops, like Equinox or Mesa parts.

  5. 35 minutes ago, YUNoJump said:

    Maybe if they hired the Source engine optimisation team, that will run on anything.

    I would argue that Evolution is quicker than Source. Source games are normally incredibly fluid and optimized, but they are also graphically... dated, let's say. CS:GO looks ok, but there's not much RAM load (small maps, low number of entities). Any other game on Source (1) is pretty basic to look at. Warframe is an incredibly pretty game, with tons of entities on screen at a time. Evolution, in my opinion, is the smoothest and smartest engine I've seen in a while.

  6. I used to have problems playing on the Kuva Fortress, when it first came out. They've made it more efficient since then and I can play there now with very stable framerate. They'll tidy it up and polish the systems, but they can only get it so smooth. Eventually your (and my) PC will be unable to run it, but begging for them to stop improving the game won't be very healthy for the game in the long run, sadly.

  7. For the last couple of days, I've had to run sortie missions twice in a row to get to the next stage, but each time I clear the mission the first time, I still get the credit reward. I just can't progress. Luckily, during yesterday's sortie (Lephantis, magnetic augmentation), I only had to beat the third stage once to get the reward, Today's though, I get to run Uranus spy twice in a row, which I'm not exactly looking forward to because Sharkwing feels like wading through honey. Anyone else getting this?

    Edit: Oh poop this isn't the bugs section

  8. There's not much reason to think this, but I think it would be interesting to see a new syndicate on Cetus. A warrior-class of hunters and gladiators who take martial prowess as the highest honor. Maybe they see the Warframes as an unnecessary crutch, or something that takes all the pride and honor out of real combat. Perhaps the only way to gain standing with them is Operator-only combat, either through a minigame type scenario (like Archwing), or in regular combat. In the rewards tree, you'll find all sorts of upgrades and armor and weapons for the operator, until at the very end, it will be viable in the main game. Much less magic ninja, much more tooth-and-nail combat. This idea would take a lot of fiddling and lots of special rules to make it work, but it would be a very drastic shift from regular Warframe, without being too out of left field considering the theme of growth we've already had up to this point.

    Or you can ignore the syndicate and continue on your merry way with Warframe abilities and bullet jumping.

  9. 2 minutes ago, Stormdragon said:

    Don't spread misinformation. Excal prime has always had the same kit as vanilla excalibur.

    I had my doubts about that, haha. Couldn't find anything in the wiki history. But that is an interesting concept to think about, however unlikely it is. And I agree Prime needs to stay uniquely good, just like Umbra Prime. Sidegrades are what keeps variants as just that and not mandatory improvements.

  10. 2 minutes ago, LabMan95 said:

    That is true, never thought about that. I would like them mob independent honestly, like infested enemies drop mutagen samples, grineer drop detonite samples, and corpus drop fieldron. It'd be a decent compromise if they make them drop at like 10% per enemy no matter what Type of enemy

    Making it purely mob drop might tweak the noses of all the exploratory players, which DE seems intent on encouraging, especially given recent light to projects in the works. But, if enemies did indeed drop them specifically on top of whatever they decide to drop in the world, I'd be cool with that.

  11. Just now, LabMan95 said:

    In the game's logic, it makes no sense for them to drop fieldron or detonite samples on any infested tileset since those sectors are completely overrun by the infested. It would be nice if DE changed it, but like most things it may take a long time

    I don't know. If detonite was just kinda lying around in an infested galleon after it was taken over, it would make sense. It's just lying around in containers already, why would infested presence change that? Sure it makes sense on Eris and the Derelict, since those places are overrun up the butt. In standard infested tiles like the galleon or Venus or something like that, it might still make sense. Being realistic, they probably won't chance this though, and if they did, they'd be sure it's not 100% in our favor.

  12. 21 minutes ago, (Xbox One)Orcus Imperium said:

    B) for some odd reason there's a vague rumor going about that states he'll either have GREATER stats over the prime(thus making him an upgrade of an upgrade, lol)

    or an altered kit(IE, how excal prime had current excal's kit before the normal version did)

    Interesting that a kit change is even on the table. I imagine the Prime situation was just to let Masters beta test it. Makes you wonder what they'd do with a kit variance, especially if Umbra becomes another general-use prefix.

  13. 3 minutes ago, LabMan95 said:

    With literally any other resource besides nitain, argon, and this i would agree wholeheartedly with you on. But mutagen samples are only found in Eris (the literal last planet you will unlock) and the Orokin Derelict (which is the only planet currently keylocked). Also, the drop rate is low, as op said. It's not nearly as bad on the derelict as it is on eris, but still with every 20 minute run without a booster but with nekros you'll get about 30-40, which is abysmal compared to the minimum of 5,000 for it

    That IS a good point. Would be nice if ANY infested mission dropped Mutagen (i.e. invasions, dark sectors). I'd even compromise and have the table polluted with Fieldron and Detonite if it meant more feasible passive grinding.

  14. For huge, daunting resource walls like this, it's best to just let it come to you IMO. Kinda like the Sibear and it's ridiculous cryotic cost. The resources will come if you just kinda passively play what you need to play to get the resources. Chill out and treat it like a long-term goal, because it's not a hot topic anymore. And we all know how topics that don't get discussed end up in Warframe.

  15. Excalibur Umbra looks really cool and all, but I just don't get the intense, diehard hyping over him, both before and after the trailer at Tennocon. I've seen a decent number of people who are hyping harder over Umbra than PoE. I just don't get it. Was it the long tease time? The scarf? Having some halfway point to Excalibur Prime? I, personally, am much more excited about what it means for the lore than anything else, but I'm not having to change pants over it.

    What's everyone's thoughts? Why the hype?

  16. I am using Avast's SecureLine VPN service, and noticed it interfering with Warframe dramatically.
    The first encounter was in trying to launch. Yesterday (July 4th), I stopped being able to connect to the content server in the launcher. (Update failed! The content servers are temporarily unavailable. The update will restart shortly...) It worked perfectly fine before, even while connected to the VPN.
    Tonight, I tried after disconnecting from my VPN. The game works fine like this. So I tried logging in without the VPN, and reconnecting to it once I'm stable. This is when things got a little weird. I don't know how DE handles server connections, but it seems that inventory access (changing weapons, swapping mods, and browsing the foundry) and inventory changes (like fusing, claiming in the foundry, and receiving items after a mission) are handled differently. The former work on the VPN, and the latter don't. I can walk around on the liset, browse my mods and weapons, change my loadout, and even get into a mission when I'm connected; it's only when I leave that it breaks down (I'm assuming when it tries to change my inventory with credits, mods, and whatnot). 
    So, I ask for someone networking-savvy to, if not resolve the issue, at least explain it. I'm curious as to what's going on to make things fail this specifically.
    I connect via Wi-Fi on a laptop, if it means anything. I don't imagine this has anything to do with specs and hardware.

×
×
  • Create New...