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  1. The new Zephyr rework is pretty decent. I like that Tail Wind and Dive Bomb have been merged together into a context-sensitive ability, and I mostly like the new addition of Airburst for CC purposes. However, there's still a few things that I'd like to see added/changed to improve her toolkit, mostly pertaining to QoL and some minor buffs. 1) Tail Wind - Allow users to cancel out of this ability by recasting Tail Wind, rolling, sliding, and shooting/melee attacking As it stands, Zephyr can gain infinite height and huge momentum with Tail Wind in its current state, but the inability to cancel or course-correct in narrow quarters makes it feel less responsive than it should in closed-off tiles. - Slightly increase angle at which Tail Wind is converted into Dive Bomb Currently, the angle of allowance to change Tail Wind into the former Dive Bomb move feels a little too tight. Adjusting this *slightly* to allow for more horizontal reach of this attack would be welcome, especially given that Tail Wind does not allow many other course correction options in its current state. - Take a cue from Super Mario Odyssey and allow downward Tail Wind to lead directly into a spring and a hover When using Tail Wind's integrated Dive Bomb, Zephyr is left briefly vulnerable due to a forced animation after impact. To grant her more mobility options, as well as make her feel more responsive, allow Tail Wind to be recast during this animation to immediately launch her into a hover again, the height of which should be dependent on how far up the descent was cast from. This would reward careful timing by synergizing with Turbulence's near-immunity to ranged attacks in the air. 2) Airburst - Increase projectile travel speed Airburst is great CC, but the projectile speed is a major flaw. Accounting for movement at medium range does not work well when enemies with more erratic movement patterns, such as Grineer Ghouls, come into play. Increasing Airburst's travel speed would give more freedom to cast at distant enemies over just using it as an AoE knockdown near your feet. 3) Tornado - Adjust expansion to be more horizontal than vertical when struck by airburst This change would allow tornadoes to be more effective in the majority of content, as CC height is of little importance in all but open world tilesets. - Accelerate movement toward cursor when aiming down sights The new feature to guide tornadoes closer to your cursor is great, but the process of doing so is currently a little too slow to be all that useful. Speeding up its drift would reduce time spent guiding tornadoes and allow Zephyr to contribute more in other ways. - - - - - That's all I can really think of at the moment. I'm sure there's additional changes that could be done to buff Zephyr, but the complaints I have are largely restricted to comfort of use over raw strength and numbers. Thank you for reading. Edit: I completely missed the megathread for feedback above. Whoops. Feel free to delete and merge as a post into the larger thread if needed.
  2. Ty for Pandero <3

    The Pandero's stats were shuffled around. Crit damage: 2.5 -> 2.8 Status chance: 15% -> 10% Damage: 76 -> 72 In terms of average damage, the Pandero fares slightly better now, but against higher-level armored targets, losing 1/3rd of your corrosive and slash procs makes a major difference. I'd say it's slightly stronger on lower-level content when built for consistent crits, but weaker once armor becomes a determining factor. In either case, I'm still puzzled why these changes were made in the first place, as the weapon's strength seemed reasonable for the stage at which people could acquire it.
  3. Burston Prime MR12 gating and damage reduction buff

    The Burston P's main problem at MR12 is going to be the proposed critical stats. 18% chance with 1.8x multiplier is on the lower end of crit viable builds - above Ignis Wraith's incredible inconsistency, but below many of the other burst-fire options available. What this will result in is a somewhat unreliable crit-status hybrid that will be good for applying status procs, but may not have the consistently high damage necessary with a corrosive-crit build to do its job as effectively as other MR 10-12 weapons. The syndicate augment, while nice, does suffer from lacking the punch-through of (Primed) Shred to tackle groups effectively, and vomiting ammo at that rate may result in quickly depleted reserves given the amount of shots still required to strip armor before the weapon does enough damage to effectively erase them. It may, in turn, be better to build for raw damage via a Heavy Caliber build and ignore headshots altogether, making the proposed changes little more than increasing its effectiveness as a status weapon rather than a hybrid-built one. If DE wishes to address this, they could bump up the critical stats further while still being justified at that lock, giving more incentive for people to drop or use a lower-ranked HC in favor of going for consistent, rapid headshots.
  4. Dev Workshop: Weapons, Mastery Ranks, and Stats!

    Yeah, the Pandero nerfs are pretty mystifying to me as well. While I owned the weapon and put many forma in it, there are many weapons which outperformed it in practice. Pandero's theoretical damage output if all fan-fire shots connected with heads was stellar, but being pulled out of ADS and having massively reduced accuracy made aimed headshots just as viable in many situations while also being more ammo efficient. If possible, it would make many users happy if the Pandero was instead bumped up in MR requirement instead of artificially hammered down to fit the new budgeting system at its current lock. I still believe there's many viable alternatives for strong semi-auto secondaries in the low MR range, and I don't think newer players will be struggling to gain higher MR with the amount of frames, companions, sentinels, achievements, and solid low-lock weapons choices readily available for quick ascension through the ranks.
  5. Dev Workshop: Warframes Revisited Part 2

    If this augment worked without increasing drain over time, then I can entirely understand where DE is coming from here. Base resonate with 265-280% range is currently one of the best methods in the game for soloing interception, usually covering 2-4 nodes in the vast majority of tilesets. The only downside to this is the energy consumption, although a maxed channeling efficiency build with Primed Flow on even non-prime Banshee makes it entirely possible to sit tight for an entire interception round without having to move once. Having a no-frills deployable with twice the range, constant stagger, and no increase of energy expense over time would increase that to 4 nodes on most interception maps, making interception relic farms far easier than any alternative. Range could be cut to 235% using only two range mods, freeing up additional mod slots for survivability and added duration while still having better final range. There was a lot of BS potential with the other route if DE handled Banshee's augment poorly, and it may have led to trolling potential that exceeds Limbo on, say, Defense, where Banshee could have comfortably pushed enemies way in the distance back into their spawn zones without ever killing them. I don't fully agree with the new approach for the augment, either, but I can definitely see why they were hesitant about the original plan.
  6. The Temporary Future of Warframe Trials

    Two people have mentioned your second point by now, but both times I asked to carry the battery were met with a simple 'no'. I guess Nyx P and Nova P respectively with Primed Flow don't count as high energy pools, and that's fine, but the cutoff point there with what would have been required was never made clear by the raid leaders or any of the other experienced raiders with them. (Also yes, I know Nyx is below average for raids, but it's all I had for the first one.) As for netcode, I don't know what to add. Both school leaders expressed disdain for it and told people to do everything in their power to account for it, but the means of compensating for it forced two people on every button during the hijack segment to just... sit and watch a slowly moving objective, occasionally pressing a button to add CC. Yeah, it's similar to a lot of farming nodes, but I was expecting a little more action in a raid than being able to casually stroll to the kitchen and grab a snack. Maybe that's an unrealistic expectation in a game where people optimize for afk farming, but I don't feel like it's an unreasonable desire to want a little more action and movement where your battle is focused on enemies themselves instead of the game's netcode.
  7. The Temporary Future of Warframe Trials

    Hi. I'm a semi-new player who was carried through LoR a while back courtesy of the Raid Schoolbus. Here's my two cents on the experience: 1) The puzzles and strategies involved in LoR seemed less focused on execution than build composition and memorization. Hard frame CC was valued over the rest of your loadout, rendering newer players without primed mods, corrupted mods, and heavy forma investment largely useless. 2) The new raiders were not permitted to attempt carrying a battery or follow the hijack cart: this meant that 4 players were just following waypoints and orders while the experienced half did most of the legwork. As a result, the raid ended up feeling more like a movie that was out of our control than something we were actively engaged in. I understand and appreciate the tremendous effort and free time that bus drivers put in, but no amount of work makes up for raid mechanics that are built around prior raid experience over general mastery of mechanics and on-the-fly problem-solving skills. Given the above criticisms, I am tentatively happy to see raids being retired, but only under the notion that they will actively be reworked or replaced with better systems. I hope that those who do run raids will find other means of enjoying Warframe for the time being, and I wish DE the best in making a more engaging raid experience that strikes a chord for both new and old players this time.
  8. Coming Soon: Weapon Balance Pass.

    I would admittedly like to have seen the Stradavar listed, considering it's basically a slightly worse version of the advanced Latrons, and its very minor gain in sustain is somewhat undermined by significantly higher burst and status application by the Latron Wraith/Prime. Like +5% crit in both modes to make semi-auto more comparable and auto benefit from the usual crit build, and an identical status chance of 15 or 20% across both modes to make auto good for corrosive proc spraying? That, or just lowering the MR req to a more power-appropriate MR6 or lower. Like others have stated, continuous weapon status application also needs another pass, since 100% status chance a second is topped by even 10% status chance on a semi-auto at 10 fire rate, and 40% status chance on a 13 fire rate auto weapon is basically the equivalent of 500+% status chance/second on a continuous weapon, making them less viable for proc spreading than their auto/semi-auto counterparts. Really positive changes otherwise.
  9. Hotfix 19.13.1

    The change to Nyx is extremely problematic, since very little to no players use Absorb/Assimilate for the damage on release, but the protection it provides for yourself and people within. It seems that not only does friendly fire result in more drain now, but *enemy* fire also causes over 10x as much drain per tick of damage. You're a slow-moving tank with little to no mobility options--it's now the worst form of invincibility on a frame, and that's for a frame that only had soft CC and one-target-at-a-time hard CC to go with in a horde-based game. Where you could previously stand in front of 8 level 110 corrupted heavy gunners for a good full minute and still have half your energy pull, doing so with one level 100 heavy gunner depletes it in the same time frame. Previously, this absorption of friendly fire was patched out when a player was using Assimilate Nyx. This was done to prevent AoE damage from depleting your enemy reserves from full to empty within seconds. Now, it's virtually impossible to play that role of slow, barely mobile tank/soft-cc without running into more energy issues than any other frame, at the cost of more restricted invincibility as well.
  10. Map Holes & Environment Bugs: Screenshot Tickets

    #779060 Edit, additional map escape holes: #779084 #779086
  11. Weapon Sounds: Remastered

    I've noticed that the gunplay is definitely more satisfying since the changes to these starters weapons. I picked up a Lato and MK-1 Braton and brought them through the star chart, and it was definitely much more enjoyable to use them than before. In terms of what weapons to tackle next for this kind of treatment, I'd vouch for the Soma, Magnus, and Gorgon series. The Soma in particular, despite being one of the most used weapons in the game, sounds absolutely pitiful, with no punch at all to the firing foley. Comparing it to the regular Sybaris or Buzlok, or even the Braton *before* the remaster, is like night and day.
  12. Map Holes & Environment Bugs: Screenshot Tickets

    #776253 #776257
  13. Retune *all* The Frames! (11/19: Wildfire)

    The reason I'd advocate for that ability being active most of the time is that Razorflies are SO useful for staying alive. The aggro generation is invaluable, and although it's not immediate and limited to 6 flies, you often have enough time to fly about with only the occasional recast without every lancer or crewman blasting you out of the skies. It's also why I recommended making Diwata swings automatically refresh your Razorfly count by 1 or 2 each time--the cost of recasting Razorwing to spawn more is greater than the time it would take to just swing a blade a few times, not to mention the loss of the 50% evasion buff in that out-of-4 timeframe. In short: You really can't survive well without full reliance on her 4 at present, and her abilities need to be competent enough to justify the cost over more time being slippery in Razorwing form. At the moment, I genuinely can't justify using anything but her 4 and 2 in most cases, and Tribute only for the Dust evasion buff, since it's applied to oneself and doesn't require you being in close proximity to hostiles, which you often won't be since you're trying to get Razorflies to draw aggro instead. Why even have proximity-dependent debuffs like that when the kit outright encourages you to take to the skies and stay away to live? Yeah, those weren't particularly great suggestions for a passive replacement. Let's try again... A. Enemies under the effects of Nyx's powers are visible through walls and terrain, but only to the caster, using their custom energy color or an inoffensive muted white. Since Nyx is controlling/affecting the minds of those subjects, it'd make sense that she could also get a general idea of where they are. This could manifest itself as: A one-time flash of the enemies' silhouette through terrain when first affected. Pulsing of that silhouette every few seconds that fades when the power's effect wears off (only applicable to Mind Control and Chaos). Real-time glowing through walls that fades when the power's effect wears off (only applicable to Mind Control and Chaos). 1 would be the most 'balanced' but also potentially useless, since Chaos doesn't refresh itself on affected enemies, forcing you to wait for it to wear off, and it wouldn't provide a good idea of where your Mind Control unit is. 2 would provide a general estimation of location over time, which is a little more useful with her kit, though I worry the pulsing effect would become visually annoying over time. 3 would be the ideal solution IMO, since it doesn't overlap with that other frame that can provide that effect for the entire team, and it fits the theme of being in control of the field. I don't know if this would be 'overpowered' or anything, but the capacity to see enemies through walls in a non-competitive environment for just oneself seems more 'Rule of Cool' than all that useful in practice. You could very well identify where a straggling enemy that must be killed is, too, expediting mission types like Defense or Exterminate. B. All enemies affected by Nyx's powers have a small chance (~10%) to be put under full Mind Control for 5-10 seconds, serving exclusively as an ally AI, but being susceptible to damage rather than having to wait for the effect to wear off. This would provide a more universally useful version of her current passive that actually helps you and others survive. The reason this isn't terribly overpowered is because Chaos doesn't work on enemies already affected by it--you have to wait for it to wear off before an affected enemy can do it again. It'd also useful for Psychic Bolts, which unlike Chaos, can be applied several times in a relatively quick fashion, possibly offering a niche as a spammy, RNG-based mass mind control ability. --- Hopefully those are better suggestions for a possible Nyx passive replacement and I explained my reasoning for making abilities cost less in Razorwing. For Titania, the survivability in that mode is pretty much mandatory for harder content, as keeping Razorwing off serves more as a death sentence for a frame with such a weak kit otherwise that is in dire need of QoL improvements.
  14. Retune *all* The Frames! (11/19: Wildfire)

    I approve of the suggested changes to Nyx's 2--provided there's a reasonable range limit and energy cost per mark to prevent it from turning into spammable long-range Blast-modded Sonicor--but I think the passive one needs more careful consideration. Beyond the CC potential, Telekinesis would finally provide a means to *directly* control all manner of friendly entities--from launching specters trailing behind to the forefront to sponge fire, to tossing a lone mind-controlled Bombard into a fray of comrades to do your dirty work. It'd give more purpose to the Mind Freak augment as well, since more control over your minions would provide more incentive to spend the time and energy to cast Mind Control in the first place. The revamped passive, on the other hand, would only be balanced on the condition that there is only a very low percentage chance to proc, that it scales with fire rate, that it works with the same conditions as Ivara's sleep arrows--otherwise, faster-firing weapons with punch through would turn into sleep-sprayers, possibly trivializing huge swathes of content without even using Nyx's actual energy-dependent abilities. --- Instead of putting enemies to sleep with direct damage, consider giving her one of these more boring but easier to balance passives: 1) Immunity to radiation procs. Nyx controls minds, so why should she be susceptible to being confused into friendly fire? For added spice, you could add a set wide aura around Nyx wherein teammates are also immune to rad procs for rule-of-cool psychic reasons, providing some niche but dependable use in radiation cloud sorties. 2) A passive, weaker version of Quick Thinking. Since Nyx is a caster frame, most people are probably going to spec into a reasonably large energy pool and efficiency. To complement this, and to build the idea of Nyx as a hybrid CC/tank unit, you could provide her with the equivalent of a low-rank Quick Thinking by default to encourage more thoughtful use of energy. This would still leave her hosed after a magnetic proc or when there's Energy Leech Eximuses around, but it would at least provide a baseline of defense if you don't pop Absorb in the splitsecond before instant death while on the move in higher-level missions. --- I'm also skeptical of the present incarnation of that Telekinesis augment suggestion--it appears too vague and situational. Would Nyx still be vulnerable while commanding that interactive object? Would the commanded object draw aggro from enemies, or would it alert them to your location? Would that reach affect the effective HP of the target, or would certain objects like turrets be destroyed with ease and ramparts be basically invulnerable? It's a cool idea, and I'm not averse to more augments that really encourage a new playstyle, but I'm more dubious about how often that would actually come into play. The only real use I could foresee for that augment is in sorties where you're limited to a specific weapon, remotely manning a rampart to circumvent that limitation. Even then, the damage the rampart deals to sortie-level enemies is somewhat onerous due to armor scaling, enhanced shield conditions and no elemental bonuses. To be of enough use in enough situations to warrant the mod slot, that augment would have to: 1) Automatically control Ramparts and turrets that the ability is cast upon without requiring any other manual babysitting. This would allow you to focus on staying alive and opens up the opportunity to control multiple turrets/ramparts at once. Additionally, these controlled units should draw a small range of aggro until they're destroyed or until the effect wears off, whichever comes first. 2) Extend to things like alarm panels, bursas, and possibly buttons. There's always a couple situations where getting to a Spy vault panel that's in view or a panel to disable the alarm gets you in harm's way, so to be able to handle those remotely could provide a noticeable benefit in a lot of mission types. This would also synergize well with Assimilate Absorb, since you wouldn't have to pop that bubble and put yourself in a vulnerable position to remotely hack a Bursa mid-combat. --- I was careful not to suggest anything that would dramatically shift where Nyx stands as a frame in terms of use and power, and I hope these suggestions and concerns have provided some food for thought. Let me know if you personally think they are grounded or whether the present Nyx adjustment suggestions in the original post are better. I'd love to hear others' takes on what would balance fun and a reasonable degree of effectiveness for this frame.