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Burnthesteak87

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Posts posted by Burnthesteak87

  1. On 11/08/2016 at 5:54 AM, Tizodd said:

    This is not about being resistant to change.  Not all changes are good and not everyone dislikes change simply because they're resistant to it.  Some changes are just bad and not needed.

    After playing around a bit with Nekros I can honestly say that the health decay of minions is a nerf...nothing more, nothing less.  It's made even worse when you factor in the 7 minion limit.  Nekros has never been an OP or meta frame (except for maybe Desecrate spam), so why nerf him?  I don't understand why DE felt this change was needed.

    Please DE, revert this change.  Reducing the minion limit to 7 is a bad enough nerf, but to make them constantly lose health for no reason is adding insult to injury.

    I totally disagree.
    With the aggro change, SotD is still pretty useful.

    The health decay is a problem only with humanoid Shadows, which cover, stay into cover and slowly die anyway.
    Also it has a good impact on the player, it gives him/her a choice to do with Energy: sustain Shadows or use it for Terrify and LifeStrike. Finally some Risk vs Reward in this gameplay.
    The actual real problem is Shadows' damage and resilience, which haven't been enhanced since Shadows 1.0.

    So the problem isn't the Health Decay which adds more spice to Nekros' gameplay, it's the Shadows Damage and AI.

  2. Quote

    Health orbs are no longer guaranteed drops from pilfered corpses. They are now tied in with the chance for additional loot drops

    If Desecrate won't drop Health Orbs 100% it's a terrible nerf.

    There's no more sense into using Equilibrium and Health Conversion.
    To be precise: this change is making Nekros less effective with few corpses to Desecrate (thus way more in difficulty in high level fight) and moderately effective with a lot of corpses.

    For God's Sake, remove the "Rolling Loot Table" feature and make it just an healing utility skill for Health Orbs.

    Nerf Health Conversion instead than Desecrate. That's what I'd prefer.

    ■ PS:
    Observations:

    ► Nekros HC Tank is way more viable in Defense-like missions and big fights, but it has really low sustain in small fights, due to the change to        Desecrate . Viable in big fights, less viable in small fights.
    ► SotD is pretty solid atm. Even with the Health Decay(which Imo it's not a problem), Shadows are durable and draw aggro finely.
    Despoil is mandatory. 10 Energy for a corpse desecrated with maybe a chance to drop anything is a ridiculously imbalanced cost.
         I'd say to make Despoil baseline on Desecrate, refund it and throw in another Augment.
    ► I'm always more convinced that Desecrate should lose its factor of "Rolling Loot Tables again".

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    ■ PPS:
    Observations after days of testing:

    ► Shadows deals ridicle low damage.
        Not only, they stay undercover while degenerating life, so I don't really understand what's the point of Shadows taking cover. It's always been a problem.      Now it clashes with the Degeneration mechanic, which personally I like cause forces Nekros to work to sustain them.

  3. Quote
    3. With the upcoming Shadows of the Dead changes, do you think quality of Shadows is better than quantity?
    Quote

    ..a big problem is the lack of control over Shadows.

    No matter what the damage multiplier they get, by their AI the damage is randomic and unfocused, resulting in mostly no kills in mid-to-high level missions.
    They just end up being "moving Decoys" that once and then are able to kill a low Hp target.

    For Sinergy, it would be great if Shadows would focusfire a declared target, and Soul Punch should mark their target, driving their attention.


     

  4. 10 hours ago, Chipputer said:

    Until they allow us to control our companion's targets (as in telling my Kubrow or Kavat to focus on a specific enemy), I don't see what makes you think they'd allow Nekros to suddenly control how his shadows are targeting. This isn't something they need to do for Nekros. This is something they need to do for companion abilities in general (including allowing Oberon to force his controlled animals to target specific enemies).

    Probably so you didn't read carefully the OP.

    I'll repeat again. Comparing this mechanic to others will take it out of its contest, denaturalizing it. That's 'going offtopic'.
    This is a matter of Skillset, Ability kit, Synergy between Powers.

    It doesn't have anything to do with Companions or other Warframe's terrible passives.

    And if you would play Nekros, you would understand the point.

  5. 1 hour ago, Thebel said:

    Good bye 90% damage reduction, I'll miss you....

    I thought that maybe this may represent a mindful nerf, since they worked hard to remove Immortality from Hysteria, Snowglobe and Blessing.
    I'm not really countrary to this since it gives an opportunity to opponents to kill you in certain situations, raising a bit the difficulty.
    Maybe it's legit, since you won't have anymore those 3 seconds of recasting SotD which was the real problem for Shield of Shadows.
    Let's see how it will be.

  6. 3 hours ago, DSpite said:

    A "small army" is not 27 shadows. No MMO lets you summon 27 units to fight with.

    No, I don't want to end up in a 3 Nekros team with 78 Shadows in Green/Blue/Red simply because an update made them more powerful to use, and left the high count in, so everyone is now playing one and spamming.

    They will be hitting harder and be tougher, so I don't see what the problem is.

    I had a player ask me to come in here in comment, stating that "if I agree with the changes then I'm agreeing with DE "nerfing" my favorite Frame in the future" to which I say to DE "go right ahead". My current killing power with the Frames I have already feels way out of proportion anyway, able to wipe the Solar Map like a lawnmower over grass, only hitting slight problems when the "scaling" - which is not linear - starts hitting 3-4 times the toughness of regular Level 30-40 enemies, which is around level 65+.

    Basically, until we actually get a full enemy unit overhaul re-balanced around the fact we now have Primed Mods on weapons and that can even randomly set of AoE, 99% of the Alerts on the Star Chart are able to be done without even using powers, as everything dies from a single bullet.

    I want ALL enemies at level 30 to be a threat, as it implies that they have similar combat training to ours, otherwise the work "level" means nothing, but right now, anything with even a slight AoE will let me wipe entire groups of them other then say, a Bombard or a Heavy Gunner, which - gasp! - might take 3 shots.

    It's not a "gunfight" if by spamming a weapon I can clear entire corridors, I'm instead playing Dungeon Defenders.

     

    The problem is clearly explained both in the post and in the TL:DR.

    26 Shadows is allowed ONLY by the Corruption from Void Fissures. The standard cap is around 13-16 by sacrifying Duration and Efficency.
    I never said that reducing the number was bad, but there must be other changes (like giving control over them) to make it viable.
    Don't exaggerate please, there will never be so many Nekros together, because there aren't enough enemies for everyone to keep up the max number of Shadows summoned.

    Spoiler

    (Also, as you wouldn't like to see around those many Shadows, I cant' stand looking around all those Symulor vortexes, this is personal opinion, it isn't an argument that would make a speech more solid)


    Give Nekros a try before than giving feedback on it, please.

    Also, yes, I totally agree, a big problem is Enemy Scaling and game balancing, but SotD peculiar problem isn't directly related to it. 
    That's an offtopic, please keep it at bay, elseway it's going to denaturalize the topic's real focus.
    Here we talk about Nekros SotD changes, not Enemy Scaling and overall game balance.

  7. 8 hours ago, Thundervision said:

    Basically, nothing has changed.  I'm not even saying that reducing A is bad, removing B is bad or replacing C with D is, I'm just saying that SotD will still be stupid. Unless DE improve AI for Shadows or give them (at least) Nightwatch units AI, i'm too sceptical about upcoming changes. :C

    TL;DR: In short about SotD: «All brawn and no brains».

    Exactly as it you showed.

    Whan Nekros needs, with less Shadows available is Shadows Control through specific mechanics.. Be it Soul Punch, the Marker/Checkpoint mechanic, etc.
     

     

  8. 37 minutes ago, RealPandemonium said:

    Armor scaling is its own issue, though I was surprised to find Shadows dealing competitive damage against Grineer into the 50s.  Against the other factions they scale more or less indefinitely, barring things like auras, special enemies (Juggernaut, Bursa) and AI hiccups.  

    I can't find it possible, the damage is often unreliable and Shadows won't focus on targets which needs to be killed asap.
    They often kill low HP targets like Butchers.

    There must be a Shadow Control mechanism, the more now, that their number is getting reduced.

  9. Now, while all of this sounds really nice and a fresh breeze into Nekros gameplay, I feel the real problems about SoTD aren't being nailed.
    The main problem was the control of Shadows. If you played Nekros with maxed Strenght, you could notice that their Killing Potential was pretty scarce, and this because of the AI.
    No matter how much damage they can deal, all they could do was killing small units or finishing heavily injured enemies. They rarely focus on prioritized targets. And often stay into cover without doing real harm.
    So in the end the best SoTD utility was the Shadows number to misdirect enemy fire on them.
    Consequences: By reducing their number, this utility gets damaged. Not considering that also Shield of Shadows will suffer after this.

  10. On 5/8/2016 at 11:58 PM, BlazerEraser said:

    I'm glad they didn't just touch his desecrate and called it quits, his 4th actually looks useful now.

    Nekros' Ult was way more useful before.

    Check this...

     

  11. 12 hours ago, (XB1)Skode said:

    I'm hoping the fact it handy picks the juicer shadows to cast reduces need for more esp as they'll be buffed more to compensate smaller number. I will miss playing zerg rush with the infested chargers though lol.

    It won't. They could't kill anything past lv50, don't expect now to do it.

  12. From the last Devstream we know, DE aims to change Desecrate and Shadows of the Dead.
    While the changes on Desecrate are legit and fine, those on Shadows of the Dead doesn't seem to have a correct aim.

    Let me explain myself.

    Announced CHANGES:

    Quote

    ► Number of  Shadows of the Dead will be capped at 7, but each unit is stronger.
    ► Enemies resurrection will prioritize souls stored of stronger ones.
    ► Recasting SotD will heal existing Shadows and replenish the number up to 7.
    ► Quality of life changes about the casting time, it will be related to the number of Shadows summoned.
    ► SotD won't be affected by Power Duration anymore.



    OBSERVATIONS:
    Now, while all of this sounds really nice and a fresh breeze into Nekros gameplay, I feel the real problems about SoTD aren't being nailed.
    The main problem was the control of Shadows. If you played Nekros with maxed Strenght, you could notice that their Killing Potential was pretty scarce, and this because of the AI.
    No matter how much damage they can deal, all they could do was killing small units or finishing heavily injured enemies. They rarely focus on prioritized targets. And often stay into cover without doing real harm.
    So in the end the best SoTD utility was the Shadows number to misdirect enemy fire on them.
    Consequences: By reducing their number, this utility gets damaged. Not considering that also Shield of Shadows will suffer after this.

    Another point to remember is that SoTD wasn't summoning Eximus units or Rathuum units*(PPS).

    About the Modding, it will be interesting, Natural Talent won't be a "must have" anymore, probably, and this will open up a slot.
    With Power Duration gone Nekros will all be about Power Strenght and Efficency (even if with just a pair of Duration mods, it wasn't that bad).

    Feedback / Suggestions:
    All I've been suggesting all these years is this:
    Making Soul Punch drive the aggro/attention of Shadows to a location or a specific enemy, so they'll start swarming the area and attacking enemies inside it.
    Then their killing potential will be worth investing in.
    This is even more essential since their number will be reduced.

    If this isn't possible, then let it be an Aoe field domain around Nekros. Or terrified targets. Or use the Mark/Checkpoint mechanic.

    -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -      
    About Desecrate I'd also like to share this idea:
    I feel it should have more synergy with the whole kit and Nekros' theme (manipulator of souls, possess the battlefield, Death its playground...), by acting as a cathalizer for SotD.

    ► Despoil is now baseline. Desecrate costs Vitality instead than Energy. (Inaros has Vitality costing skills, why Nekros can't have it too?)
    ► Desecrate won't roll loot tables anymore. This is now a Healing and Energy utility tool.
    ► Give Desecrate Synergy:
         ► Every corpse successfully desecrated: Buffs Shadows of the Dead increasing stacking 5% movespeed  and attack speed;
         ► or Prolongs Shadows duration by 0,5 second;
         ► or Prolongs Terrify duration by 0,5 second on nearby terrified enemies;
         ► or Gives Nekros +X power Strength. Max Cap +60%  (Extending the cap to 4 more shadows).

    This can be realized also through new Aument Mods.
    -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -
     ■ PS:
    If their number will be capped, let's remember this change with a bit of nostalgia. PICTURE.
    NOTE: For lazy people: the 26 Shadows cap have been reached with a 190% Str build and the proper Fissure's Corruption buff effect -which I pointed out in the picture-

    Spoiler

    aE74r1X.jpg

    -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -
     ■ ■ *PPS:-        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -        -
    ■ ■ ■ TL DR ■ ■ ■
    New changes are fine, but touching Shadows number damages its real utility (enemy fire misidrection) and the killing potential.

    Quote

    ..a big problem is the lack of control over Shadows.

    No matter what the damage multiplier they get, by their AI the damage is randomic and unfocused, resulting in mostly no kills in mid-to-high level missions.
    They just end up being "moving Decoys" that once and then are able to kill a low Hp target.

    For Sinergy, it would be great if Shadows would focusfire a declared target, and Soul Punch should mark their target, driving their attention.

     

  13. 3 hours ago, Latiac said:

    Not sure if this is the right section for this type of thread, I hope it is.

    We all know the current 'Meta' , Synoid Mirage, Broken War / Scindo / Fragor Prime Valkyr, all that stuff, Why not come up with something fun as a community, Why not break that Meta.

     

    I'm thinking we should design some fun builds, something Whacky, fun and unique that actually works (Or kinda doesn't, but that's the whole fun guys), Any weapon, any Frame, or any combination of the two that works pretty well together.

    What can you guys think of?

    Spoiler

    aE74r1X.jpg

    ► Try with Fissure's Buffs.

    ► Atm most funny Warframes are Volt, Saryn and -in contrast of what I declared recently- Hysteria Valkyr.

    Another idea...
    ► Try with Max Strenght Volt, built melee for Speed and a max Aspeed (with Quickening) slow weapon... Galatine, Hammers, etc.
    ► Quickening is an extremely underrated mod. It applies to Hysteria, Exalted Blades, etc. It's pretty nice on Slow Weapons too.

     Another idea...
    ► Mirage built for Duration, max Multishot Torid, Stug, Quanta, Staticor. Destroy other people's eardrums and video card...

    Another Idea...
    ► Try with Ivara's #2 and Ogris with Adesive Blast. It literally sends people in orbit in... unconventional ways.
    ► Try also with Nightwatch Napalm, stick the missle on a Rhino and let him charge into enemies.

    Another Idea...
    ► Try with Mag's Magnetize and Excalibur's Exalted Blade. Excal's energy waves are absorbed into Magnetize as usual projectiles.
        Assured: more damages than your Tigris.
    ► Try with Excalibur's Exalted Blade and Zephyr's Jet Stream augmented Turbulence.


    Btw I agree with many on this thread, the "keep it simple" logic made skills and combat mechanics pretty unidimensional, brainless-to-being-uncreative and boring.
    For a multiplayer game, there's so little interaction in Warframe's Gameplay...

  14. 1 hour ago, cookieknife said:

    Valkyr is not a meta. She is nerfed to S#&$ dude. 12 energy a second is enough to ruin a warframe.

    Kneejerk disinformation, sorry, but Valkyr is extremely powerful atm.
    Just cause you have to use Hysteria more carefully doesn't mean she's been nerfed.

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