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cursedmoon13

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Posts posted by cursedmoon13

  1. Switching to my gun currently deactivates channeling. Is there, or can there be, an option for channeling to persist through the switch? having to press alt fire on every switch is annoying if I'm using a build that uses channeling a lot, and breaks up the new flow of melee.

  2. Many of the new elemental FX (specifically gas, cold, viral, toxin, corrosive, blast, and electric) on melee weapons sort behind the warframe when viewed in the Arsenal, even when the melee weapon itself is in front of the warframe. It's mostly the particles involved in the FX. Untested in missions.

  3. I have new (unsolicited) ideas!

    Mesmer Skin: Rather than the "I want to be functionally invincible for (time)x(#charges)" make it so each enemy can only make you use 1 charge per daze period. This way, the big complaints about burst weapons, and my particular problem with Hyekka Masters, are effectively null. Damage is still redirected, so burst fire damages the enemy for all shots in the burst while they're dazed, and if a Hyekka Master gets dazed by you walking in their fire, they take subsequent damage from their own fire while dazed. 

    Some people have requested status immunity, but I think it should just redirect the damage from damaging statuses instead, so slash, fire, toxin, gas, electric, etc. procs damage their sources, while you still take full effect from non-damaging procs like radiation, just so you don't get too complacent.

    Reave: I still think it needs to feel faster, but that's old news. Since enemy (E)HP scales so high, eventually you waste a lot of the health and/or shields you may have gained, so how about converting overflow health to shields, overflow shields to overshields, and if you cap on both, the remainder goes towards refunding the energy cost of Reave? My current thinking of the most practical conversion is that the % of health/shields wasted equates to the same % of Reaves cost refunded.

    Danse Macabre: Okay, so this is the biggest change, and therefore least likely to be adopted (it being post-release and all) but since the previous changes to his 4 already put the frame into a polarizing position of  "not worth using" vs. "still one trick pony" I thought I'd put forward an alternative. Might need a new name, but how about 4 is now like the Eidolon's S.O.S. scream, and summons Revenant's thralls to him, while having an aura that lifedrains thralls while proccing status on enemies (Eidolons do Magnetic, but that's near worthless against AI, so I was thinking Radiation). It could still be channeled, or it could be duration based, with the aura being constant or in pulses (which could look like the ones that the eidolons emit after their synovias break). As unlikely as this change may be at this time, it captures both Eidolon and vampire themes, and works well with Revenant's other abilities.

  4. The more I play "Rev" the more I think his thralls need something like a "survivability pool" that gives defensive buffs that are split up among your thralls, enough that killing your last thrall wouldn't be worth the effort to your "teammates" to just casually kill off for no reason. Something like DR 90%/x, and health regen 10 - x (just spitballing, no math has been done to determine the viability of these numbers). Done right, a single thrall could be killed, but wouldn't be worth the effort, while (depending on the cap) enough thralls would start slowly dying on their own.

  5. Thrall AI should be more aggressive, since enthralling an enemy just to have it spend 60% of its duration hiding behind cover, barely shooting, is boring and doesn't spread the effect OR get them killed to leave behind a damage trap. If an ally kills them there the pillar is against a cover wall, which does sort of "deny" that cover to enemies, but I haven't seen that happening really. Along with this, there seems to be a slight delay after an enemy is enthralled before they start, well, DOING anything, which just increases the chances they'll be killed before the ability shows any real benefit. Maybe shorten or even eliminate the pause?

    Also, on more... mobile missions, if you or your teammates aren't killing your thralls immediately, they can get left behind, taking up your cap. I was thinking something along the same lines as @Orfeusz, where you can hold cast to release your current thralls, prematurely creating the damage pillars for your trouble. Probably won't even kill them, but I feel it helps to get something out of it, rather than having to choose between starting over or hoping your thralls do some work wherever they happen to be.

  6. In contrast to how most people seem to treat Revenant's 1, I like to think of it in a similar fashion to Spores. Yes, Spores, possibly one of the most powerful abilities in the game. Why? It all comes down to the spreading nature of the ability. When Enthrall is properly tuned (and properly used) I believe it should manifest as a wave, sweeping through the horde of enemies, turning friend to foe, and replenishing its numbers as your thralls disintegrate into pilllars of "fire". Being similar to Spores in this way, the ability needs a similar amount of tuning to work as intended*. Like Spores, you need the enemies to survive long enough to spread the affliction, else it fizzles, but you also need them to die, otherwise you end up with a sea of temporary allies accomplishing nothing. I have yet to try it after 23.6, but from feedback it sounds like it still fizzles out too quickly, but most of the proposed changes I've seen would push it too far the other way. Removing "friendly" fire it just becomes another Shadows of the Dead. A complete lack of a cap might lead to situations where every enemy on the map is an ally with no one to fight. Both would be boring. I still think the cap probably needs to be higher, and maybe thralls should be immune to AoE damage (like Zephyr's Tornadoes seem to be; seriously, fire a Launcher at them) and not targeted by certain auto-target abilities (world on fire, peacemakers, etc.) but it's definitely in the realm of tuning rather than sweeping changes.

    I may have more to say after I've played him a bit more.

     

    *presumably, from how it's designed.

  7. 5 minutes ago, Stormandreas said:

    Ok, for 1, it's nice that we get more Thralls, however this still doesn't solve the problem. The problem is that they are still just enemies. We can kill them, they get no buff, no invulnerability, nothing, so we're still constantly going to have to spam 1 to even get the 7 cap.

    I both agree and disagree with you. Thralls still taking tenno fire is part of the point, but also why 7 thralls is still likely too few. Nekros doesn't have to worry about friendly fire, and enemy damage vs. EHP scaling means his shadows can last a while. Meanwhile, thralls can spread, and the more thralls we can have, the more likely one will survive to restart the spread again, but with a cap of 7 they're still all probably going to die to allies too quickly to keep the "wave" going. Thing is, if they were to stop taking "friendly" fire, it starts to look like trolling to some players when there are thralls, say, still alive at the end of a defense wave, with no way to kill them.

    5 minutes ago, Stormandreas said:

    and 2, that energy jump is INSANELY high! I've already sunk 5 Forma into my Revenant which I will now need to change because the energy cost is so drastically high! I'm going to test it a bit, but the fact that if we hold M1, it drains EVEN MORE, which will take the cost to roughly 35-40 energy per second, it's stupidly expensive now.

    Yeah, I was against increasing the energy cost, since, without more buffs to other abilities, it becomes either "save all energy for the expensive 4 that's still the best ability" or "abandon frame entirely".

    • Like 2
  8. Adding one more voice to the chorus.

    Passive: I've yet to notice it activate. Take that how you will.

    Enthrall: cap of 4 is too low. All 4 will almost always die before you can use any synergies this ability has with others. Pillars are nice, but with a cap of 4 and just positioned where a thrall dies, it's too random to actually be useful with so few. a cap is necessary, but 4 is too low. Managing your number of thralls could be a big aspect of the frame, but as it is, it might as well be binary. Also, thrall AI should check for nearby enemies to attack first; purposefully enthralling an enemy in the middle of a group only to have it run to your side before it engages seems to defeat the purpose.

    Mesmer skin: Eh, it's fine(sounds dismissive, but that's just because it's solid but not flashy). I'd appreciate more charges at base, and it needs to round to an integer b/c bugs, but I don't think it really needs a cooldown, just be evasive as you'd usually be, with the charges as a safety net. Oh, and do something about the opacity of the cloud/mist/aura, as it can sometimes block your vision too much.

    Reave: Feels slow. Drops like a stone. Effect looks like a 2D rectangle. Numbers could be tweaked: drain on non-thralls barely noticeable, and (as mentioned before) thralls die too quickly to other things for thrall drain to be relevant, which might be remedied with a higher cap...

    Danse Macabre: Good ability. Overshadows other abilities, but that's as much because of the shortcomings of those abilities as because this is (a little) overpowered. All I can think of to fix that might be considered forced synergies, like making damage based on your number of thralls, or dropping base damage but increasing damage vs thralls and/or stunned enemies. Increasing energy cost would probably just decrease use of other abilities while people "save up" energy for "the good ability" (think old RQ Banshee).

    tl;dr: Double or even triple thrall cap. Speed up Reave and possibly decrease gravity during use. Maybe tweak other things.

     

    Please, and thank you.

  9. When I start up the game recently, it frequently acts as if I'm using a controller when I'm not, and either won't accept keyboard inputs, or treats them as if they were controller inputs. I can move the mouse, but clicking the mouse does nothing, and I don't know what key acts as the "A" button on controller. At one point, a steam controller dongle was connected, with the controller off, and turning the controller on and off again fixed the problem. Steam controller no longer connected, but bug still occurs, and same fix is then not possible.

  10. 7 hours ago, Amideus said:

    Worse than sucks, a 4 forma Exalted Umbra Blade is inferior to a 2 forma Nikana, and the Umbra Blade comes with TWO polarities built into it for the mods... like, what kind of massive stealth nerf is this???

    I choose to believe hope that it's an oversight that will be corrected, rather than an intended nerf.

  11. Didn't read all comments, but i agree with the many people who have stated that the actual weapon stats have not changed, (or, from @DarkOvion's data, may have even gotten some buffs?), but the real issue is that the stance mods on Exalted melees give no capacity. Acolyte mods don't apply, and never did, you just have proof now, since they can't even be slotted in.

    I feel it's worth noting, though, that they made Diwata a crit melee, while melee crit is pretty meh without Acolyte mods, so it doesn't seem like they buffed it to the point of it being worth using in lieu of Dex Pixia.

  12. Basically what's in the title. I noticed that, in the Arsenal, Ivara's arrows for Artemis Bow appear pretty much grey, or colorless. Also tested in a mission, and arrows were also uncolored there, once embedded in a wall after the energy trails disappeared. I believe the arrows used to at least take on the attachment colors and even the arrow skin you applied if you were using a bow, now it seems they don't inherit appearance from anything. Maybe this should (also) be a bug report, but I'd like to ask that we be able to color our Artemis bows' arrows as we'd like, like any other bow, and maybe even be able to apply arrow skins. At least the arrows should have color.

  13. I have a... unique viewpoint, as I used the "Umbra as Specter" ability while I was trying to level Amps I had just gilded for Mastery. I didn't spend that much time observing Umbra, but since I'd equipped him with a Nukor for the damage debuff, I noticed that he'd be firing in one direction, while the visual effect from the nukor debuff appeared on an enemy in a completely different direction. From this, I believe that Umbra may actually be hitting enemies, it just doesn't look like he's hitting them, as the animation maybe doesn't exactly line up with what is actually happening. Still a bug, just not as bad as it might seem, gameplay-wise.

    I do second the person who recommended putting punchthrough on your weapon. Just like Sentinels, and probably Specters, Umbra probably likes to try to shoot enemies through their cover, whether he can or not.

  14. After watching Rob's (AGGP) video on the new Saryn, I got an idea. He was comparing Saryn to a mom that had to chase her rambunctious kids around, and I thought, "wouldn't it be nice if Saryn's UI had a radar element, where it would light up around the rim in sections to show which directions infected enemies were in?" Basically, that phone tracking thing for overworked single mom Saryn to find her kids.

  15. 27 minutes ago, EinheriarJudith said:

    spore mechanic is definitely bugged experienced on 2 occasions it getting stuck at 15 and locked.

    I got stuck on 13. Probably from double-tapping the button on accident, and detonating before the spore is really "on" an enemy. I feel like the initial spores cast needs to be a small AoE now, so you don't have to spam until it decides something is targeted, and to avoid wasting your cast if the enemy gets killed immediately.

  16. 2 minutes ago, Sleepepe said:

    They want it so you dont "forget and leave it", your suggestion is basically "forget and leave it" lol

    That doesn't track with the changes they proposed, though. The new way Spores work is even more "fire and forget" (which is how I interpret "forget and leave it") than it is now.

  17. Just now, krodha36 said:
    • not sure about the damage type switch between miasma and spores
    • instead of completely disallowing spores to spread multiple times, can u make it so that only spores that are popped spread? (by popped i mean the tenno shooting it)

    But I thought spreading multiple times was the whole point of how it works now... Did you read it wrong, or did I?

  18. I have an idea. If (part of?) the reason for this rework is stopping the safe spore-spamming strategy, maybe just make it so Saryn can apply Spores to Molt, but only enemies can pop them, not Tenno. This reinforces some of the more interesting strategies, while removing the ability to just tuck yourself and your Molt in a sheltered corner somewhere to nuke rooms, in near-complete safety.

  19. 8 minutes ago, Urlan said:

    Particularly, with Maiming strike as I recall from the videos of Youtubers claiming onslaught was too easy - as long as they used that loadout at least.

    At the risk of being crucified, I almost think they should just nerf Maiming already. Something semi-creative, though, like the crit boost is the same but only applies to the first enemy hit by the sliding attack, or the boost is evenly split between the enemies hit. Basically so Long weapon + Primed Reach + crit mods + Maiming =/= empty room.

  20. 11 hours ago, [DE]Danielle said:

    When an enemy affected by Spores dies, they spread to surrounding enemies

    I thought it already did that, just at a reduced range compared to popping spores "manually".

    Also, I understand and appreciate the viral/corrosive flip between Spores and Miasma, but I've always wondered why none of Saryn's abilities did Gas damage. Her name seems to be based on a deadly, poisonous gas, right? Anyway, I guess I'm not sure where it would fit: Spores hits a lot, so corrosive is best there; Miasma is kind of "the big hit", so viral (as I understand it to work) fits best there; forced gas procs on melee and ranged hits with Toxic Lash could be very good (depending on scaling), perhaps even too good; maybe Molt does gas damage/procs when it explodes? Does Molt still explode? That doesn't seem to be covered in the OP.

  21. Mode was really fun the first time I played it a few days ago, because I somehow managed to have the one run I played not have any bugs!

    Today (first time I've really been able to play, b/c work), annoying Banshee first run, so I left after I got tired of sitting around, basically leeching (not devs' fault). Second run, Host migration Zone 3, kicks me out, no rewards; shelving this mode until at least THAT bug is fixed.

    Honestly, to me, balance was fine first time I played, so about late on launch day for the mode. Please stop tweaking balance until showstopping bugs are fixed. Please?

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