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Crousere

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Posts posted by Crousere

    • TYPE: In-game
    • DESCRIPTION: Played Ground Assault for 17 rounds got the points, then we started another round and did 17 rounds. Apparently our instance changed and we stayed at rank 1. 
    • EXPECTED RESULT: I should have gotten 2,5k + 2,5k points for doing 17 rounds of Ground Assault and get to rank 3
    • OBSERVED RESULT: My instance changed and it only counts as 2,5k points and my rank stayed at 1
    • REPRODUCTION RATE: Happened once, just now
  1. When it comes to Nikanas, they seem to only have one really good stance: Blind Justice. It has mobility and nice combos which hit several times, which is really important when using Blood Rush.

    Decisive Judgement seems to suffer greatly from general clunkiness, every combo feels really slow. It's still pretty fun to use and combos look really nice, it's still not on par with Blind Justice. Perhaps increase the mobility during neutral and forward combo and add few slash procs. Tranquil Cleave has similar problems, but it also has absolutely terrible hold block combo which is just one hit. I would like to see both of these stances brought to same level with Blind Justice

     

  2. Scindo Prime should have better stats, I would like to see it as a sidegrade to Gram Prime. Description says it has been used as an executioners axe, why not give it a bonus heavy attack damage and 3x critical damage (or something like that) to match that description. It's oldschool weapon and I would like to have a reason to use it

    Yskj0kz.jpg

  3. They should add more clones to his 4. From 2 to 4. Then add stacking bleed procs to his 1. Voila, Ash is even more amazing than he already is with better scaling skills.

     

    The bigger issue is how his 1 with Seeking Shuriken is bugged: it doesnt always strip armor from certain units. Like grineer carrying the power cells in excavation missions.

    Also his 3 is bugged: sometimes when Ash teleports to his enemy, the enemy is behind him. Sometimes the target doesnt react at all (ie. isnt open for finishers) and just walks/runs away like nothing happened.

  4. Overall I like both reworks

    Vauban

    Tesla nervos. I like it, it's pretty decent first ability especially with the augment. It just doesn't keep up with Vauban if you move fast.

    Minelayer. It actually doesn't have any mines, I would liked to be able to place some traps instead just some gimmicks.

    • Tether coil isn't worth the energy, it feels terrible to use. It feels buggy, doesn't grab enemies. Why would I use this when Vauban has so much CC already?
    • Fletchette orb. I find this useful. Actually feels like a trap, you can get some area control. Duration is great and damage is decent (for the cost), synergy with Bastille. I like it.
    • Vector Pad. I would replace this with an actual mine ability, something that deals finisher damage and doesnt get nullified by the bubbles.
    • Overdriver. It's pretty nice for the cost. I would like it to work similar to Motes, so everyone could grab a buff from certain location.

    Photon Strike. It looks nice. I like the theme. It costs too much energy for what it does. Way too slow to activate, cannot be used in fast paced combat. I would make it work like a beacon instead, so you can mark a certain area where these Photon Strikes are being casted in certain intervals.

    Bastille. I like it, it feels good to use. Vortex should have 75 cost, since it has only some of the skills functionality. Does the Bastille buff give 1000 armor? It doesn't feel like it, even with the full buff Vauban feels squishy (perhaps some host-client shenanigans?). Buff duration is so small that I feel like I have to spam Bastille just to survive, which makes the playstyle little bit tedious and extremely energy hungry (with base duration you have to cast Bastille every 10 seconds to keep it up). Vauban really needs some more survivability if the playstyle revolves around stationary Bastilles since it doesn't stop bullets.

     

    Ember

    I really enjoy the new Ember, this frame is lots of fun to use. Like Vauban it just seems to struggle with energy management.

    Fireball. Hard to aim sometimes. Combo window should be way larger, make the base 5 seconds. Projectile should be homing like with Akarius to make it more player friendly. Otherwise it's really solid base ability.

    Immolation. Energy drain is too much, it forces to build Ember around maximum efficiency, which really hurts build diversity. Immolation should buff Embers melee attacks, you are literally on fire so I would think the melee attacks should at least proc heat status effects. Damage reduction is just fine, I really like the effects too.

    Fire Blast. Is the base cost too much for a skill that has to be used quite often?

    Inferno. Works really well, no complaints.

  5. 1 hour ago, SneakyErvin said:

    Hydroid only does little damage if you dont know how to work with his skills. He is an infinitlly scaling frame that can stay immune 100% of a game while also killing effectivly. But like all frames certain game modes doesnt favor him and he isnt very PuG friendly. The only two threats he can face are nullifiers and energy leeches left alone for too long.

    I don't think it's a problem with gamemodes, the damage just isn't there.

     

    1 hour ago, SneakyErvin said:

    His 3 + 1 just rips anything apart in seconds when combined, even when you run negative strength.

    I wish this was true

  6. Khora is already better version of Hydroid and it doesn't have anything to do with pilfering mods. Unreliable cc + little damage vs. reliable cc + ton of damage.

  7. I have to say that I really enjoyed using this warframe. It has nice combination of offensive and defensive abilities that reward aggressive playstyle. I think Garuda offers unique playstyle, but is being held back by painfully slow casting times and wonky skill targeting.

    Few things:

    Deaths Gate passive: IMHO this should give the full 100% damage bonus when under 90% max health, would make it little bit more consistent

    Dread Mirror: I think the visual effect (frame) is too overwhelming, perhaps it could have some transparency. Also the sound effect it has gets way too intrusive after some while, I actually had to turn down sound effect volume just because of this skill. I feel like this skill is too slow without Natural Talent and I really dislike being forced to use it (especially how much this skill ends up being used, gap closer and damage mitigation).

    Blood Altar: I really like this one, clunky targeting and slow cast time without Natural Talent, but otherwise it's great.

    Bloodletting: In general I like this new playstyle that revolves around keeping HP as low as possible, this skill seems to compliment it just fine

    Seeking Talons: I really enjoy using this skill, but again it's just so painfully slow without Natural Talent. Also the targeting gets wonky sometimes (enemies infront just do not get hit).

  8. After doing some more testing I feel like I have to repeat what I said. Chakrams targeting seems super wonky and it seems like it has really huge hitbox which means the projectile itself is constantly blocked by something. I would also like to see speed of the chakram increased. Very often I kill the enemies before the chacram even hits them, which means I have to constantly stop and wait to see if it hits enemies. Teleport being tied to base skill also breaks the flow. The most frustrating thing is when Chakram refuses to hit a group of enemies and just flies somewhere, I recast the skill too quick and now I'm teleported somewhere and drop down with hard landing (staggers and slowly gets up). This seriously makes otherwise so great frame feel really clunky.

  9. So far I really like the changes. However there are few things I would tweak.

    1) I feel like I am forced to stack range (for 1 and 4), could they have little bit more base range? 

    2) Molt's augment should be part of the core skill, the healing it does is nice, but Saryn still feels super squishy even with the augment.

    3) I think the first spore that is cast by the player should be able to spread spores if it kills the enemy, it just makes sense like this.

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