Jump to content

Mokkun108

PC Member
  • Posts

    41
  • Joined

  • Last visited

Posts posted by Mokkun108

  1. Removing quick melee before stances rework was a mistake. Stances can't put out as high DPS as quick melee attack, they are so slow and awkwardly animated that I can't apply status fast enough for Condition overload to work properly. Sorry, but melee feels like garbage now.

    Melee has 2 options now:

    1) Slams to ragdoll enemies (which I absolutely despise, I'd rather be doing DPS instead)

    2) Maiming strike and sliding (I despise maiming even more)

    Now, that I've gotten my umbral forma I'm going to take a long break from the game.

  2. How about additive critical on slide, maiming and blood rush stacking? They have no intention to rework those?, but instead focus on things such as quick melee which was well-functuining in the first place.

    I never use stances and they are only for increasing mod capacity. I don't want to use stances no matter what change they're getting. If quick melee gets removed I'll never use melee weapon again. 

    Stances = Slow = Death

     

  3. I couldn't care less about another excalibur skin and the quest to obtain it.

    No nerfs this update or did DE ran out of AOE frames to destroy I wonder. No matter, nerfs will be back.

    Can we at least get rivens for the exalted weapons? Why disabling them?

  4. Melee is devastated completely now. Long range weapons like whips and polearms hit less often, I can tell because arcane strike activates so less frequently now. Quick melle turned to be so unresponsive, press 3 times to activate quick melee.

    Maiming remains untouched while melee gets this nerf. Just remove those goddamned stances, noone ever uses them but to increase the mod capacity.

    I guess maiming strike is DE's holy cow. It won't be nerfed, ever.

    Happy sliding!

  5. Maybe it's just me, but I think what they're trying to achieve by repeatedly nerfing AOE DPS frames is simply to make way for those stupid kids. DE wants us to play operators and use focus instead of Actual warframe powers, so they power down dps warframes.

    I despise those kids so much, but I can't stop thinking about it.

     

  6. Is maiming strike still additive? I took a 3 month break from the game, coming back now and what is it I'm seeing? Even more critical boost with that gladiator set. But than I remember the glorious days of Naramon shadow step with telos boltace and maiming strike, those were the days; spin, spin, spin, slash them, gas them, jump and spin.

    Telos boltace got nerfed, maiming remained untouched, imho maiming strike should be made multiplicative. Atterax is just going to be replaced with next best alternative, should it be nerfed.

    Them scoliac rivens anyone?

  7. I mentioned it somewhat earlier in hydroid feedback that more recent warframe reworks always get substantial armor boosts. Oberon, hydroid recieved double armor buffs with rework and than prime variants. It feels unfair, yes. But in the end, armor or not you'll get one shot. Slash and toxin will just ignore armor entirely, valkyr and chroma melt too. Nekros doesn't need armor due to health conversion.

  8. 20 hours ago, [DE]Megan said:

    Undertow damage per second is now a % of the target's max Health.

    As if last limbo rework wasn't enough to not even touch percentage based damage ever again. Why you are doing it again is beyond my comprehension. Change it back the way it was now, before the "op broken undertow" threads begin to appear in great numbers.

    20 hours ago, [DE]Megan said:

    Hydroid’s base Energy has been increased from 150 to 188 (at Rank 30).

    I must say this: these stat boosts are getting out of control, first you buff armor, then give more energy, when the prime variants comes out he recieves even bigger boost. The same happened to oberon. You know, older prime warframes (trinity, nova etc.) look meager in comparison to normal variant hydroid statwise. What's next? Zephyr revisited gets 500 armor 200 energy, Zephyr prime - 700 armor, 300 energy?

    There are already primed flow and zenurik overflow in the game, revisited warframes don't need any stat buffs, leave them with their default stats, stop this nonsence.

  9. Trinity is obsolete old frame, absolutely needless. The only ones who would be affected by the change/rework should it come, will be those Lor and bere farmers. She provides nothing in endless T4 fissures, equinox, nidus, oberon and harrow are much better choises for the long play than trinity.

    Too many frames trying to occupy one niche, too many frames now overall.

  10. Riven disposition gets looked at all the time. They have been tweaking it ever since the release, every now and then DE changes the disposition multipliers for certain weapons. Disposition cannot be locked due to ever changing weapon stats (buffs or nerfs). After the rescent staticor, daikyu, secondary buff they lowered some secondaries' disposition. It is only fair if a weapon gets damage buff/ 35% status or 30% critical it also gets it's multiplier tweaked from 1.21 to 1.10

    Staticor's got 0.5 or something, it is not weak, mod it properly and test vs. lvl 100 corrupted heavy gunner.

    Riven system is fine as it is, kuva farming on the other hand is way too grindy and shoul be addressed instead.

     

  11. Don't be under impression launchers are high damage, thus they suffer from self damage. Against lvl 100 corrupted heavy gunner secura penta, zarr, even tonkor(after nerf) deal laughable amount of damage. It is not fair how we can kill us with one shot, and it takes 18 shots vs. heavily armored high level enemy units like bombards. So-called self damage should not be justified by their "power", of which they have none.

    No one in their right mind would rely on these excuses for a primary on a long T4 survival or defense. Who wants to revive a teammate all the time with nullifiers, bombards and napalms' oversized AOE's nearby? I mean the self damage looks fine on low planets like earth, venus etc. but in reality self damage is very risky and detrimental to a whole squad when doing the high tier missions.

    I'll never touch them. The only thing that matters is corrosive projection anyway.

  12. I couldn't care less about this new frame, but as a player which experienced a lot of co op play in long missions with Harrow I have some feedback:

    1) Their animation for ability which looks like swirling mass around the allied player and sentinel gets very annoying after 20-30 minuts of looking at it, Sentinel now 200% bigger and takes up a third of the screen. I don't want to see other frame's animation affect my frame and my eyes like this.

    2) When the invulnerability ends the critical buff recieved was 50%. I don't know how much is achievable with power strength, but in my opinion 50% is a bit too high if it is additive.

    3) Max duration invulnerability 17 secs. I dislike the idea of making Harrow old trinity take two/trinity reincarnation.

  13. If you buff all the bad weapons make sure you also lower their riven disposition, I haven't seen any statement on this matter, but I'd like to see the newly buffed weapons get equalized with the most used ones in terms of disposition. If useless secondaries got 35% critical/status chance, damage etc. they deserve to recieve faint disposition too.

×
×
  • Create New...