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dan.io.wal

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Posts posted by dan.io.wal

  1. At the moment, I feel like he's a really, really effective solo frame, if you play him correctly. I greatly enjoy his kit, but there are things in game that need to change for him to be more effective.

    Condemn: Easily one of the best 1st powers in the game. Fantastic cc that works well for hallways and other enclosed spaces. Combines so perfectly into his second. Also, it's a one handed ability, so reload while you freeze the enemies so you have a full clip. That's just the cherry on top <3

    Penance: The lifesteal, the fire rate, the reload speed... thank goodness this isn't a toggle. The duration is more than enough to clear rooms with ease. To those who say that it should be a toggle, no. Just no. 

    Thurible: I was very excited for this ability, but I barely use it. I feel like I'd use this only in team situations or if I have nearly no energy and need to use up whatever else I have to get more using it. It's reliable and effective, but my least favorite.

    Covenant: Dear lord. Dear lord. Takes the damage and ADDS CRITS?!?! I'm literally going to build an amperex because of this ability. 

    (Also to the design team, thank you. He looks amazing and so do his powers <3)

    But please, for the love of god make shields more scaleable. IF you're going to emphasize them as much as you have here, as well as other frames in the future, please make that Ia priority. Other frames like Capacitance Volts will benefit greatly from it. Increase the energy pool, since he's a bit of a caster, he needs it. Also, an increase in armor would help him in his whole sacrificial theme, you know? 

    His being labeled as a support frame was inaccurate. Doesn't support the team as much as Trinity or even Octavia still. He would need to be changed for that to happen, specifically with how long his animations take and the drain/reward for thurible. 

  2. Tonkor can be fun with certain frames, but bring a high single target dps secondary or melee weapon for harder targets. I haven't used the vectis personally, I just preferred the scopes on the Lanka and Vulkar Wraith. In addition to that, I just prefer bows in general to sniper rifles. They're a bit more versatile. If the sniper rifles didn't have the aim nerf when shooting from the hip, then I'd be using them a lot more, because they're very fun to use. 

  3. I personally keep enemies further away. I bring either a Lanka or Vulkar Wraith, or the Dread/Rakta Cernos. My personal favorite is the Rakta Cernos for the energy regen from blight. In addition, I bring the Euphona Prime, and Either the Ack & Brunt or the Lesion. Due to the slash procs going off on all these enemies, it makes the damage buff pop up constantly when the lesion procs a status of any kind. Condition overload helps that. I don't run constitution on my maim build, I just go for efficiency and power strength so I don't have to worry as much about energy consumption, and if need be, pop over into maim without too much of a loss.

  4. 6 minutes ago, SenorClipClop said:

    Man, isn't it though? I don't really like the Dread myself (not a fan of the firing sound), but Transistor makes it so good that I'll happily put up with it.

    I guess I just don't really have a huge expectation on the passive. It's free extra damage, but as a passive skill I don't think it should be something that hugely affects gameplay. I'm continually mindful of it, and it would certainly make Volt more powerful if your suggestions were implemented, but it's not like Volt's really struggling the way he is right now. They really oughta change his flavor text though, it's really outdated.

    His profile video is as well. I've been using the Rakta Cernos with it, keeps up the energy and crit is high enough to make it viable. I really want to try the amperex with it though haha. 

  5. Just now, SenorClipClop said:
    • It's not always useful, but there aren't too many Warframe passives that are. I find that the passive is good for a strong first hit on a new target when doing a speedrun, or by camping out and using the new Electric Shield augment (paired ideally with a crit-modded bow). In both of these situations, I don't often get up to 1000 every time , but hey, it's free damage and does make a difference, however slight.
    • The damage is not always big, but when built correctly it gets a lot of mileage. The video I just threw up shows off some nice examples, and you can get a lot out of the passive with the augment. If you're "barely tickling enemies" with it at level 20, there's a chance you don't know what you're doing.
    • Don't miss. If you're not a good shot, though, Shock almost always hits a target as long as you can see one on your screen. And even at like 300 stacks, Shock is doubling in base power, for free. I call that a good deal.

    I can understand that. I just feel like the transistor shield augment is the only way to truly benefit from it. I will admit the dread is godly with it, but I do with it was a bit more consistent. It's not the damage itself that bothers me, it's the inconsistency of the effectiveness, you know? I do appreciate the well thought out reply and the video :D I do love me some Rob haha <3

  6. "A potent alternative to gunplay"

    The only joke that's funnier than this in warframe is hydroid. 

    I need to preface this by saying that I love Volt. He's one of my favorite frames. He's fast, versatile, and has CC for days. However, he feels severely handicapped, and this translates mostly to his passive: Static Discharge. 

    Here's why

    Static discharge, as we all know, is damage accumulated as Volt touches the ground. For every meter traveled, five points of electricity damage is added to his next attack, whether that be from his powers or weapons. The only power that doesn't expend this damage is speed, his 2nd ability. This damage is capped at 1000 damage, and is added before any multipliers and is not affected by power strength mods. 

    There are a few main problems with how this works.

    1. It's extremely rare that you can even get up to 1000 damage with his passive, considering how often you're using your powers and weapons. Volt is a caster frame, you need to be constantly using his abilities in order to get the most out of him. Thus, unless you're using speed and not attacking anyone on a capture mission, you're never going to get there. 
    2. Due to the fact that this is added before multipliers and doesn't scale with power strength mods, it barely tickles enemies above level 20. BARELY. 
    3. If you miss your shot on the first try, you lose all the damage and have to go back and reaccumulate the damage from static discharge. This makes the damage from this passive incredibly inconsistent. 

    So how do we fix this? It's rather simple. 

    1. Remove the damage cap. Or at least increase it. This is a no brainer
    2. Allow the damage accumulated to be affected by multipliers and power strength mods. 
    3. Increase the speed on how quickly the damage is accumulated. Instead of 5 points of electrical damage per meter, increase it to 10 points of damage per meter. That is necessary, because the speed at which damage is accumulated is much too slow as is. Maybe even 15 points per meter if the damage still can't (or won't) be affected by multipliers and power strength mods.

    Another thought I had is the way static discharge synergizes with weapons. If the damage is allowed to multiply by the crit multipliers of the weapon used, it would allow for static discharge to actually be useful. 

    Other changes I would suggest would be to remove the energy drain from picking up the shield, or at least decreasing it dramatically, and removing the fact that you move very slowly and can only use secondaries. 

    Not only would these changes allow static discharge to be more affective with his entire kit, but also would enhance his augments, specifically Shocking Speed, Transistor Shield, and Capacitance. 

     

    I have no complaints as to how his powers work. Like I stated before, I love volt. Capacitance is my favorite way to run him at the moment, that and a speed build. I don't use the shield because it's just not worth it at this point and time, not even with transistor shield. I would love him to be much more viable than he is, unfortunately his multiple handicaps limit his true potential. If you have any suggestions for Volt, please put them down below. Odds are he won't be looked at again for a while, seeing that he was looked at recently. So it'll probably be... "soon"-meaning it won't be fixed till trump is no longer president. 

  7. I completely agree with Paris Prime and Latron Prime. Two of my favorite weapons <3

     

    I would also say that some of the prime frames need some love. Specifically Frost Prime

    The only buff this guy got was extra shields. No sprint boost, no energy boost, just shields. I would appreciate/love some buffs to him. I don't care about the visuals, I have the deluxe skin and hitsu san's emperor skin, as well as a tennogen helm. (I wouldn't mind though <3 just saying.) But I think it's about time he got some love. Specifically I'd like the standard buff to his sprint speed, and a buff to his energy pool. 

  8. The warframe of aversion: Diverting damage and enemy auras alike, while granting allies the damage potential and survivability they need for higher mission completion potential. 
     
    Averruncus is a support frame of immense power, protecting his allies by averting damage and making threats trivial. So decicated to this mission, he has low offensive capability on his own, but his defensive ability has incredible potential.
     
    Base Stats (Just suggestions)
    Armor: 200
    Health: 150
    Shields: 100
    Power: 150
    Sprint Speed: 1.0
    At max rank:
    Armor: 300
    Health: 450
    Shields: 300
    Power: 200
    Sprint Speed: 1.0
     
    First Ability: Thwart
    Affected by: Range, Duration, Strength
    Thwart creates a barrier around Averruncus and one, two, and/or three other allies depending on power rank, reflecting all damage for a set period of time. Depending on power strength, it will return a certain percentage of damage back to those protected as energy. 
    Cost: 25 Power
    Duration: Rank 1: 10 seconds. Rank 2: 15 seconds. Rank 3: 20 seconds
    For every 5% power strength: Gain 5 energy back for every 1000 damage taken. Scales with power strength
     
    Second Ability: Hinder
    Affected by: Range, Efficiency
    Hinder creates an Aura around Averruncus, slowing down enemies and allies alike. On allies, it slows down movement speed, granting an armor boost and reload speed boost. On enemies, it disrupts armor and shields, causing them to be more susceptible to attacks by warframe powers and weapons alike.  
    Cost: 10 energy to activate, 10 energy per second. 
    Range: Rank 1: 15 meters. Rank 2: 20 meters. Rank 3: 30 meters
    Efficiency: Rank 1: 10 per second. Rank 2: 7 per scond. Rank 3: 5 per second.
    Armor boost: Rank 1: 15% of frame's total armor. Rank 2: 30% of frame's total armor. Rank 3: 50% of frame's total armor. 
     
    Third Ability: Nullify
    Affected by: Range, Strength, Duration
    Nullify sends out an emp-like burst to surrounding allies, removing any status affects and affects from eximus units, at the cost of Averruncus's health. It does heal allies, but at a small percentage of their total health, and grants temporary invulnerability that scales with duration mods. 
    Cost: 25 energy to activate, 30% of total health/shields.
    Range: Rank 1: 15 meters. Rank 2: 20 meters. Rank 3: 25 meters. 
    Strength: Rank 1: Restores 10% of health. Rank 2: Restores 30% of health. Rank 3: Restores 50% of health. 
    Duration (Invulnerability): Rank 1: 5 seconds. Rank 2: 7 seconds. Rank 3: 10 seconds. 
     
    Forth Ability: Arbogation
    Affected by: Range, Efficiency, Strength
    Arbogation creates a large AOE around Averruncus that drains enemies of their health or energy, dealing viral damage and restoring allies. Depending on the energy color selected, warm tones will restore health, and cool tones will restore energy. 
    Range: Rank 1: 20 meters. Rank 2: 25 meters: Rank 3: 35  meters. 
    Efficiency: Rank 1: 15 energy per second. Rank 2: 10 energy per second. Rank 3: 7 energy per second
     
    Passive: Dissolution
    Averruncus is granted bonus resistance to eximus affects. 
     
    I'm currently working on his design. I'm hoping to update this thread with it relatively soon. I feel that there are few dedicated support frames. The only true support is trinity. However, there are many alt-support frames. (Harrow, Nezha, Equinox) So I feel that this would be an interesting concept. If you have any suggestions in terms of his powers, design, and any other ideas, please comment below :) I'd love to see him actually become considered by the devs.
  9. I was running a number of missions as Ivara, with a Red Veil sigil granting 11% extra standing when equipped. I ran mostly stealth with a gleaming blight dark dagger, crit built dread, and a silenced euphona prime. However, the only standing I recieved at the end of each mission was the standing I got from Cephalon Simaris, after scanning several targets that I hadn't fully filled in my codex. I think this is a bug, and I would greatly appreciate this being fixed. I am currently farming and trying to get to the exalted rating, and this is truly hindering my journey to that. I am not sure if this is affecting anyone else, but it's frustrating me for sure. 

  10. 30 minutes ago, (PS4)drpunk-yo said:

    Plenty of free sequencers out there.

    Not sure about getting samples as bad as the ones in mandachord though :poop::devil:

    (referring mostly to the default sounds. They're probably awful for good reason :platinum:)

    I know right?.. The mandachord is terrible. I was so excited but it's absolutely unwieldy, the packs are horrible, and it's not even a FULL OCTAVE. As a musician it literally pained me to see this. I understand that they were trying to do something a little more simple but come on. 

  11. Every frame gets one helm at release. Some frames have quite a lot. Unfortunately, poor Nezha needs some love. He only has one alt helm, I use it all the time, but I really would appreciate some love for Nezha in the cosmetics department.

  12. I love saryn, she's incredibly fun to play and amazingly effective. That's why I picked up her deluxe skin bundle. However, as of late, I've started noticing that the massive flower on her shoulder not only prevents someone from using armor sets with the skin, because the flower isn't considered a shoulder piece, but makes aiming absolutely atrocious. It blocks half the screen when trying to aim. If this could maybe be fixed I'd really appreciate this, because at the moment, it's much too unwieldy and prohibits game play. @[DE]Danielle @[DE]Rebecca @[DE]Steve

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