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TurroBandolero

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Posts posted by TurroBandolero

  1. It seems like the pressure valves spawn location is allowed within a certain range, this creates a problem where valves can spawn in nearby rooms that are not necessarely adjacent to the room where we combine the elements. Given the nature of the new tileset generation this can lead to the player needing to make a very long trip to shot 2 valves and then all the way back because the second batch of valves spawned in the correct room (the room where we combined the elements)

    • Like 2
  2. We need a way to disable captured kuva liches/sister of parvos spawning on our missions. Just now I was playing with an invisible frame, got downed by some status effect and my sister of parvos decided to spawn. It simply ruined the mission because she wasnt invisible like me, turned the whole thing into complete chaos, impossible to play. We players need a simple option to disable it instead of having to get rid of all of them by re doing the entire cycle for every single lich/sister we have captured.

    • Like 2
  3. I think the game gets boring if I dont have to pay attention.

    As simple as that.

    And if the enemies cannot kill me even if I stand still and I dont have to do anithing else than press a single button to kill the entire room...

    Its not about proving who is better, Im speaking about game mechanics that I feel are wasted because theres no point using such mechanics against lvl 40 enemies.

    I dont claim to be any good with my video for example, what skill is involved in being invisible and killing enemies that dont shot back?

    You mention "wasting more time than average people", well... Im asking for a high level mission so I dont have to waste a lot of time just to face enemies that dont get oneshoted

    Im not asking for the removal of lvl 40-100 missions, if high level content comes out and you want to continue playing hidron, sorties, etc. go ahead and play whatever mission you want.

    and the level is not unreasonably high, its manageable, both in solo or in party

  4. A while ago I watched a video of tactical potato interviewing DE Scott and they were talking about the removal of the simulacrum and how without the simulacrum we would have to wait at least an hour in a survival mission in order to see enemies of the same level as the ones that can be spawned on the simulacrum. It was mentioned how new "high" level missions could be implemented and this and that.

    In my honest opinion, we could go much further than simulacrum level given the damage output and the survivability that warframes/weapons currently have. And I'm talking about level 1000+

    I think we could push the game to the point we have a certain necessity to think about our entire loadout because grabbing the first aoe weapon that comes to mind and spamming left click is not enough.

    Video of the interview previously mentioned:

    Video I did for my clan's discord playing against high level enemies in the current melee patch:

     

    • Like 1
  5. hace 32 minutos, (XB1)GearsMatrix301 dijo:

    Serene Storm is already restricted with the restraint meter. It doesn’t matter what it’s AOE range is. It already has ample justification to deal higher damage.

    Not to mention Mesa has a far larger range than Baruuk and deals significantly more damage than him.

    Your comparison is true, but for me in that case the problem is mesa and not baruuk. Mesa has way too much damage and is lazy af, but thats matter for another trend.

    Baruuk has a reasonable amount of damage in my opinion, It just feels clunky having to stop killing just because of my passive.

    I dont like the game being a walk in the park and having so much damage than I cant tell the difference between lvl 20 and lvl 70 missions

  6. hace 31 minutos, (XB1)GearsMatrix301 dijo:

    Oh trust me it doesn’t. I have a pretty hard hitting build and 250% power strength and it actively struggles to kill level 100 enemies. The buff to sacrificial steel was a nice boost to it, but compared to Exalted blades damage output, Serene Storm literally can’t compare. Also, you have to build up a seperate meter with your other abilities in order to even use Serene Storm. The game actively incentivized you to not constantly use that ability. With that kind of restriction it should be one of the best damage abilities in the game. 
    The arguement of “oh well people don’t go past star chart levels so it shouldn’t be dealing damage that can go past those levels” is shallow af. Arbitrations exist, ESO exists. There is current content that goes beyond level 110 and Baruuk can’t compete with other frames damage output. And the fact that it’s a large AOE shouldn’t be a reason to restrict its damage. You Have To Build Up To Use It! Finally being able to use the ability should feel rewarding, and not like you’re just throwing farts at an enemy because they’re above level 100. Baruuk has all the balance for dealing insane damage, but no insane damage to actually back it up.

     

    AOE obviously should restrict the damage output, a weapon that does 50 dmg cannot compete with one that does 60 damage and is capable of hitting more than one enemy at a time. (obvious and exagerated example for the sake of demonstration).

    I agree about serene storm being something hard to pull off due to the restraint meter, but I think is not that extreme, ESO already has enough enemies to erode restraint fast enough, but obviously the rest of the missions dont.

     

  7. hace 11 horas, (XB1)GearsMatrix301 dijo:

    I agree that Baruuk is better than most people give him credit for. But he becomes disappointing when you get to his 4. Compared to the exalted weapons before Melee phase 2 it was severely outclassed and it’s only considered as good as it is now because Iron Staff and Hysteria were made worse than it. Serene Storm needed a rework to its damage or an augment. And the augment technically fixes the problems with Serene Storm in the most round about, useless way possible. I took the time to wear down my restraint meter. I wanna feel like a badass when I finally get to use the ability.

    Honestly I think serene storm has more than enough damage, giving so much damage to weapons and warframes just trivializes the content even more. In my opinion we as players are not in the position to ask such things, the game doesnt have missions above lvl 110 beside endurance runs. As I said, baruuk has an AOE exalted weapon, and you probably know how popular AOE becomes when its paired with outstanding damage *cof cof* catchmoon. Baruuk can deal perfectly with any content in the game (except endurance runs, and even there he will last more than an hour) when it comes to damage, I think the problem is related to the efficiency, in survival missions for example, is quite hard to keep the passive full without stop fighting, and stop killing enemies in survival means life support decaying.

    hace 6 horas, (PS4)DidacoJack dijo:

    I don't honestly understand why a simple tweak should revolve around what's meta and what's not.

    If DE had to develop content based on what's meta and what's not, 3/4 of this game (quite frankly, much more than that) wouldn't have reason to exist. If they did, every warframe by this point would be a damage dealer because Mesa and Saryn exist.

    the changes I propose are because the mechanics they implemented on Baruuk are clunky and not too usable, while there's Gara that does it in a much smoother fashion in a much broader usefulness.

    Seriously, if I play this game is because I don't give a cent about meta.

    I understand your point, but in the moment you compare it with another warframe you are speaking about meta, meta is not only the top (and lazy) warframes, we are dealing with a whole spectrum where every warframe has his place, your suggested tweak will move baruuk closer to gara in this spectrum. Also I think is imposible to not speak about meta if we are speaking about coop, think about it this way: you stated that everybody is slinging arround, because thats the meta, move arround to not get shot or bring a lazy tank (obviously there are other reasons like moving to a particular place but Im speaking about fighting enemies), and if you cant follow that you are outclassed just like baruuk is outclassed by gara when it comes to damage reduction for allies. You may not give a cent about the meta but its still there, there are a lot of reasons to play the game, challenge is one (even if there's no much at this point) and challenge depends completely on balancing, so the meta doesnt trivializes the content just like saryn press 4 to win in hydron.

  8. hace 6 horas, (XB1)GearsMatrix301 dijo:

    Yep! Absolute waste of an augment that Baruuk desperately needed. It’s like DE wants to see this frame fail.

    I disagree about the failure part, I think baruuk is a good frame, excelent survivability using a strenght build+shield and shield replenishment arcanes, plus having more than decent damage with his 4, taking into consideration how big is his AOE. The problem I see is the potential for a kit that works and sinergizes well together instead of having to deal with the problems previously mentioned.

    hace 6 horas, (PS4)DidacoJack dijo:

    I wanted to open a thread for this but since there's already one I'll add up:

    change how his third ability works when you have allies around, meaning that daggers are not automatically shared with squadmates, and implement the following:

    tap the skill button to cast the ability, as it normally does;

    hold to share it in a 6m radius (iirc, it's the base value at lv30, affected by mods) half of the max charges with the closest ally. If more than one ally is in the range, pick one randomly; do not retarget an ally that is already affected by the skill (if there are more than 1 allies in range, of course).

    The visual effect could be half of the daggers swirling fast around Baruuk, in a larger orbit than the usual ones.

     

    This because I find bothersome to not have control over your charge number should you find yourself in a squad (90% of the time basically) since everyone  in this game is slinging themselves from one part to another.

    More importantly, Baruuk has almost nothing to offer to his squad except his presence obviously and his very slowly-shared amount of daggers: in order to provide protection to a teammate you have to stick to them for at least 9 seconds, which is not that fun... Whereas you have Gara, that can literally go "you get a 90% DR, you get a 90% DR, everybody gets a 90%DR!!!" even on npcs and mission targets, with no need of any augment.

    I agree that this particular mechanic is slow and unusable given the pace the game currently has, but also I should mention that I see this mechanic as something neglectable in the current meta. Looking at the changes you listed, I see the need of a more efficient baruuk build, currently you need blind rage to have a decent amount of daggers without wasting too many mod slots and that results in 50-70 energy to cast his 3 having arround 17-22 daggers, clearly not enough to feed the whole squad. But as I said, I dont see this mechanic as something relevant. For me desolate hands is the best ability baruuk has, simple damage reduction with a tea spoon of crowd control, little drawback and recastable, more than enough.

  9. hace 4 horas, (XB1)GearsMatrix301 dijo:

    Reactive Storm only applies the adaptive damage upon directly hitting an enemy with Desert Storm.

    The adaptation converts the impact damage of the weapon, so it’s not a matter of the weapon dealing a low percentage of the adapted damage.

    Could be, but I think it also works with the wind waves, or at least that was my conclusion after testing in the simulacrum (not sure tho, because simulacrum is a complete garbage for testing baruuk's 4, every enemy falls off the map).

  10. hace 21 minutos, kapn655321 dijo:

    I'll also add:

    • Desolate hands staggers enemies affected by Lull, delaying or preventing their sleep.
    • Nullifiers ending Serene Storm leads to some nightmarish long weapon swapping animation. (puts away fists, brings out melee.. it's like 4 straight seconds of down time.)

    If there were a way I could mod him that fit a Weapon Swap speed mod, I absolutely would, but for how feels to me, that's just not possible.. nor should it be so necessary.

    Never knew about the nullifier problem, since you are able to pop the bubble with serene storm itself.

    I feel that way too, baruuk needs either tweaks on his kit/augments or 2 extra mod slots

    • Like 1
  11. En 26/1/2020 a las 12:34, (XB1)GearsMatrix301 dijo:

    Wouldn’t that just nullify the whole armor fixes?

    There are many ways to deal with armor, strenght builds are so op that ppl just neglect things like stacking corrosive projections and slapp a bunch of power strenght on mesa, press 4 and shake the camera

  12. Straight forward:

    -Baruuk's lull only affects alerted enemies, so waking up an enemy during lull implies he suffers confusion and he will not start the process of falling asleep again untill he becomes alerted again, wich is the great reason of the poor survivability of the build based on the new augment Endless lullaby.

    -Endless lullaby increases the duration of the sleep and not the lull field. When the game says "ability duration" it refers to the lull field duration and the mod states "ability duration", anyway could be either missspelling or bad translating to my game language instead of malfunction (already posted this on the bugs section). Feedback wise, increasing the duration of the lull field would make baruuk more versatile, since he has some problems having to run high strenght for consistent damage reduction, paired with shield/health mods. Also I find quite interesting the interaction between lull and serene storm (enemies hit by serene storm are not awaken) so having the possibility to create a build that can run high strenght for surv/dmg while having a consistent way to proc lull.

    -Baruuk still has no way to increase his passive efficiency, there's some disagreement among the comunity if this is necessary or not, and I get it, it is possible to mantain serene storm active 24/7, but the thing is, some times there's not enough enemies to affect with lull/desolate hands, and it feels really bad having to stop fighting just to erode restraint either by casting lull multiple times on the same enemies or standing still while elude is active (the same thing with naramon's void stalker that requires you to crouch with the operator for 5 seconds every 20 seconds in order to keep the critical chance buff).

    -Lull would be a really good ability if the "slow down before falling asleep time" were affected by something. Honestly, endless lullaby could do that instead of increasing duration.

    -Reactive storm gives a preety neglectable percentage of adaptative damage, so for example: running a viral build and expecting to get corrosive via reactive storm is just not relevant, sounds good in paper but you will get roughly 90% viral procs instead of getting mostly corrosive procs (wich would be really good). Consider that this weapont don't even have great attack speed. Anyway I'm not saying that the status output should be too heavly leaned towards whatever element reactive storm gives you because this is an AOE weapon and they are kind of OP right now, but definitely looking forward for a more even percentage.

    • Like 1
  13. En 30/12/2019 a las 1:49, DrivaMain dijo:

    It's been 2 months since the melee 3.0 balance storm. Now people already adjust their builds. But there is one problem

    Almost no one or the minority of players is using Primed Pressure Point / Pressure Point / Sacrificial Pressure. The only 1 case I see these mods have a use is in Redeemer Prime Eidolon hunting build.

    The new Condition Overload already outperforms prime pressure point by a huge margin because of it's stackable properties. 2 status effects is enough to outperform it because it grant 240% damage bonus.

    What should we do with this mod? I can think of 2 ways

    1. Buff it from 120%(PP)/110%(SP)/165%(PPP) to 240%(PP)/250%(SP)/330%(PPP).

    2. Increase total damage instead of base damage, making these mods worth using with Condition Overload. 

     

     

    You should expose the math behind your argument, modding is a lot more complex than that. The question is "should I use CO and PPP or just CO?" and if I use just CO "for wich mod am I replacing PPP?" "does this mod outperforms PPP?" and it really comes down to this last question, the thing isnt CO outperforming PPP. Also there are other senarios apart from the smash melee button, some weapons cant use CO because they are meant to hit first and hard for example. (in my case I found both organ shatter and 120% phisical damage mods (on weapons that lean heavly on one tipe of damage) better than PPP because they work multiplicatively with the base damage mods rather than additively like CO+PPP)

     

  14. En 29/12/2019 a las 4:39, Drasiel dijo:

    Isn't charged throw just for dual wielding pistol and glaive? So you have:

    • normal throw
    • pistol and glaive normal throw
    • pistol and glaive charge throw
    • Heavy attack
    • Heavy attack with additional tap of heavy attack during flight to explode the glaive. (which was removed from power throw thank christ. Just because you want to have punch through doesn't mean you want to accidentally blow yourself up because an enemy was too close)

    you forgot the blocking heavy attack, wich also doesnt benefit from heavy attack mods

  15. I was testing some fancy combos with the ferrox+zakti+orvius and I found out that if you throw the ferrox and use the block heavy attack of the orvius you can get stuck with the orvius in hand once it comes back and basically "F" button to switch weapons does nothing and you can't use your secondary untill the ferrox comes back (picking up the ferrox manually also works)

  16. Now some glaive stuff that would be nice to improve since the whole throwing mechanic fell behind a lot due to the recent melee rework.

    Enable to suspend enemies using orvius in dual wielding (not possible after melee rework) (this will also make possible other interactions like using this mechanic while in dashwires for example, since is imposible to block while in dashwires)

    Make all heavy attack oriented mods/mechanics work on charged throws and blocking heavy attacks (benefiting from combo counter and crit chance x2 from mods for example)

    Improve the navegation AI: glaives have a really bad time navegating tilesets in order to hit new targets while bouncing or even trying to hit the intended target (speaking about orvius snapping to an enemy's head or falcor chasing enemies when thrown, falcor works fine in this aspect tho). Glaives have a difficult time working on a space with objects/obstacles (they work fine on the simulacrum but in game they don't) and specially travessing doors (even when guiding them with ivara's navegator)

    Some times charged throws will go off without punchthrough when using ivara's navegator (the problem seems to happen less times when equiping power throw) (I experiencied this in eidolon hunts, the glaive bounces off the eidolon instead of going through, I don't think this happens with normal enemies)

  17. Host migrates after finishing a rotation on a defense mision because the host decides to leave, the game asks us to pick a relic (no problem so far) but then I cant left the relic selection screen, either by the time running out or by clicking cancel/pressing esc.

    The whole interface works as usual, just the cancel button don't.

    I suggest studying the correlation between bugs and lag (our host was a lag bender).

    The only solution I found was pressing alt+f4

  18. The loadout menu doesn't allow us to choose wich archwing we want to use, if I change my archwing in one of my loadouts, it changes for every loadout.

    Back in the day this was a thing when we wanted to change the operator school and we were forced to access a completely different menu to do so, and it was fixed by adding the school menu to the arsenal secreen. Now that we more than ever are using different archwings, we need the same fix for archwings.

    Otherwise I still will have to change every time I jump from railjack to eidolon hunting for example.

    It feels strange because the deployable archgun using the gravimag is saved on the loadout, but the deployable archwing using the archwing launcher is not.

  19. If I toggle the checkbox to use my melee with left click, using left click to increase the flight speed of navegator will cancel the abillity because left click calls back the glaive.

    This doesn't happen with charged dual wielding throws, only with charged attacks and heavy attacks.

    Pressing "e" still calls my glaive back aswell, as it does when I dual wield, I find this proper and I suggest making this the only way to call back the glaive and let the left click increase the flight speed of navegator

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