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HoizPrime

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Everything posted by HoizPrime

  1. I think he is fine for the most part. Still does well in high level content, overguard changes are managable the Wordwarden buff is nice, but... The LoS restriction is very annoying, if they would fix how inconsistent it is I would be fine with it. Sadly right now it is extremely inconsistent in a lot of tilesets. It feels like enemies are obstructing each other, small ledges or staircases and sometimes elevation just messes with the LoS check making tragedy miss completly even though your dark verse was able to hit with no issue. But I still enjoy the frame.
  2. From my testing he doesn't really need scaling on his doulbe 3 and 4 combo (Tragedy). The problem right now is that it is bugged, when you are not hosting the abilitty will remove the dots but it doesn't register the stored damage and deals next to no damage. I find it weird that there are some values that don't scale of stats at all, as you said the amount of Paragrimms and Wordwarden damage. Could also use a custom hud which makes it easier to track buffs. Overall a very solid and fun frame still.
  3. Can confirm as well, when you are the client Tragedy does almost no damage. Really annoying bug. 😢
  4. I already made a post in the echos of duviri feedback thread but I will post it here aswell so that there is a higher chance DE might see it and the community can give their input aswell. Hey people just wanted to point something out that I found out when testing the new Voruna augment! First of all the augment is really nice. You can now stay in your 4th forever which made me finally use it way more and it is a very fun and strong playstyle that i encourage people to try out. After a lot of testing I came to realize something and that is that her 4 doesn't seem to count as a melee kill which is why it wont trigger health orb drops from her 3 which is a shame because you can't swap to weapons during her 4 so you have to toggle it off. It feels like an oversight and i hope it is not intentional design and just fell under the radar. Using her 4 makes her 3 completely useless which seems very counterintuitive. Also another thing I found out is that the 4th can stack multiple stats up to 10x which triggers when you kill an enemy with the direct lunge. However if the enemy dies to the slash damage proc that the ability inflicts it will not count towards the multiplier which is a very weird design choice since it is part of the ability and most of the time in Steel Path content the enmies won't die to the lunge but to the slash proc. I hope DE could change those things in the near future to make her perfect. Thanks for reading!
  5. Hey people just wanted to share some melee weapons that feel really good to use with Kullervos 1. I also want to point out that this thread is about heavy attack only build because there are a lot of melee weapons that have very unique heavys. 🤓 Hespar - Crazy high heavy attack damage, does an AOE spin that hits 3 times, main weapon I use on him. Syam - Heavy attack sends forth a wave that travels 70m does a good amount of damage and is very fun to use. Stropha - Very strong high amounts of damage, ideal for heavy attack only playsytle, but sometimes the projectile misses and only hits the shockwave which knocks enemies to the ground. Quassus - A ton of forced slash procs on heavy attack, performs very well, must use if you like warfans and slash procs. Tenet Agendus - Not that impressive damage wise but very fun to shoot out energy disks at your enemies. Go share your ideas! 😉
  6. Also, on a side note, there seems to be a bug with his 1. When you have your secondary currently equipped and use his 1, then aim your weapon it will always swap to your primary weapon which is extremely annoying.
  7. Hello everybody! Just wanted to share some ideas for possible changes regarding Kullervos abilities. As it stands now he is a decent melee focused frame that feels good to play, however it seems like DE held back when deciding how much his abilities should do. So I would like to share some ideas that will improve his effectiveness and turn him into a power house. Passive One of the better passives in the game. Enhances the melee theme. Fine as it is. Wrathful Advance Feels good to use, but there is room for improvement. I say go wild with this ability! Being able to achieve red crits is good, but there are some things you could add which would kick it up a gear, like: increase melee range increase attack speed imbue your melee weapon with fire damage (like the decree in duviri, would fit nicely thematically, also his progenitor element) Recompose Supposed to be a sustain/tanking tool that introduces Overguard to warframes. Sadly, Overguard feels a bit weak on warframes especially when compared to High-Level Eximus Units. It gets melted in Steel Path mission and feels weaker than shields do since it doesn't have any kind of damage reduction or gating mechanic to it. It stacks Adaptation but doesn't benefit from it like shields or health does which is very weird and might be an oversight, it also doesn't trigger mods like Rage or Hunter Adrenaline which is kind of a bummer since Kullervo doesn't have shields and would have been a prime candidate for those mods but the Overguard works against it. So I would recommend the following changes/interactions: benefits from Adaptation or has innate damage reduction like shields Overguard damage can be turned into energy when equipping Rage/Hunter Adrenaline every Dagger that hits a target gives Kullervo a 5-10% damage increase (for a little bit of spice) Collective Curses Was very skeptical about this ability at first but the more I used it the more I have come to enjoy it. It's an ability that gives Kullervo a crowd clearing power, which is a nice addition to his kit. However there are still some issues with this ability that need to be addressed like: struggling with verticality (like Lavos 4th used to at release) cone angle should also scale with ability range reduce the energy cost to 60 (maybe even 50) due to its spammy nature (it chains from enemy to enemy on takedown but that happens very rarely) Storm of Ukko A bit of a headscratcher this one. It's not a bad ability but it feels a bit out of place for a melee frame. Still a very good ability when used on chocke points or defense objectives. However, I would like to see it get the Wrathful Advance treatment where if I hold the button I get a visual indicator and it lets me position it freely from a distance. I really hope the developers will give this frame a little bit of love since he has a lot of potential. Thanks for reading and have a good day!
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