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shut

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Posts posted by shut

  1. 45 minutes ago, spirit_of_76 said:

    build the plage kripath with a single + crit link then add sacrificial steel & blood rush or if you have it CO & blood rush.  

    I use polearms for the excellent quick attack, insane range, and good base speed that they can offer (especially on purpose build zaws).

    That's... not overpowered. At all.
    Don't get me wrong, it's a good build, but it's not the end-all and be-all of melee weapons in the slightest. Plenty of other melee weapons can have similar overall performance as your kripath, just with different niches (e.g. Twin Krokhur, Gramatine Prime, non-slidespam Atterax, etc). This is just about where we want balance to be, honestly.

    48 minutes ago, spirit_of_76 said:

    broken war is a sword, not a long sword. but say the war being 4.6m with the new PR would be just fine and you have seen the galantine right, its model is almost longer than the guandao's.  

    I should probably clarify what I mean when I say "sword"/"shortsword" versus "longsword".
    Swords in warframe (either the "Sword" category or the "Dual Sword" category) seem to be broken into two sections:
    - the "long" ones, which consistently reach 4.2m with Primed Reach (e.g. Dakra Prime, Broken War, Twin Krokhur, Dex Dakra, etc). This matches the hitbox size of Lesion (the shortest polearm) and all non-zaw Staves.
    - the "short" ones, which don't reach nearly as far (e.g. Dual Ichor, and I assume a myriad of others that I haven't tested)

    I was just calling them "longsword" and "shortsword" respectively. I definitely should've clarified that beforehand, though.

    54 minutes ago, spirit_of_76 said:

    last I saw the game had: dual sword, weeb blades, single swords, polearms, staves, daggers, dual daggers, sword and shields, claws, heavy blades(long swords), fans, and glaives. Of these only whips and polearms are being nerfed by the PR change and polearms by only .5m based on the speculation is this really a problem? 

    Most polearms would only lose about 0.5m in range. The longer ones (Orthos Prime, Guandao, Cassowar), which reach about 8.1m with PR (i.e. ~3.1m base), would lose 2.0m in range, putting them barely above the "average" polearms that we have right now.
    This is quite a nasty chunk, and it's a lot of needless suffering for players who've never abused MS+BR a day in their life. I'd imagine whips would suffer even more, although I can't do the math since slide attack range is a nightmare to accurately measure.

    Again: Without MS+BR, polearms/whips are not overpowered. They're the standard that other melee weapons should be held to.
    If polearms/whips as a whole get nerfed, then congratulations, there goes the last melee category you'd consider for general crowd-clearing over a friggin' Amprex.

     

    46 minutes ago, spirit_of_76 said:

    making reach flat is how they are boosting the range of the shorter weapons while curtailing the range of problem weapons.

    There's a middle ground. Nothing's stopping DE from giving Primed Reach both an additive component and a multiplicative component. For instance, '+70% Range, with +3m added afterwards' or something. Along with giving short weapons better mobility/maneuverability when the devs do their animation pass.
    Making short weapons better doesn't require better weapons to suffer.

    49 minutes ago, spirit_of_76 said:

    all other acolyte mods reward you for doing something or maintaining something in the case of blood rush meming only asks you to spam a slightly better version of the normal quick attack.

    Maiming Strike's functionality doesn't need to be scrapped to meet some arbitrary consistency that few people know (let alone care) about. There are plenty of ways to make MS more interesting than "lol delete it".

    For instance, changing MS from "+90% CC on slide attacks" to "+90% CC on slide attacks, aerial attacks, and ground slams". Make it a fun option for players who prefer using melee weapons while taking full advantage of this game's movement system.

     

     

    Sorry about that wall of text. But tl;dr: 
    Polearms and whips are fine. It's shorter weapons that need better reach and mobility, and polearms/whips don't need to suffer to achieve this goal.

  2. 29 minutes ago, spirit_of_76 said:

    1+3< 2+3<3+3<4+3 

    range

    sword<long sword<polearm< whip.  the thing is Polearms will still a have a range advantage over many melles but it will be 1-2m not 4 or more meter

    I'd imagine that weapon hitbox sizes are a teensy bit more complicated than "shortsword 1m, longsword 2m, whip 4m".

    Most polearms have ~2.0m ranges (5.5m with PR), and most longswords have ~1.6m ranges (4.2m with PR), from my testing. If PR becomes a flat +3m, then Kesheg will reach 5.0m, and Broken-War will reach 4.6m.

    Do you not see anything wrong with this picture?

     

    23 minutes ago, spirit_of_76 said:

    no meming strike is a problem on its own and needs to be dealt with as such.

    the massive range advantage of Heavy blades and polearms is another with the current percentage scaling only exacerbates it using additive scaling will bring the range advantage back in line with the base stats of the weapon.  

    Heavy blades? Are you serious?
    Aside from Dokrahm zaws, don't heavy blades reach around ~4.2m with Primed Reach at most, tied with most staves and longswords (unless there are "outlier" heavy blades that I'm not aware of, similar to what polearms and swords/dualswords have)? I haven't tested heavy blades extensively, but I know for sure that heavy blades overall have pathetic ranges compared to the longest polearms and whips. They don't need a nerf at all.

    MaimingStrike+BloodRush is the biggest problem. Polearms and Whips weren't overused (or even nearly the most popular) before MS became widespread. I haven't seen a single "overpowered" polearm/whip build (Zaw or otherwise) that doesn't rely on MaimingStrike, ArcaneAvenger, or some other additive crit source.

     

    If MaimingStrike+BloodRush gets fixed, and if shorter melee weapons get their range+mobility boosted to be more usable against multiple enemies, then that's problem solved. There's no need to nerf polearms and whips as a whole when MS+BR is their reason for being overpowered, and there's no need to nerf polearms and whips as a whole when it's shorter melee weapons that are simply crappy.

  3. 6 minutes ago, spirit_of_76 said:

    worrying? no that is an excellent way to help reduce the power of polearms while increasing the power of swards and dagger.  the majority of melees will benefit from this but it will only be a minor nerf to the massive range melees.

    Massive range melees don't need a nerf. Their range certainly gives them the potential to be overpowered, but 99% of their overpoweredness comes from the MaimingStrike+BloodRush combo, not the range alone.

    You don't need to amputate the entire leg if your toe gets infected.

  4. 6 minutes ago, AzureTerra said:

    Not all of us use X weapon because Y effect ~ Polearms are plenty good without needing massive reach to be usable.

    Oh, for sure, but in a world where every weapon has nearly the same decently-large-but-not-super-impressive range (i.e. a world where Primed Reach is additive and only adds like +3m), is there a lot of reason to be using a polearm over longswords or dual swords?

    I mean, there's something to be said for the reliable quick-melee hitboxes and the under-hand-"scooping" air slash, and there are some specific weapons that have particularly attractive stats, but aside from that...

  5. 4 hours ago, spirit_of_76 said:

    it is not that it will be curtailed it is that the mod will be a flat x distance and not a percent of the range similar to the beam weapon range mods

    By 'rumours', he means that the additive thing was from an outdated dev build and wasn't even meant to be shown to players in the first place. I'm pretty sure our only glimpse of it was the "Mod aquired!" popup in the middle of a mission when they were first showing off Orb Vallis.

    So while it is worrying that DE even considered a purely-additive Reach to begin with (as such a change would remove the only real talking point of whips and polearms), it's overwhelmingly likely that the mod won't stay that way when melee 3.0 hits.

  6. That's REALLY good!

    Slash damage is weak against shields and abysmal against armor, so the loss in slash isn't going to hurt your damage too much (since the Soma's high Slash damage wasn't doing much to begin with). On the other hand, +DMG, +CC and +CD are amazing stats to have on a crit weapon like the Soma, and you've got all three. With a near-negligible downside, to boot.

    The only downside I see is the low Disposition, so even the godliest Soma riven isn't exactly going to suddenly break the game or anything. But that's a problem with the Soma itself, not your riven.

     

    Keep it or sell it. Do NOT reroll it under any circumstances!

    • Like 1
  7. NIGHT HUNTER MADE IT IN WOOOO!!!!

     

    But, I'm super bummed that the Excal Blade of the Lotus skin (+ the Blade of the Lotus syandana) didn't make it in. Were there technical issues with the skins or something? Because the preview images look fantastic and they don't seem out of place compared to the other BotL skins that have already been accepted.

    A860FAC29530DA351A58865A321BD6164799BCA2

     

    Come on, DE! I need this in my life!

    • Like 7
  8. 1 hour ago, (XB1)KayAitch said:

    It's been ages since the Brakk was competitive. Lots of passes.

    You'd think so, right? But no, disposition passes have been virtually nonexistent.

    I think the pass in U24.0 was the first true dispo pass since riven dispositions were introduced. To my understanding, Brakk was assigned a crappy disposition in 19.0.6, and was updated to a slightly-less-crappy disposition in 24.0, and that's literally it.

  9. 13 minutes ago, (XB1)KayAitch said:

    Yes, but they just did a dispo pass, and have done lots more over the 5 years or so since this weapon was worth using.

    To be fair, that dispo pass was very... conservative. Not a single weapon changed its disposition by more than a single "pip" in the arsenal.
    It felt as if DE wanted to show that they're capable of making changes to rivens, but didn't want to make the changes so extreme that riven marketeers start rioting.

    But yeah, overall, I'm still as baffled as you are that the riven disposition is so stupidly low on such a crappy weapon.

    • Like 3
  10. 2 minutes ago, (PS4)ArtPrince17 said:

    Not exactly sure what it is that I'm looking at here.

    OP's picture didn't do a great job of showing it (I had to pop into the game to check for myself), but (Solaris U spoilers):

    The kids' heads have been separated from their bodies, and are only connected with metal parts. I feel blind for not noticing this earlier, considering that it's plainly visible on the kids whose clothes don't have collars.

  11. 5 minutes ago, (XB1)KayAitch said:

    I would have guessed something like that, but who's keeping the Riven disposition so low? Anyone love this weapon and able to explain why?

    The dispositions aren't refreshed procedurally. The weapon could have literally zero players using it, and its disposition wouldn't change unless DE deliberately updated it.

    I know this doesn't explain why the disposition was so low to begin with (considering that the Brakk's popularity plummeted long before rivens came out), but riven dispositions make very little sense all-around. DE claims to have set the dispositions based on weapon popularity, but didn't define what exactly they mean by "popularity"-- for instance, they made no mention of the timeframe over which the weapon usage data was collected, or how much of the disposition-selecting was purely arbitrary.

  12. 8 hours ago, (PS4)AbBaNdOn_IGN said:

    That is a garbage build lol....

    As someone who doesn't have Redeemer Prime and hasn't used Redeemer in a long time, how exactly is that build garbage? Seems pretty standard to me. Although I'd definitely replace ViciousFrost + VolcanicEdge + DriftingContact with PrimedFeverStrike + WeepingWounds + BodyCount or something.

    What would you have instead?

  13. Brakk used to be one of the strongest weapons in the game, thanks to its high damage per shot and insane burst DPS. This was WAAAAY back in the day, though, during the glory days of the Acrid (i.e. during the days where all weapons were actually capable of bypassing armor simply by adding Armor-Piercing damage).

    Damage 2.0 (November 2013) changed up damage types so that you couldn't just attach a "lol ignore armor" mod to your weapon, which basically took away Brakk's ability to deal with armor. In the years since then, many weapons gained access to new ways of mitigating/ignoring armor (e.g. 100% Status, Hunter Muntions), but the Brakk kind of... didn't. Even its one niche (high burst DPS) has since been overshadowed by numerous shotguns and crit weapons.

     

     

    Why is its riven disposition still low if its popularity peak was in literally 2013? Who the hell knows.

    • Like 4
  14. 21 minutes ago, -Sentient- said:

    Bounce is no duration based as far as i remember, and after 3 hits its done

    The vortex augments make you be able to have vortex up to 200 seconds!!! OOF

    I mean... that takes, like, ~15 casts (i.e. literally 1500 base energy) for each of the four interception terminals, doesn't it? Excluding the time lost from throwing down all those vortexes in the first place?

    On the other hand, Bounce pads last 300 seconds by default and have half the energy cost of a Vortex. And you can just throw down three or four pads at terminals that see a lot of traffic, to offset their weakness of having 4 charges each. Don't get me wrong, Vortex is great, but Bounce just seems like the definitive interception-cheesing ability to me.

  15. 27 minutes ago, Aldain said:

    Its a bit tough to explain why I don't like the design of Interception compared to other game modes, but I'll try to explain my opinion (which again is only an opinion)

    Interception feels to me like it runs against the mobile nature of Warframe

    I feel the exact opposite way about Interception (in solo, at least). The fact that the 4 points are so spaced-out means that the player is forced to move. Picking a frame that can cover wide distances (e.g. Nova, Zephyr, low-str Excal), or simply maxing out Mind Step + Void Flow, makes solo Interceptions a billion times easier. More enjoyable too, IMO.

    Squad interceptions don't discourage mobility either-- rather, they simply open up the option of each player camping a point. The option for a player to patrol the whole map (like you would in solo) is still very much viable, and a fast enough player can easily carry their squad to victory with this method.

     

    OT:
    Does Bounce not work anymore? Seems like it would cheese interceptions much more easily than Vortex, since it lasts 6 minutes rather than 12 seconds.

  16. 13 minutes ago, (XB1)GearsMatrix301 said:

    stealth

    makes every pellet a Crit.

    More than 5 years later and this is still a misconception. DE should seriously get to representing stealth bonuses in some way other than yellow numbers.

    But yeah, basically what GearsMatrix301 said (crit thing aside). Attacking enemies while stealthed will grant a stealth damage bonus (+700% final damage, stacking additively with crit damage), which is what does the bulk of the work when people show videos of them oneshotting heavies in the simulacrum.
    Basically, if your melee weapon doesn't rely on crits, landing a stealthed hit effectively multiplies your damage by 8x. It's hilariously effective on status weapons like Redeemer and Lesion.

    • Like 2
  17. 39 minutes ago, BiancaRoughfin said:

    Nova is already our Nuclear/Fusion themed Frame and is also a community concept.

    What.
    Nova's the antimatter frame. Actual novas in real life (not to be confused with supernovae) are indeed nuclear fusion, but Nova the warframe most certainly isn't.

     

    OT:
    I'm always down for more astro-themed frames! The abilities definitely need some work, though.

    • Flat damage simply doesn't work in this game, what with armor scaling being the way it is. None of Sol's abilities will be viable at high levels, especially against Grineer.
    • All four of Sol's abilities do nearly the exact same thing (radprocs, with a decent amount of damage at low levels). Just on different scales. 
    • Sol's only role (radproccing enemies) is kind of already invalidated from the get-go by Nyx (Chaos), Loki (Irradiating Disarm), or literally any frame with a pure-status Ignis/Phantasma. All of these options seem to have better survivability as well.
       

    There's a lot of potential in this frame, though! Not that WF is a scientifically accurate game or anything, but the concept of stellar fusion could be baked into the abilities somehow!

    • Nuclear fusion in nature happens when gravity presses gas together so hard that it starts, well, fusing together. It'd be cool if there was a gravity-based ability that sucks enemies in and then detonates, dealing damage based on the number of enemies or something!
    • Nuclear explosions are pretty, well, explosive. Having abilities that proc both Blast and Radiation at the same time would be interesting!
    • It would be criminal to have a star-based frame without a Blinding ability (EDIT: Just noticed that your proposed 2 already had a blinding effect, sorry!). Upon thinking about this a bit more, having melee slam attacks briefly Blind enemies would be a really fun passive!
  18. 1 hour ago, S.Dust said:

    I literally never said to rework conclave in this post I said encourage partners to play it more

    You need to understand-- PVP isn't considered unfun because partners don't play it. Partners don't play PVP because it's considered unfun.

    If you want to make WF's PVP more popular, simply encouraging people to play it won't help. You need to make it actually ENJOYABLE, and for that, a rework from the ground-up is needed. PVP in its current state is simply more frustrating than enjoyable for the vast majority of players for a wide variety of reasons.

    • Like 2
  19. "Archimedes, NO!"

     

    OT:

    Peculiar Salvo:
    Gunshot sound effects are replaced with a voice saying "pew!", "blam!", "yattattattatta...", etc. depending on the weapon type.

    Peculiar Spectator:
    Upon the player being knocked down or falling out of bounds, a laugh track will be played. Upon failing a hack, entering bleedout, or being ragdolled from a K-Drive, a longer and more emphatic laugh track will be played.
    Example:

     

    • Like 1
  20. I'd love this!

    I'm just not sure how much I would use the feature, since operators are painfully slow in the liset compared to warframes. If they let us Void Dash around, though (like how frames can freely bulletjump+roll in the liset), then this issue would pretty much instantly disappear.

  21. (on invisible Ivaras being slower than other warframes)

    22 hours ago, DatDarkOne said:

    If you are that slow with Ivara then you are definitely doing something wrong.

    "If you are that slow with jogging compared to people with bicycles then you are definitely doing something wrong." That's the impression I'm getting from this.

    Ivara's movement has a lot of nasty restrictions while Prowl is on. Namely, the reduced sprint speed, the inability to slide, the inability to Bullet Jump with a running/sliding start (i.e. the inability to start another bulletjump -> roll without coming to a dead stop first), the inability to Bullet Jump in midair (!!!), etc..
    Invisible Ivaras being less mobile than Loki/Ash/Rhino/whatever is basically an objective truth. In terms of movement alone (be it in a straight line or through zigzaggy hallways), Ivara simply has fewer options than other frames, and she doesn't really have any unique mobility tools to show for it aside from high-STR Dashwires.

     

    22 hours ago, DatDarkOne said:

    Just so you know, there are only two frames that move faster than a high PS Infiltrate Ivara on a wire.  Those are high PS Volt and high range Nova.  Just saying. 😄

    Really? You can't think of any other frame besides Volt or Nova that can move faster than Ivara's ultimate "fire dashwire -> climb onto dashwire -> sprint on dashwire in straight line for a maximum of 100m" combo?

    Zephyr? Excal? Rhino? Hydroid? Loki? Ash (situationally)? Literally any frame with maxed Mind Sprint?

     

    Don't get me wrong, I'm not trying to crap on Ivara or anything, she's a great frame. But if you love being invisible, then mobility simply isn't Ivara's forte. It's a weakness of hers-- the cost of having an otherwise fantastic Invisibility button.

  22. 13 hours ago, (PS4)Mono-Pop said:

    Ivara is slow in prowl?

    You know you can roll and bullet jump in prowl, right?

    It’s similar to holding a hobbled dragon key, it only slows your running/ sprinting animations.

    Rolling around is painfully slow compared to actually having your full set of parkour tools available.

    I actually didn't know about the bullet jump thing, but if the wiki is correct, then invisible Ivaras can only bullet jump while on the ground with no WASD input... which, while it beats the hell out of rolling, sounds more like a bug than anything intentional. Also not exactly useful compared to, you know, actually having your full set of parkour tools available.
    A person wearing ten Hobbled keys at once would outspeed an invisible Ivara any day of the week.

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