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RiouHotaru

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Posts posted by RiouHotaru

  1. Okay. And what does this offer you that essentially any other frame can't do better?

     

    Really?  That's your counter?

     

    "Why use Saryn when you could use Banshee/Nova/Nyx/etc?"

     

    That's a stupid argument and everyone knows it.  Some people may want to use a specific frame because it fits their playstyle.  Or they like the design.  Or the powers.  That's like saying "Why take Hydroid?"  Yes, other frames do damage/CC better, but if you don't have access to those, or don't like using them, you have alternatives.

  2. Here's an easy Saryn build:

     

    Aura: Rejuvenation

     

    1) Vitality (Max Rank)

    2) Rage (Max Rank

    3) Primed Continuity (Rank 9)

    4) Primed Flow (Rank 9)

    5) Streamline (Max Rank)

    6) Intensify (Max Rank)

    7) Stretch (Max Rank)

    8) Regenerative Molt (Max Rank)

     

    Now, if I didn't have a 90% belief that Saryn Prime is after Trinity Prime I'd slap on another Forma to reduce Primed Continuity's cost down so I could use Rush in the Utility slot, and Stretch can be replaced with something like Armored Agility, Natural Talent, or Constitution.

     

    Also, if you don't have Primed Continuity/Flow, the normal versions work just as well.  I think the main problem is that people are almost utterly dependent on corrupted mods to try and squeeze every last drop of oomph from their build, when honestly the base mods are just as potent.

     

    If you don't have Regenerative molt, that frees up a slot as well to put in the aforementioned mods too.  Vigor would push your HP back over 1k I believe?

     

     

    Sadly, no. Her damage multiplier (viral is basically a 100% damage multiplier) is one of the worst and most awkward to use in the game, and even with the entire combo strung together new miasma does less damage per cast than old miasma (about 75%, though if you sacrifice efficiency/rng you can get it higher, but that's generally not advised) - if we start talking about damage per second new miasma is a bad joke no matter how you look at it.

     

    New Saryn does not scale. She will just make you wish you had Banshee or Nova.

     

     

    Nova is so squishy it hurts, and she has absolutely zero survivability options save her ult.  Which is really all she's good for.

     

    Banshee's Resonance requires hitting very specific target-points, only spreads to other targets with an augment, and oh yeah, is also clan-tech.

     

    Also, New Saryn does scale.  Viral scales right alongside the enemy.  Banshee is a damage multiplier but it's dependent on your DPS, as is Nova.  If your damage has fallen off significantly enough Banshee/Nova won't improve it significantly.  Viral just flat cuts enemy HP in half.

  3. Less powerful than almost every single other damage multiplying ability in the game.

     

    I think you overestimate how powerful a forced viral proc actually is. It is in effect a +100% damage bonus.

     

    No it's not.  It cuts enemy HP in half.

     

    Late-game that's huge, especially against level 80+ enemies who probably have buckets of HP.

  4. If energy is a problem, use Flow.

     

    If duration is an issue, use Continuity/Constitution.

     

    If you need energy in a hurry, use Rage.

     

    None of these mods are difficult to get anymore.

     

    Her HP coming down a bit is a small downside but otherwise it's amazing.  Yes, she does use more energy now than before, but even with a normal Streamline I've got energy to spare.  Admittedly, I have a Rank 9 Primed Flow (600 energy total), but even with a normal Flow it's still a good amount of energy.

     

    About the only thing that bugs me is her slow sprint speed, but there's plenty of ways to compensate for that (Rush/Armored Agility).  I think people are way too harsh simply because Miasma isn't the room-wide killer it use to be.  Honestly, I've run her through a T4 Intercept up to round 8 without any problems save where I got a little too aggressive and bit off more than I could chew.  And for the record I could count the number of times I used Miasma on one hand.  Otherwise this rework is exactly what she needed.

     

    People really underestimate just how powerful a forced Viral Proc actually is.

  5. I ran the quest the other day with a team, and finished it by talking to Darvo for the last step.

     

    I then went to help my clanmates who were on the last mission (the survival) and afterwards, noticed that the game seemed 'stuck' on the last step, which was to speak to Darvo.  I tried, but as he's still doing one of his 'deals', attempting to "finish" my mission doesn't do anything.  It seems permanently stuck on the last step, despite having "finished" once already, it doesn't count as complete.

     

    I'm told that if the mission is complete, Clem will be in the Relay with Darvo, but as my mission seems stuck on the last step, I cannot finish it, and therefore cannot seem Clem on the Relay.

     

    EDIT (9/17/2015): Clem now appears on the relay next to Darvo, but the mission still reads as incomplete, with the final step 'Talk to Darvo at his shop' not checked off

  6. The ability to build multiples of the same item is the one I want/need the most.

     

    I know people with anywhere from 30 to almost 60 Forma BPs, who would take actual months to build them all.  This is ridiculous.  Let us queue up multiples or build more than one at the same time.

  7. Required Mods

     

    Unfortunately, there's no real way to deal with these, so I say leave them as is, and tweak them on a case-by-case basis.  Required mods, are like required gear in any other MMO.  You always gear for certain stats, so with Warframe there's going to be certain mods that will be always in a build, whether you want them too or not.

  8. The whole point of the multishot nerf is to increase build variety. Forcing people to using another mod to compensate for Multishot reduces build variety. While not using Multishot at all reduces build usability. Forcing the player to make such a such a choice is not fun game design.

     

    Changing multishot this way doesn't make it not-mandatory, it makes it actively detrimental to the game.

     

    Also, if you're not meant to go that far in endless missions, why have them be endless at all?

     

    You missed the entire first part of my argument:

     

    "Just don't use it if you don't think it's worth the ammo."

     

    It's a choice now.  Rather than being mandatory, it's a trade-off.  Sure you get close to double or even triple your DPS outcome.  At a proportionate increase to your ammo consumption.

     

    You don't HAVE to use it.  It's absolutely in no way necessary even to endgame builds.

     

    Again, 120 minutes of Survival and 60 rounds of Defense is a great thing to achieve, but it's not something the game will ever be balanced around.

  9. Please be very, very careful with this. You may be about to kill the entire concept of secondary weapons by mishandling it. Even if you don't, this cannot possibly end well. You should not be forcing players to carry ammunition restores or bring a Nekros to every mission to be able to use a weapon.

     

    Lmao.

     

    "Kill the entire concept of secondary weapons"

     

    No, no it won't.  Not by a long shot.  Stop acting like a change to multishot will doom the game or the weapon type.

     

    1) We have absolutely no idea what form the new multishot will take

     

    2) If it makes guns less ammo efficient, consider just not using the mod.

  10. Or, OP.

     

    Here's a novel idea.

     

    Just don't use multishot if you don't think it's worth the ammo cost.  Or find a way to slip an ammo mutation into your build.

     

    Most weapons overkill even high-scaled endgame content.  By the time you reach a content point where enemies take longer than a few seconds of sustained fire is about the time you leave anyway.

     

    You're not meant to do survival for 120 minutes, or go 60 rounds of Defense.

  11. Honestly, you could just...not use the multishot mod?  I mean for the most part by the time you were actually having to spend longer than a second or two on a target to kill it, the scaling was high enough to actually be dangerous to spend that much time on a single target.

     

    I mean sure, the Boltor Prime murders stuff with a quick squeeze of the trigger anyway, you never HAD to hold down the trigger on it.

     

    I can still use my Torid + Mirage without Multishot. and murder just fine too.

     

    This knee-jerking is hilarious to behold.

  12. I find it absolutely hilarious that the people who asked for a change to damage mods being mandatory will get their wish in the form of Multishot actually consuming more ammo thereby making Multishot mods no longer mandatory.

     

    Hilarious because I'm pretty sure what these people wanted was to do away with 'mandatory mods' to up their pewpew/Dakka.

     

    Edit: typos

     

    This.  People just wanted them to make the mandatory mods "built-in" or something so they could continue to min-max their builds with no drawbacks.  Now there's actually going to be a choice.  Besides, you can always just use a DPS mod or another element.  Or something like fire-rate or reload speed.

  13.  

    Needing primed ravage (528 rare5 cores and 2 million credits) to beat the normal Hek when you're MR12 locked and requiring a maxed out syndicate and 125k rep to burn is a travesty. I'm sorry, it just is.

     

    But it doesn't.  You only need normal Ravage and the DPS becomes better.  Primed Ravage is just icing on the cake.  And since crit chance is calculated per pellet, you can get some stupid high burst DPS.

     

    It's a sidegrade, like people are saying.  You can either get the raw damage output of the normal Hek, or the sustained fire of the Vaykor.  Personally I prefer the latter.  I can use almost the exact same build for my Vaykor Hek, and just replace the Augment with Seeking Fury for better reload speed and Punch-through.

  14. It's actually not, though.

     

    Telos Boltor has a tiny bit less sustained DPS than the Boltor Prime (on paper). It's maybe 20 less sustained damage. But the Telos has the syndicate proc, which can put out 5k+ damage each time it triggers, meaning Telos is probably better.

     

    Vaykor Hek is sitting at over 20% crit, meaning it actually is the first crit-viable shotgun we have.

     

    Yeah, people keeping acting like that 20 less damage means a lot, and it doesn't.  And the Truth effect is horribly underrated because it's 1k + guaranteed poison procs which shoots up your damage potential several-fold.  Even IF you include damage fall-off, the Telos doesn't actually do that much worse.  You just have to be somewhat closer to the enemy than you would with the Boltor Prime.

     

    With the Vaykor Hek, you can trade off not using the Augment for Seeking Fury to improve on the reload speed AND give you some punch-through.

  15. Fun fact: Impact outdamages Slash against Alloy-armored enemies.

     

    The only things Slash has over Impact against Alloy-plated Grineer are slash procs (which are laughably unreliable for even the Dread; they might as well be disregarded entirely) and scenarios where the armor is zero (e.g. 4xCP).

    Outside those scenarios, Impact is better against Alloy enemies and robots, while Slash is better against Ferrite and barely better against Fossilized.

     

     

     

    Even if it weren't better than Slash on those two health types, it's not as though elementals won't scale off the massive base damage as well. I swear, people on these forums see the word "impact" and think that the weapon does no damage or something...

     

    This.  Impact is sorely underrated because people point out the 4x CP situations as though that's the norm these days.  I mean yes, you won't be getting red crits with the Cernos but it's still quite an amazing bow, and an almost instantaneous charge rate is hilariously good.

     

    The status chance boost basically makes it the Daikyu but without the Daikyu's impossibly slow charge time and raw damage.

  16. True, but you also have to factor in the lower RoF, lower accuracy, and lower projectile flight speed, all of which play a key role in how much damage the weapon actually does, especially when aiming at mid range and beyond. And you also have to consider the fact that the syndicate blast becomes progressively less useful as enemies become higher leveled. All of these things make it a sidegrade on the low end of the game, but when you reach late game content, there.s really no contest between the two; The prime does more damage, is more accurate, can hit things at longer ranges easier, is substantially easier to get, and only requires mr2 as opposed to 12. It's just a flatout better weapon and you get it earlier.

     

    That depends.  It took me till MR18 to get my Boltor Prime because the trade market inflates prices or I just didn't have the Plat for it.

     

    The new-ish player isn't likely to have the plat to invest in such a weapon, and MR12 is relatively easy to obtain anyway by now thanks to all the frames and weapons available.

  17. You don't even NEED Primed Ravage or Primed Point Blank to make the Vaykor Hek a killing machine.

     

    Point Blank, Blunderbuss, Ravage, Blaze, Hell's Chamber, 3 dual stat mods.

     

    if you have Primed Point Blank and Primed Ravage you get a shotgun with almost a 4x crit damage multipler and a stupid high damage bonus.  And with Blunderbuss you get about a 49.7% crit chance PER PELLET.

     

    It's still an amazing shotgun.

  18. Lmao.

     

    You do realize that crit chance on Shotguns is calcuated per pellet, right?

     

    They cannot allow Scattering Justice on the Hek for exactly that reason.  The math's already been done, the Vaykor Hek isn't strictly worse than the normal Hek.

     

    You trade off raw damage for crits, more status (Because Scattering Justice added a metric ton of status due to the +200% multishot), and a whooping EIGHT shot magazine.

     

    Plus the built-in syndicate effect.

  19. To be completely fair?  It does have less damage, but only SLIGHTLY less (like 5 less base damage).  It's a sidegrade more than a downgrade, because it trades off being only slightly worse for a slightly higher status chance and a fairly big 30 more ammo in the magazine.

     

    It's more a side-grade than a strict downgrade, especially since you have to figure in the innate Syndicate blast.

  20. So far, we've been getting the lore in bits and pieces, giving us an appetite for more while still slowly uncovering things about the Warframe universe, from the various released quests, events, and the Synthesis lore entries.  But one aspect of the game seems to be rather lacking in the lore department: Syndicates.

     

    So my question is:  Will we be getting any lore about the Syndicates, or an expansion on their roles and beliefs?  So far all we have is a basic idea of their ideology, and the missions they send us on.  For example, the Steel Meridian want to defend the colonists, but we've never seen these colonists or interacted with them, we're only told they exist.  The Arbiters wish to destroy the idea that the Tenno are solely warriors and mercenaries, but how do they wish to achieve that?  What sort of roles outside of fighting do they see for the Tenno?

     

    I just wonder when/if we'll see more on these factions that for the most part have gone mostly untouched from a story perspective, aside from Red Veil being a part of one event.

  21. The math is exactly why I'm worried about the Starmap 2.0

     

    It wasn't running Void missions that bugged me, or wore me down.  It was the hilariously low chance of something I wanted that bugged me.  People have been asking for weighed odds when running longer endless missions, like how going 20+ minutes in survival would increases the odds of a rare item in rotation.

     

    Blowing up the void to spread out the rewards so people will play other content is fine and dandy, but only if the actual odds of getting the item you want actually improve.  Right now I've got almost a 5-6% of getting Ash Prime Systems from Rotation C.  If the Void blows up and that part winds up somewhere else with only a 5-6% chance to drop, then effectively nothing has changed save the content I'm running to try and earn said piece.

     

    Again, it's not the content itself, but the math behind the content that causes the fatigue.

  22. The fact people are declaring these weapons with Syndicate Augments "useless" shows how narrow-minded the community is, that you thus treat melee weapons as pointless if every single mod doesn't enhance Exalted Blade.

     

    Melee weapons are just fine as is.  Hell, the Prisma Skana is actually a really good one-handed sword.  Does it have the raw DPS output of the Dakra Prime?  No, but it's got a better crit rate/status chance and makes better use of Berserker (though honestly I dislike Crimson Dervish for the utter lack of mobility).

     

    It's a trade-off now.  Are you building your melee weapon to use as a melee weapon, or just to make EB better?

  23. I agree that the Silva and Aegis needs a modest damage buff and a slight boost to it's status chance.  Ack and Brunt is currently BETTER by virtue of being a decent status/crit weapon, which means the only thing Silva has going for it is the fact it's element only, making status somewhat more effective?

     

    But yeah, it's aesthetically a much better weapon but the Ack feels like a straight upgrade.

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