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TheGambler_BR

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Posts posted by TheGambler_BR

  1. Metal Auger does wonders for the ignis, but you can't rely on it to do everything.

     

    The weapon is severely weakened by the armor mechanics, making almost all enemies simply immune to fire past a certain level.

     

    You'd be better off using the flux, since it has AI and is much clearer to use.

  2. Not like burston is already outshined by standard braton and 30 dmg with 8.0 would cause it to have less dps than braton prime with occasional crits.

     

    I have both potatoed, and I feel the burston is far stronger than braton with 4 less ranks. Though I have been running Saturn, and haven't taken those two for a T3 yet, to test them against high-level mobs - but I feel that over there, the two would be outshined by pretty much any other non-bullet primary.

     

    Stating the burston is already outshined so it wouldn't matter is not good - it highlights the balance issues present in the game. The burston currently has 30 damage with 5 RoF and burst mechanics. A 30 damage, 8 RoF full auto would be such an upgrade it wouldn't even be fun to use compared.

  3. This gun will have lower dps than latron. 

    8.0 rof at least with 30-35 dmg

    leave crit dmg at 150%

    crit chance 5-10% imo

    remove increased zoom.

    now its fine.

     

    So make the burston entirely pointless, and outshine even the Braton Prime?

    Sure, why not!

     

     

    On topic: all full-autos (and by extension, all bullet-based weapons, mostly) would benefit immensely from having this game's armor system revamped so enemies aren't immune to all damage bar AP/AI at higher levels.

  4. Nova's position on the list is amazingly wrong.

     

    Her 1 skill is a "fire and forget" that deals a hefty amount of damage and staggers. That is VERY powerful.

     

    Her second skill is one of the only that actually scales, and it does so with great efficiency.

     

    Her third skill is one of the best mobility skills available currently, not relying on any target whatsoever.

     

    Her fourth skill places a debuff on enemies where they take double damage, and blow up on death. I've used it to clear entire rooms on T3 exterminate (wich had several ancients and heavies).

     

    Her only weakness is her 75 base shields, which weaken her CONSIDERABLY and make her IMO the most fragile frame out there despite her 50 armor value.

     

    To me, she's at AT LEAST high tier.

  5. A disrupted state might work for early detonation, but even then, on defense, does that matter?  You can just vaporize wave after wave after wave with impunity.

     

    Not every wave clogs up enough for that - only if using vauban spamming bastille. But then, you'd have a hard time losing. hahaha

  6. But it does the damage at the end.  And you're hardly waiting.  You can end it early.  You cast it and it is "instantly refilled," so cast it and immediately pop it to vaporize everything around you and any bosses are stunned for a very long time.

     

    Bosses, IIRC, have some sort of resistance to CC abilities. They aren't lifted by bastille, for example.

     

    Besides, yes, the skill has its fair share of downsides/imbalances.

    At the time, I hadn't exactly thought of how to balance it out.

    Cooldown is something no one likes.

    Not having energy dropped by enemies killed this way is detrimental to the team as a whole, and probably not easy to configure.

    So is leaving volt in a "disrupted" state - during which picking energy orbs give no energy at all.

     

    So I'm not quite sure. I am aware that just leaving him at 0 energy is not enough of a downside, what with the amount of enemies this could potentially kill and how energy syphon and orbs are common.

  7. Let's go down the list:

     

    Shock: no need to increase its energy cost

    Speed: agreed

    Shield: I've been suggesting something along the lines of this for a long time

    Overload: wait... wut?  Am I missing something?  Instant regen of energy back up to an easily attainable cap of 1k and you deal 5k damage to everyone in the area always?  Also, what is the advantage of increased duration?  That made no sense.  Also, why would you end it early?  Right now, it just seems like something that gives you infinite energy and does 2.5k serrated blade damage to everything after 20 seconds.

    Stats: fine by me, very similar to what I've suggested before

     

    Personally, I still think Shock/Overload need to stay on Volt while Speed and Shield get moved over to a new frame, but barring such a dramatic overhaul, overall what you suggest lines up with what I'd like.  I just don't know what you mean with overload though.

     

    Overload deals no damage on its own. Besides, it's not spammable. And you require 20 seconds of wait, if you're fully modded and do not use ANY powers whatsoever.

     

    So you empty your energy pool for one single nuke, when other frames can spam 3 or 4 times without requiring energy drops

    Not to mention cast times...

  8. If anything, Shock should get a DECREASE in energy usage rather than increase, more damage to individual targets (perhaps falling off a little more quickly per chain as well), and be castable while moving. The way that enemies react to electrical damage should be changed so that it scales better at higher levels (because right now it practically does NOT scale- at low levels, Shock immediately will destroy half a room of enemies, at high levels it will fail to take them under half health, at high levels I think it should take out a sizeable chunk rather than just POKE them if they have shields and such as well, which Elite Lancers and Moas do), so that it actually IS an energy effective alternative to your gun.

     

    Electric shield. Wow, I never use this. Like, I have actually never used this skill. Not once. It should be replaced with another offensive power, the nature of which I'm unsure of currently. Something that'd be capable of being used while moving, due to Volt not being the most sturdy warframe out there. However, actually making the shield move with you as you propose might actually make it considerable. It's one of those things that'd have to be tested, IMO.

     

    Speed: Seems fine, kind of sad that Volt isn't as fast anymore.

     

    Overload: Changes to both Shock and Overload that make them scale better with level would be more than welcome, as well as actually making Volt a little more... Durable while using Overload. Considering the fact that almost every time I use it on a big clump of enemies, any that are outside the range of overload usually completely cut me down at higher levels, before I'm even done using Overload,  which means nothing dies.

     

    Suggested stat changes:

     

    Health: 100 (300) Unchanged. Volt is not tanky, at all. At rank 30, fighting high level enemies, this paltry sum of health with poor armor means you need to stay mobile.

     

    Armor: 10 Unchanged.

     

    Energy: 150 (225) I support your changes, the greater energy pool would very much encourage greater power usage and make Volt perform as advertised.

     

    Shields: 150 (450) I see no reason to change this because my Volt manages ~750 shields at rank 30 fully modded. That's reasonable. And still gets burnt off incredibly quickly if you're not careful.

     

    Speed: 1.22. This would work very well with Speed, because it would give you the opportunity to much more easily dictate range, either getting away from an awful situation, or getting into a good one. It'd also allow you to cross great distances quicker and revive people and such. Which is IMO quite important. This makes Volt the fastest non-stealth based Warframe.

     

    That's just my two cents though.

     

    The problem with the current system is that it is impossible to have powers that scale damage-wise with high-level content. The armor and health rises up to obnoxious levels, so any numerical damage number is pretty much pointless.

    My take on how to best tackle this issue, was to add a portion of armor ignore to his damaging powers, and utility (through stunning) which is always welcome - disabling an enemy is often the best way to ensure a quick takedown. 

     

    I very much agree with you. Volt's powers should revolve around his capacity to move (through the use of Speed, naturally). Which is why I suggested a dramatic increase in cast speed and the ability to cast it on the move.

     

    I also adress the issue of the other powers' lack of scaleability.

     

    The reduction in health was to purely balance the other stats, because otherwise volt would have some of the best stats in the game, with above average power and shields, alongside faster move speed and a speed boost.

  9. I could care less that it costs 3 or 4 rare mats for new guns... they're pushing the curve. What annoys me if that they've chosen to make them Neurodes which has been very heavy in requirements for all the stuff from update 9.

     

    Its sort of obnoxious that its all loaded into one rare resource. Move it around a bit!

     

    They should use gallium a little more... Neurodes are far too overused.

  10. This damage splitting is the exact reason I like your idea. Partly because I also thought of this in one of my own Volt rework topics.

     

    Heh. Did not know that :)

     

    Maybe all damage-only powers should do the same, perhaps?

    Well, not ~all~, but most.

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