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Juthoth

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  1. Just as an update, it seems that Collective Curse synergy is back. I was just doing some testing with Vulkar Wraith and it got the benefit of 20 combo when shooting 20 linked enemies once without any multishot mods. I dont know when this feature returned but I noticed it just now.
  2. You are correct on that. I suppose I should have been more precise. When I said low cap I meant something like 100 in which case depending what you choose, with 100 Rubico would have 3.5 but Komo only 2.5. Just so we are on the same page, cap means that this far you can get with abilities, but beyond that you you must use standard way of just hitting enemies with your sniper. In this sense I was thinkin of this bit like initial combo. I guess melee combo sounds like reasonable middle ground between 100 and something essentially unbounded if it does not feel too trivial gamepalaywise to reach those combo levels.
  3. I was not trying to downplay his ability for gunplay. :) Curse is awesome ability for pretty much any use. This would just give reason to use guns without feeling like you are sacrificing too much from his kit.
  4. I was just talkin from personal experience mostly with Rubico Prime and little toying around with Sporothrix. This of course assumes sufficient enemy supply such as in Survival. I think your worry about the flavor of the sniper wespon class is fair point. Cap is a difficult question since with a low cap it helps snipers such as Komorex less and rubico more when Komorex would need it more help than rubico. Higher cap would on the other hand reach those 3/3.5 thresholds after which combo gain begins to feel the effects logaritmic growth anyway. I would propably not allow the melee combo affect it since Sniper Combo decay is already essentially a better version of Naramon melee decay and they are still two different combo systems.
  5. It seems I misread your post. I m well aware how two types of crit work. I think it should be additive to the final as in the case of base form. I think it would be more of how much crit would be appropriate 100% or 150% I don't know but as a flavor to how ability works it should be additive. To restrict it to snipers would be cool by me, I added other primaries to the discussion mostly since that is how DE tends do things. I think with primaries the real problem would be weapons with large AoE and would be fine having them left out. Possibly snipers only, but maybe assault rifles and shotguns could be fine too. I know 250% crit Kuva Ogris would be absolutely nuts. I quess combo counter synergy could be left out, but personally I think that 3x/3.5x increase is rather trivial to get on many snipe rifles that have minimum combo of 1, in particular Rubico(Prime), Perigale and Sporothrix that you already mentioned. It would substantially help out Komorex and Vectis Prime with cumbersome 5 minimum combo. In my opinion Primed Chamber is extremely Powerful mod since it brings one extra layer of multiplicative damage on top of combo and everything else. Also I would not compare Primed Chamber on warframe ability or augment. We'll see. Anyway brainstorming wont hurt and I would like this augment since it would give Kullervo more of a reason for little gun play, not that it would outperform his melee dps anyway. Besides I'm not expecting him to get augment anytime soon, but when he does I think something like this would be an interesting candidate.
  6. Indeed 200% scalable with power strength would be pretty crazy but as I stated it could be reduced to half or so or even capped at say 250% like you said. Also, abilitites would indeed give a jupstart with combo counter, but its good to keep in mind that sniper combo is logaritmic, and hence the benefit would flatten out in the long run. I do think that combo thing could fit Wratful Advance though even if it does not have como generation on its own, since it is still augment for the frame as well. Since abilities have synergies, why not augments? Finally, this augment could bring back the Sniper synergy you mentioned!
  7. As Kullervo is designed to be a melee frame that generates combo counter I thought that following would give interesting synergy with other weapon class that has combo counter, namely Snipers, and it would be nice for other primaries as well. Snipers are also one of the natural choices for Kullervo due to Collective Curse turning single target damage to multi target damage. Wrathful Advance Augment: Critical chance given by Wrathful advance additionally applies to primary weapons and combo counter given by his other abilities also grows sniper scoped combo counter. If full critical bonus from Wrathful Advance feels too powerful it could also apply half the effect. I think good augments generally alter Warframe's play style in some manner and this would do just that, turning Kullervo more towards gun play. Thoughts?
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