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BloodyEy3

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Posts posted by BloodyEy3

  1. vor 5 Stunden schrieb (XB1)Primus Patronum:

    Until it comes to Axi defence fissures.

    This 1% hate me. They want to kill everything in as short a time as possible. Understandable. But here's the thing... I am not at the proficiency yet where I can 'one shot' a level 60 enemy. I'm working on it, I would truly love to have whatever primed mod lets me do that! Until then, I'd rather bubble than trouble for now.

    maybe improve on that situation --> min range, max duration. this also helps with the nullifiers popping up as its less likly theyll contact the cataclysm and close it.

    problem with that is, limbos survivability and usefullness is quite limited, essentially you play a waframe without abilities and with low base survivablity --> BUT !! it only takes up 4 mods to get min range max duration, which leaves 4 mod spaces that you can use for surviablity or utility.

    and then there are arcanes (guardian) and focus schools (vazarin protective dash) and to some extend even companions (shade/kubrow stealth, wyrm negate).

    but as you said u still struggle with axi, i dont think you have any of them unlocked. thats leaves you with 3options, not care what other people tell you (but udnerstand from where they are coming) or adapt what you play, or go solo.

    vor 6 Stunden schrieb (XB1)Primus Patronum:

    So, I love playing Limbo Prime, especially in high-pressure situations where I can use Cataclysm and stasis to leisurely poke a 60+ mob or deal with one emergency at a time... It might make a defence wave last twice as long as it would normally take, but it keeps things safe and orderly imo.

    --> you can literally do that with min range build (as will only have ~12m range), dash, banish, dash (forward) --> melee mobs/ dash (backwards) --> shoot mobs. (i am telling you right now, you will hate rift dash and banish after 1 30min of that playstyle --> also dont forgot the way lower energy efficieny --> 1 banish 10 enemies (=100 energy) | 2 enemies (20energy) )

    --> okaish spot is somwhere between 40-60% range

    also with that reasoning, maybe you should try other frames (nyx assimiliate augment, vauban, oberon, wisp, frost, gara, rhino, nova , harrow, octavia), they are not limbo i know but seeing ur reasoning it seems more "axi is difficult and i want a easy expierence" --> all of them do that better then limbo, and most of them have a supportive charackter aswell so even if you are not up for the fight, ur abilities will enhance allies and as such speed up the defense aswell.

    --> nova: probably not in defense (atleast slowa, and speeda is opposite of what u want) --> i think you get 0% slow nova with just power donation (but even 100% strength is not that bad, just not adivised to slow more)

    frost: ill advised atm with everyone useing kuva bow (prob more annoying then limbo cataclysm´)

  2. vor 4 Stunden schrieb Tsonachiko:

    Considering new player experience and end-game content, I brainstormed a few alternatives. First the level system. Simply use the existing system of having different enemy "classes" on different planets and do away with levels. If hp and armor values aren't variable it creates a better base for "difficult" content by allowing more than a few game modes to be difficult. Also boss fights.

    seems interesting, question is where it would go. if it would go along the lines of giving each enemy on planet a own base health dmg then let it scale from there would help alot to balance i think. then each planet could have their own scaling --> i mean there are already enemy types that different from planet to plante (mainly talking about grineer) so it even would make "sense"?

    then again (i thought about this before already): to not halt progression and make 90% of content uninteresting i think adding additional missions after completing all nodes would help it. example: earth starting lvl 40 (+10 lvl for each planet in chart further away) and  add a hazard (compared to nightmare, but not energy drain, vampire mode and that sort) to a planet (that changes every 12h) . ---> along the lines of a 2nd playthrough that unlocks all enemies and additional enemies tactics (+ higher base difficulty). (cant get taxi to it!)

    ---> the not taxi  part would mean that everyone would actually need to play a mission atleast once (i am sick of seeing veterans failing basic spy missions, maybe this would refresh their memory from before 2000h pure kuva survival)

    completing these missions could give a special currency that can be traded for build forma, exilus adapter, reactor, cataclys, slots and boosters  --> super unrewarding exchange rate, but possibity at all.

    vor 3 Stunden schrieb Loza03:

    I'd personally turn things like Warframe's health, armour and shield mods into permanent upgrades acquired from progression through various important story parts (probably the cinematic quests), with the possible exception of the Umbral varients. I say that because it's a lot harder to balance enemies average DPS when deviation in effective health between two end-game builds is in the tens of thousands. Umbral Inaros builds have tens of thousands of effective health before Arcane Grace and Adaptation come into play, whereas a Limbo or other squish sporting Quick Thinking  will only have one or two thousand EHP at best. Less if the player decides not to have that safety net, where their HP will be in the hundreds. How much damage should an enemy deal so both have an engaging experience without being instantly obliterated or die only once they develop a tickling allergy.

    i think the main problem is the base Health and armor of warframes varieng so much (+ armor scaling). Sth simple for that would be to to change the mods (armor and hp and shield) to flat amounts (atleast the basic mods). this would give a better "base"line to adjust enemy dmg scaling.

    changing the armor changing armor scaling kurve speically for warframes would also simple stuff down. so that everyone knows from x amor = xdmg reduction. 1  armor = 0,1% dmg reduction --> lowest base armor 100m highest bast armor 600armor, after 600 every armor 0,05% --> cap 90%

    --> max steel fiber (umbra at max bonus 450) 250 armor (25% dmg reduction), while those other armor mods (gladiator eagis and armored spint still give % base value)

    --> arcane guardian 600 armor (60% dmg reduction) on most frames as usefull as now, on some more usefull as max dmg reduction is reached at 1200 armor

    --> increase all shields (+20%) --> redirection giving 800 flat shield (other shield mod stiil %)

    --> leverage hp around new armor (more around new effective health) vitality:  600 health (umbra at max bonus +800 health) other health mods %

    --> inaros fan boys rip !! --> 10k hp dream rip !! everyone else :yeah: !!

    (other direction would be to change the disparity between min/max health & armor a warframe can have --> both of kinda the same effect)

    vor 2 Stunden schrieb Lakais:

    There are an almost unreasonable menu of enemies to choose from and make a unique contribution to combat. Meaning difficulty and challenge could be provided not by inflated enemy statistics, but through the composition and density of enemy population. Where the composition is about the different enemies who could provide a counter to player capabilities and density is about how many enemies get thrown at us at any given time. I am perfectly happy to have less enemies on screen if the engagements I am in require more tactical thinking on my part and the number of them being one of the main variables of difficulty. 

    i really wouldnt mind this. i personally think missions / fighting enemies should be more engaging (lets take field bosses or boss fights as concept, each havign different stages, which doesnt neccessarly always mean to attack x part. --> really a fan of pf (besides archgun system), exploiter, eidolons, and how lich work (not murmur aquisation)

    i personally also like the concept of orbvallis, as other minibosses spawn.

    what they missed out on is "finishers, combos" --> example exploiter (not the cinnematic finisher) that could work on mini bosses to make quick procces with them depending on a specific interaction (parrieng a melee attack, or shooting a certain weakspot) (a bit like how killing kuva guardians work, but not necceraly like that). (hello parazon my old friend, unused besides for lich atm --> i know infested and corpus equivalent are supposed to come, but why not mini bosses).

    1. --> so basically overwork all minibosses (also assasinations, gustag and hyenea or whatever the corpus one is). Endless mission of 1 faction should always be able to call them into the mission. (let that accompanied by an event for example) --"we manged to filter out a call for help, do u want to send it (would be sth like a trap", or "we overheard commincation their commandand trieng to call for help, find him and silence him" -> if u dont kill him, a mini boss spawns

    2. -->(i see a planet as a base of operation for that assasination target, so you ruining his day over and over would oviously make him angry) ----> add rage meter to assasination target, if rage meter is full he gets 20% chance to spawn in mission (always 60min mark of endless mission), if he spawns in normal mission you can extract after you killed hm or complete the original mission.

    3. --> did the corrupted faction die ? why everyone talking about corpus, grineer, infested, ( & now sentient), and corrupted are left in a far coner of space (literally)

    they have no purpose besides creating the possiblity for  "void fissures" and relics. --> personally i think void fissures should be portals that need to be destroyed and drop void shards (reactants) instead of how it works now

    4. add a whole new set of corrupted enmies(minibosses equal) and new entities (someone that gives a starting like figure of corrupted enemies, maybe some voidkids that lost their mind and got controlled by their power instead (will of the void). --> 3 assassinatio nodes (3 entities to the void) + 6 minibosses (2 acompany corrupted vor) but rest can spawn always (3 void secters, each bringing 2 new mini boses (lvl restricted) lowest sector has 2, then 4, last one all 6)

    5. kuva thralls can always spwan in grineer mission, misison lvl + x (depending by kuva lich lvl )

    ---> these things would also  be all fitting to implement on 2nd playthrough (after all nodes completes that i meanted aboce) --> keeps normal game as it is (as literally nothing changed), 2nd playthrough becomes more difficult (lvl + scaling) aswell as enemies use more advacned (a bit atleast)

     

     

    i dont know if scrapping mr is right, but i think atleast standing gain could be made better (5k base standing+ (mr 1-10x1kstanding) + (mr10-20 x1,25k standing) (mr10-28 x1,5k standing) --> atm at low mr progression is somwhat low (here it is where it is actually needed). with these mr10 has 15k pool, mr 20 = 27,5k standing and mr 28=39,5

    then the exp system should be scrapped --> it should give exp again after putting forma on it (max 5x (50%exp/40%exp/30exp/20%exp/10%exp) --> investing into 1 weapon forever or warframe also pushes ur mr up, which adds a bit more reward  for lvling again.  (max mr.~30)

    make mr. rank upgrade requierments (like junctions) example: ~ mr 10: has 20 spy mission completed, mr 20: has 100spy mission completed, mr 25: 100 hydralyst captures, mr 27: 100: 50 PF kills; 28: all intrisic rank 8 sth like that (you get the gist of it)

    --> less afk lvl on hydron (atleast less regarding you will never use that weapon again), so/ eso, more actually playing the game

     

     

    • Like 1
  3. Am 18.2.2020 um 09:48 schrieb VenomousValentine:

    New 1, Replacing Well of Life: Casting this extends allies buffs within your range, based on your duration, and additionally gives them to you, with reduced effectiveness.
    New 2, Fuse well of life and vampire leech into the same ability.
    Her 3 is fine, doesn't really need much of a change.
    Buffed 4, It's the same thing, except any buff trinity has now gets shared to all allies in affinity range.
    New Passive: Every time trinity heals an ally, she gets decaying armor (in similar manner to atlas). (including heals provided by alternate means from just her abilities, such as arcane pulse, and combat discipline)

    1 --> how does it work with already aoe effects (double stacking ?)

    4---> how does it work with 3 and 1 ? resonating buffs for 1000000000000000000000 buffs (even if its limited to each 1 instance) its buff + reduced buff + reducedbuff + link dmg reduction+ bless dmg reduction --> a bit overstacked imo.

    2---> combination of energy vamp + well of life is bad (as it gives makes it harder to get the energy quickly on kill)

    3---> acutally trinity worst ability (atleast if u actally try to play around the 3)

     

    Some sutff i thought of that trinity could benefit off:

    • 1. make target unkillable (hp sponge) after duration runs out (half its base duration) all dmg inflicted is amplified by 100% if target is killed it leaves 1 health orb (50% chance for additional health orb and 0,25 chance for energy orb) --> augment: if target dies (on end of duration through acuumulated dmg and  its amplication) --> sends out radial wave (puncture + impact proc) and applies the 1 health orb (+ 50% chance for additional health orb & 25% for energy orb) on all enemies affected by it
    • 2. send out (8pulses instead of 4 half the amount energy gained) --> 8 (every 25% -->75% 50% 25% 0%) + 4 overduration (every 25% of ability duration)
    • 3. link (+5sec, +5m range), scales with strength (40% base --> cap at 75%) :
      • instead of now redirecting the dmg thats left after the 75% dmg reduction, it now redirects the dmg thats metigated by the 75% dmg reduction.
      • having active 1 and 2 gives each 1 maximal link that automatically link to that targets (green for 1 ,blue link for 2)  (so max. 5 link)
        • those transfer their effect directly to trinity:
          • well of life target: inflected dmg through link redirect is benefitted from lifesteal reversly healing trinity for a portion of it
          • vampire link: energy from pusles is directly channeled to trinity (only get effect once, if in range of puls and link its still only directly channeld thorugh link)
    • 4. starts at 40% base reduction, now clears status effect on cast
      • augment: weird that it doesnt has one, as most older warframes have one for each ability
        • blessing now grants 35% ability strength, range, duration, effency for the next ability  (not affected by mods)
          • effect cd (how often it can be used is 50% bless duration (affected by mods) +3 sec

    These changes would make trintiy overall better, modernize her abilites (with synergy), her 1 is overall better as it doesnt make strong enemies harder to kill, but makes everything easier to kill (while still single target cc), the augment would be overall nice (puncture proc reducing dmg dealt and impact is small cc) + health and energy orbs (atleast more likely). her 2 sending out waves and procing on health threshholds makes the energy wave ovreall more consistent (max energy gain is same). her 3 ( and augment) becomes more usefull, as 3x as much dmg is redirected (then now-- with 5 targets (3*0,25 now to 5*0,75 --> a quite big increase in overall dmg). 2 more affected targets by armor reduction from augment also makes augment better (on this note, maybe generaly make that amor pen above 100% always increases dmg by 50% of additional armor pen --> 120% armor pen = 10% dmg increase (if target has no armor to begin with its 60%dmg increase, as this augment with team stacking corrrsive, or vs corpus is absolutly useless). 4 has some identy as now (status removal is nice addition) while with augment gets a whole new site and adds a bit of complextiy/ tactical use to it (cd of effect, meaning you cant spam bless to gain effect, you having to think what ability u use  (abit like if u had energy conversion)

  4. vor 14 Minuten schrieb (PS4)Hopper_Orouk:

    People usually build him to be as tanky as possible, you build the speed warframe for speed, without speed he doesn't feel right 

    i build him: narrowminded + primed continuouty, speed drift, streamline, adaption, umbra intensify, umbra vitality, X (often more duration) exilus: rush aura: corrosive porjection (like its usefullness way over sprint seed augment). 

    maybe the umbra intensify is useless, i just liked the initial higher dmg reduction you get form his 2 (i expect it scales linearly to 100% aswell, so it reaches 100% dmg metigation before full battery)

    Arcanes i tried multiple things: mainly i go with arcane energize r3 + arcane strike r3. but i play gauss mainly as melee bersker that dashes from target to target.

    vor 22 Minuten schrieb (PS4)Hopper_Orouk:

    kill high level enemies with just his 3

    whats high lvl  ? unless you invest heavly in strength i dont see it kill an enemy above lvl 60 (only thing i know useing 3 heat then 3 cold makes it deal more dmg (as heat status reduces 50% armor over its duration, or up to 50%? no idea but sth like that)

  5. vor 12 Minuten schrieb (PS4)mahoshonenfox:

    I've never seen the rift torrent build used on an Eidolon but I have used it on Plague Star, personally.The amount of damage you deal to one shot each head isn't even necessary.

    tell me what plague start mainly does,... right spawn 300 infested runners in ur face --> great for an ability that scales of how many enemies are affected.

    vor 13 Minuten schrieb (PS4)mahoshonenfox:

    I wasn't replying to you tho. I was replying to Dubroson. He said you can't put bosses in the rift.

    true. my thought process was just that with facts (wiki) + own expierence, if he cant prove it wrong ( --> he tried with "i tested it myself just now and it doesnt work") then he should agree on the consent (i think the misunderstandign was that he thought rift, meant banish (this is a bit tricky, i just tend to use cataclysm for easier understanding on such enemies) or stasis actually "freezing" them, instead of their projectiles)

    vor 18 Minuten schrieb (PS4)mahoshonenfox:

    I'm not sure what Orb Valis bug you're referring to but if its one of those types of attacks (like a melee attack) you won't get protected. Or are you refering to the "hyena" like enemies that show up in the bases when farming toroids? Stasis stops them fully, unlike the boss versions.

    its been awhile since i i took limbo to orb vallis (and dont feel like trieng to set that scenario up so i can test it atm) but what my memory tells me those pikes jumps went through rift. And when i tried to banish them they it actually didnt banish them (neither were they at any point affected by stasis). (i think cataclysm worked). the other was those yellow/greenish spiders (i think all are not affected by stasis but since they mainly melee it wasnt a problem) that do electric zap. they were neither affected by stasis and the electric gorund thingy also just hit you. (was like ~2month ago and stopped playng the moment i had all standing i wanted)

  6. vor 11 Stunden schrieb (PS4)Hopper_Orouk:

    This is just a big indicator that you know nothing about gauss

    you just love that sentence 😄 stop putting urself as the gauss whisperer thats the only 1 who knows how to play him. Playstyle can be different while still using sth correctly 🙂

    also if u have such a exclusive opinion on a warframe its probably not a wise idea to speak it out loud --> i quickly read through this thread and there is 0 progresssion. just alonger arguement for who is the fastest

    You didnt add anyhting after ur intial statement. how about ud even start with how u play, what do u do that u understand gauss so well ? some hidden mechanics you abuse ? people need some baseline understanding as to why "they dont know anything about guass" and from that baseline you can then go on to talk about what could be better with mach rush.

    too much vision blurr on 1 ? understandable (could be toned down)

    rest of the thing you ask for is base stats (casting speed, movement speed), could be but why not some abilityfactor affecting it ?

    been awhile since i played zephyr but i think her 1 works somehwat that way, give it sth similar so if u wanna go faster you just have to give up on sth else (i dont think thats a problem as most warframes kinda tend to be like that)

    i still dont know why gauss scales only with duration (gives higher stats and longer duration on 4) just seems weird and it doesnt even has a downside (for example like harrow 4) 2gets to 100% dmg reduction either way

    edit: its downside seems to be it takes longer to reach max battery (only the unlocked part from 4) with redline (always 1/3 of the duration --> atleast what wiki has to say to this)

     

     

  7. vor 15 Minuten schrieb MysticDragonMage:

    ultimately, he is a warframe that is the least capable of seamlessly working with other players. each enemy banished is one more enemy a teammate cannot damage. teammates would have to physically message or speak to the limbo in order to be banished themselves.

    no need to physical message anyone, you see banished enemy, quite likely that a rift rift portal, or cataclysm is open nearby, go in there and shoot. (speeding about the fixed stuff. not how its atm.)

    Am 9.2.2020 um 02:42 schrieb BloodyEy3:

    creates bigger rift portal infront off limbo (like nova portal) that has duration of banish and map marker like wisp. (would make banish augment more usefull as it could apply to useing said portal aswell (with cd like rolling guard --> can only apply once every x seconds

    no. in a game where 99% is aoe clusterufck and wild melee + pressing w or slide which all is aoe you wont even notice anyone was banished, and for limbo it would just marjoly #*!% him over which would make his 1 absolutly pointless. MY question is what do u do on titania latern ? nyx mindcontrol ? nidus shadows? you attack them and if it doesnt work you go aahhhh nyx this 1 target from those 100 milllion here u are ruining my expierecene... same with titania latern, garuda blood pool thing, hydroid pool ? kohra dangel dome, hydroid tenctacles what about all those abilites ? what about saryn map clearing leaving no enemies?  or equinox map clearing ? there is alot that hinders players in some regard. how can i rampage S#&$ if 1 frames does it for the other 3 aswell. How can i complete defense quick if teammate too slowa instanly i  just dont  think 2-3 enmies in the rift are that bad, just move one to the next group of monsters and leave those 3 to limbo, or kill them with ur exodia projectile.

    Far worse is the actual trolling capablity it leaves (which over the time + report action seemingly have decreased by a far bit). hacks failing when entering rift aswell as locking mobile defense targets down, or trollin premades continously with banishing, or 4+3 and recasting 4 --> whole map ~50m in rift and no cataclysm or portal in sight.

    solution for that could be to change Riftsurge makes enemies unable to leave rift while riftsurge on them, and enebles 20% weapon dmg crossplane. if 3 duration runs out they automaically leave the rift, if 3 duration is recast you can keep hitting them, problem is ---> its godly op.as even with 20% weapon dmg eveything prolly oneshot on most missions and limbo is just that he cant enjoy rift time.(he can but casting 4+3 and the team will have killed most stuff before he can shot 1 enemy) --> guess whats the problem with aoe ability map wipe frames like saryn and equinox.

     

  8. vor 8 Stunden schrieb (PS4)mahoshonenfox:

    Limbo Rift Torrent 3000% https://youtu.be/6pxMuQAA0zQ

    you mentioned this for eidolons thought, ive never seen so many vombalyst around a eidlon with 200 strneght its 60 per load, for 3k strength its 50+ enemies that have to be in his range (190range) ~ 25*1,9 47.5m, so about 1enemy/m. it takes time setting that up (as you can see its defense and his teammate is not killing enemies, even if so many vombalyst are spawned the eidolon moved to other side of map or despawned at that point. --> the only time where there are that many enemies is probably on profit taker.

    Am 10.2.2020 um 14:42 schrieb BloodyEy3:

    wiki : "Cataclysm affects most bosses and objectives that are otherwise not affected by Banish130xDark Banish, causing them to enter the Rift plane while within its influence."

    In the Orb Vallis, some enemies are immune to LimboIcon272 Limbo's effects and will neither enter the Rift nor be affected by Stasis130xDark Stasis, i.e. Jackal, Hyena Pack, and Raknoids. So i guess both ? just some are not -->> would need some overhaul for consistency.

    vor 9 Stunden schrieb (PS4)mahoshonenfox:

    Hyenas. Look at their bullets. https://youtu.be/j6dKOLg2qeM

    so i guess its a bug in orbvallis, or it was changed with fortune

    vor 9 Stunden schrieb (PS4)mahoshonenfox:

    you realise he puts temporal blast on lehpanthis, he uses stasis to stop the infested minions and (maybe the projectile form lephantis, he is fighting the melee dude in the part i watched so i cant tell.)

    vor 9 Stunden schrieb (PS4)mahoshonenfox:

    Regular Alad V with Zanuka https://youtu.be/Mf28nDotdqk

    he doesnt even use limbo there. he literally stats he uses naromon to disarm, then zaw (seems like contagious heavy slam attack to me with lifted status wave)

    Am 10.2.2020 um 14:42 schrieb BloodyEy3:

    Projectiles from ExodiaContagion64x Exodia Contagion and ExodiaEpidemic64x Exodia Epidemic, zaw rivens from the plague star event, also damages enemies across planes.

    i am not saying he is not working on bosses, he just doesnt cc them, only their weapons/ projectile attacks, with enemies around him it cc enemies and gives you dmg buff if u have riftsurge. but boss also can only get put into rift via cataclysm, which he can walk out of, but you can see its not all limbo abilites

     

  9. i have honestly no idea whats going on in this thread and at this point i am too scared to ask.

    I play volt / harrow in eidolons (4x3-5x3) and trinity (only 3x3 occassionally 4x3)

    people saying harrow has downtimes in 4 ability ----> ??? the 1 time it has downtime is when ur squad sucks. normlay u maximized ( or is it minimized here)  ur 4th ability invicbility part duration so its acutally only for the  magnetic procs, then shield down (not that it matters here) and limb has the buff timer.

    also each warframe has their own role, and as you can see oberon sits between harrow and trinity in that regard. (ive no idea about oberon so i cant say if he could take the role of trinity of getting lures while also granting team the status immunity and healing them ?)

    Thing is just the combo of harrow + trinity just makes life easy and quick. Quick being the main factor here !! The problem with eidolons is limited time, to maximaze it you want to do it as fast as possible (atleast 4x3 & 5x3)

    For Volt (shield) ive just strapped the shocktrooper augment in asewll. i am not going strength but it doesnt matter, i tell dps to only take heat elemtnal if possible and give him refresh on it evey limb (i only go aranged squads mainly clan so its easy communicatable)

    For the chromas that go "harrow is bad as chroma needs to take dmg" --> wtf you guys smoked ? u hikou prime self dmg

    For public squads just take whatever can solo the eidolon.

    disclaimer rant:

    Spoiler

    95% are anyway mr 10-16 that not even done teralyst once and wander into tridolon with acor plasmor, mote amp, that have zenurik focus school, dont play sth that can heal lures, dont grab lures, or do anything (even if you tell them to and go "chill, its just a game" or "get a life bro"

    and for recruitment just go get the squad you want (probablity is high thought that once u tell them u are doing oberon in a 4x3 they leave). Easiest for that would be to play with friends or clans that like to "waste" 1h killing 1 hydrolyst instead of killing hydrolist in 1night 5 times. (but you could play sth thats "fun" --> not that eidolons are perticilur fun to begin with.

    first 100 captures you see progression in focus school, arcanes buildign to r3, you go from 2x3 to 3x3 to 4x3 to 5x3 having some progression in that, but afterwards there is none. Afterwards the only progression is less time spent, or trieng 6x3, going for 6x3 which is a whole squad thing, and alot more rng then getting better. Thats why there are only the 2 types. You start as first "chill" then over 100 captures progress to "leaving on sight of an oberon (more realisticly not even doing pub or recruit chat group anymore but predestined clan/friends group, that putthemselfs on top of warframe --> just a 😉 to the guy needin to mention his 3000 captures (5x3 --> 600 nights so just 600h spent doing tridolons).

    i am not saying u are wrong, or its just a simple case of the 1st case talking with the last case scenario. Simple have different values (thing that buffles me is then that the first case says people shouldnt take harrow into eidolons :D)

  10. vor 2 Stunden schrieb Similistorm:

    I always unequip my dragon key. For the vormalyst I farm them a lot (got the semi-auto/charged beam amp and the shotgun one),I chose Naramon to get more focus (easy with Ivara) and with that I boost Unairu for a more defensive approach (I have equiped some lua lens so it's pretty fast). As said before I played for 5 years but I play about 2-3 times a week (yeah working is tough). I don't have any primed mods but I'll just have to wait for the merchant to come back.

    For the eidolons,I can't kill one yet but when fighting the first one I can destroy 2 of his limbs before he goes away with the lanka.

    Buying PL ? Don't really need, I keep selling most of my useless prime stuff on the market so it's pretty quick to get 500pl in 1-2 week.

    sound like solid gameplan, besides unairu sadly not being too usefull. you mainly go unairu wisp as eidolon dps, but besides that it doesnt make ur warframe much stronger, only the 15 -50 armor warframes benefit from it, vazarin gives u 5sec immortality + 60% max hp regen (on voiddash through warframe) and zenurik obviously for energy regen.

    the main dps amp for eidolon used is x23 (cetus) or x77 (fortune). vex solaris is easly farmed from exploiter orb (diluted thermia) fight isnt too diffcult and just need a basic sniper (makes it easier) (~20-30min for 13k standing and alot of resources that can be traded for fortuna standing)

    then i dont know why you dont have any primed mods yet then, or arcanes. for eidolons .cc or cd amp arcane, operator and warframe i told them (if you want to do eidolon, arcane nullifier is good to) all those arcanes together r3 cost probably 400-500p so as you said obtainable in 1-2 weeks, primed mods maxed are about 250p --> (upgrade from 0-10 is 2mio credit and 40k endo i think so ... ur endo stash is enough for 1 mod upgrade)

    if i had to put order in its 1. Arcane guardian 2. primed pressure point/ arcane avenger. 3 primed point blank /arcane avenger. 5. primed continouity, 6. primed flow. then nullifier, amp arcanes and least operator arcanes (hp+ armor ones are suffiecient at first to solo terralyst)

    Spoiler

    For credit farm --> take rhino tigris prime (only needs catalyst in it) or redeemer prime. wait till you get credit booster for long in/sortie and just run middle index over and over, just buy it when u have more time on ur hands (40p for 3 days)

    and quickly get into abitrations (problems is you dont have revive there so if u solo it and fail the mission is over, also after you did it you have to wait till new circle (can only play that alert once) you get pretty crazy amounts of endo in no time from it.

    so moment you get arcane guardian youll find urself being able to take a deep long breath in every mission (till elemental/physical enhencement sortie 3) so playing will be way less frustrating.

  11. vor 16 Minuten schrieb GKP_light:

    The game need more content like the riven. More "hack&slash" mechanic, where it is difficult to have something good and where you can never have the perfect item.

    Without them, if you have all the mod, you can not have anything better in the game.

    And without any possibility to be stronger, no reason to play the game.

     

    well u kinda brought both sides of warframe on the table.

    group a) we dont want to rng/ grind heavy farms, b) yes pls gimme the 0,00000000001% god mod to fuel my addiction

    group a) i want the game state to be overall more balanaced and fixed, with more relevance/difficulty in later lvls (100+) b) UNLIMITED POWER

     

    vor einer Stunde schrieb Descent-of-Damocles:

    Limbo's rift need a complete rework/redesign. Obviously you know something is wrong when you cant tell if you're hitting an enemy, or you got limboed. Nova can't even charge her anti matter orb since it's an object (warframe abilities are unaffected by rift) which exists outside the rift, while you're on the inside, making your orb a dud. It's also really sad to have to use operator just to be sure you're doing damage, because clearly it seems the code is there for non-disruptive play.

    yes: They should clerify for themself what works and works not, atm there are a lot of niche things working crossplane (good and negative) aswell as some stuff not working (mainly abilites, i think gara is affected aswell not only nova and probably if someone would test all similar abilites some more aswell)

    then again, limbo suffers form really faint inidactors --> faint glow on being hit by banish, while in rift faint monochrome shift/glow (they should look distinguiable like ash 4 cast, while outside rift to rift looks black and inside rift to outside rift looks white (or just highlight in energy color 1. color outside rift, 2nd inside rift)

    his own ability hud doesnt even provide limbo with clerity (only last banish timer, also form radial banish of 3, 3 showing new duration on recast, but previously cast instance doesnt has duration refreshed so different timers (can only see last one)

    3rd problem. banish has weird range and you dont have a real indicator of where it will be (only targets hit glow abit) but it doesnt need line of sight and goes through envirement --> unknow accidental banishes (somewhat like equinox night 2, just that that has no negative effect as it doesnt affect allies)

    Spoiler

    for godsake change riftdash: its fun for 5min then gets annoying. (give it 40sec duration (not affetec by mods) until you forcefully leave rift (unless you cast 3--> works on urself now without enemies needing to be in rift). holding shift shifts you into rift (no displacement -->(like equinox night day change just quicker).

    banishes, needs line of sight now, leaves rift portal (removed from rift dash) for duration of banish with map marker.

    Stasis now aswell has a faint speed buff (atspeed/firerate + reloadspeed) while active and limbo is in rift. + banish synergy --> if stasis cast before banish --> knockdown from banish leaves them open up for finishers (frozen from stasis in that state)

    fix/ all visual and hud indicators problems + figure out rules of rift --> QoL upgrade for limbo

     

  12. i think i know what u mean, i just corelated it with host/ping/lag, wahtever, but it seems (my expierence) as more enemies enter the cataclysm (or try to enter the catalcysm) it becomes more frequent that some get further into the rift, while some seemingly dont even "edge" on the rift --> (i most of the time use ++ duration + range build, so the decreasing size is slowed down) so i guess its sth like "refresh" rate, looking for (rift, not rift target) because of quickly altering "plane" on cataclysm edge

    i mean there was a reason why old stasis had 300 projectile cap aswell as them going away from their intial idea of making limbo 3 creat small rift pockets (smaller cataclysm) --> first DEV Reveal Stream of Limbo Rework

  13. vor 30 Minuten schrieb ECACA:

    Even the bubble has its problems at levels from 30+ they just walk in, and take the damage.

    then u are not using the 2nd ability.. if stasis is active they edge on cataclysm, if u want them to stay in rift, use 3 (leaving rift through declining range from cataclysm, while not being able to enter as stasis takes effect the moment they are out of the cataclysm --> radial banish of 3

    vor 30 Minuten schrieb ECACA:

    It would be nice to see an Effect, when we cast, to see what was hit or not, and if it failed.

    it does have it, its just really faint and energy color matters.  (not the "fail", no idea how it may fail, with no target in range u cant cast it)

     

    vor 30 Minuten schrieb ECACA:

    Taping 1 isnt really worth it in higher levels as they get back up or stand there.

    use stasis ALWAYS !!!, before pressing 4 or 1 press 2. if either 1 or 4 is active but not 2, press 2.. ALWAYS

    vor 30 Minuten schrieb ECACA:

    I do use 2+4 to get the Pause then the bubble, which is great, but it dont move if you are trying to run the map

    thats why u use high range build + duration + effency + natural talent (overextended, narrowmindedn, fleeting, stretch, natural talent, primed flow + 2 defensive mods) (for corpus swap overextended with augur range mod)

    more simple build : swap narrow minded with primed continouity, fleeting with streamline, overextended, natural talent, primed flow + 2 defensive mods + x)

    for defense: max narrowminded (u want minimal range, max duration). Those are bascically the 2 main builds.

    for interception (grineer and infested) max range (280% range) + 180 %duration

    vor 30 Minuten schrieb ECACA:

    This seems to me, 1 of the reasons I see them saying others dont like playing with Limbo, and its mostly cause they dont know HOW to use the shield with Limbo.

    not gonna lie... what are u talking about?  the reason why they dont like to play with limbo is because they have some problems as you visualzing who is in rift and who isnt. Additional the ability with limbo to negativly affect ur team is high if abilites are used incorrectly (you cant hack while banished or fail hack while perfoming it and getting abnished, also alot over other things duo what rift restricts and what not. Then again limbo was and still is used to leech (no idea how sth works ? S#&$ weapons ? playing content you shouldnt ? --> play inaros or hop on limbo and press shift once)

     

  14. vor 11 Stunden schrieb Similistorm:

    Ok,had to set the game in english but here it is :

    Arca Plasmor (I said 7k radiaiton,I was wrong it's viral)

    Also I know people told me to use Vicious spread but didn't like how it affected my aim so I don't use it.

    https://imgur.com/RhOXQ0C

    Sonicor (only used when reloading to keep distance with the enemies)

    https://imgur.com/9K8ot90

    Redeemer Prime

    https://imgur.com/ADeGNYY

    Trinity Prime

    https://imgur.com/EP0G9YQ

     

    My general trinity build is:

    • Umbra intistiy + Vitality, Adaption, Streamline (or fleeting), Strech (or augur range), Primed Continouity, Augment (ev or link --> dont use link augment vs corpus), Redirection (x)
      • Redirection can be basically switched up with anything you like 
        • with transient fortitude and power drift (exilus) you get 225str which gives link augment 100% Armor strip) --> makes only sense with link augment (mainly grineer)
        • Natural Talent as casting times are somewhat long, possible also rollingguard
          • Spoiler

            (when blessing runs out, roll and use 4 then 3 again (timers should decently match that you have all time ur ability up (95% duration --> maxed primed continouity and max-1 rank fleeting) ---> just quite spam heavy so not too much of a fan.

      •  
      • Primed flow could be used instead of Strech or Streamline --> (the more strength you have without negative effency the better primed flow becomes, as her 2 gives more energy then 3 and 4 will consume (or if you have arcane Energize r3 obviously)
    • Aura: corrsive projection or shield disruption depending on faction
    • Exilus: either coaction drift, or a drift mod (depending on what u prefere --> i tend to speed drift or power drift or Enduranc drift --> dont have flow in build)
    • Arcane: r3 guardian, r3 avenger (600 armor = 70% dmg reduction, + 25% crit crit chance (good overall usefull dps buff) --> costs about ~250p together on warframe market

    if you dont have anything, the most basic one i could think of is: vitality/redirection, Adaption, (Intensify + Augur secrets (or powerdrift)) / Transient fortitude, Continuity, Streamline, Flow, X --> u wanna hit atleast 150% strength to get 75% dmg reduction on blessing, Having decent duration makes it more comfortable to play (not constant looking at 3+4 timer and recast), efficieny can be somewaht neglected as she has energy refill in her kit

    For weapons and warframes try to get the primed mods ones (primed pressure point,p range,p fury, pointblank and primed continouity + primed flow) ; both umbra mods for melee are great to use (for crit weapons) but tend to need atleast 2 more for (*4-5 forma)

    And dont ever (99%) use + physical dmg mods

    • having those primed mods for weapon already gives alot of additional dmg
    • most basic melee build is either combo build: condition overload, bloodrush, primed pressure point, drifting contant (or gladiator combo duration mod) , ("umbra") truesteel, Berserker, 2x 60%60 status mods (depnding on faction --> grineer corrosive, corpus gas, infested (blast or corrosive i think) --> if u have naromon unlocked you can take out combo duration mod.
      • Heavy attack build: no idea dont use them (besides redeemer eidolon) --> both umbra melee mods, killing blow, amalgan body shatter, corrupt charge (changeable with primed range), Galdiator might, double heat (60%+90%)
    • tip: use sentient with melee weapon (strap gladiator mods on) to enhance ur own melee aswell, or primaray sentient weapon with vigilant set mods to enhance ur primary crit catergory --> sentient weapons are often useless anyway in high lvl so this way they "buff" you, decent improvment in dps.
    • vigilant + crit primary + hunters muntions is universal really strong (this time ud only go for viral or Corrosive elemental)
      • most easy to use is probably ignis wraith with this configuration.

    https://warframe.fandom.com/wiki/Damage

    look at the Armor/Dmg Table to look what elementals you might want for the faction u are facing (and how dmg works, never hurts to know)

    vor 23 Stunden schrieb Similistorm:

    (I aim better with a controller).

    aim assist *looking at you*  😉

    To solo:

    • easiest part would be to take shade wyrm (because of guardian, medi ray, synth deconstruct, shield booster, and stealth or status effect removal) ,but possible stealth kubrow, smeeta or adetza kavaat (depending on what u priorize, surviability, dmg, maybe luck?)
    • get energy and hp restores ready.
    • focus is kinda important (naroman combo duration, zenurik energy dash, orb nodes, vazarin protective dash)
    • operator arcanes: Lockdown + Elevate (cc + health for warframe)
    • lifestrike or healing on status (forgot name atm), also possible furis + syndicate mod (with glaive)
    • ask friends so you can leach of tridolons (if u can run it, just not play it)... slow painfull one is starting with vombalyst to max standing....
    • and as always !!! PAY TO WIN --> PLAT PLAT PLAT !! wait till 75% discount, buy 1k plat, get all primed mods (max ~100-150p most important (primed pressure point, primed flow, primed continouity) max out umbra mods (--> buy credit booster and resource booster and run index (rhino) and arbitration (endo farm), get arcanes arcane guardian, arcane avenger, bloodrush, condition overload)
      • if u dont have them after 5 years, it tells me you play casual (absolutly ok) but some content is then just a bit more difficult especially solo (problem solo is, mission take longer as they are more difficult, drops are lower as less enemies spawn (also exp is lower because of this so less focus or longer till weapon max --> i think senda spy is best for lvling weapons solo)
    • for missions:
      • defense: limbo
      • survival: limbo (you can play most survival with just looting creates where no enemies are and popping liferestore tower if it goes below 30%)
      • rescue: limbo
      • spy: limbo + stealth kubrow
      • exterminate: anything
      • interception: frost
      • excavation : frost/limbo
      • deception: (this new thing were u farm gauss): magus lockdown + rhino
      • defaction: trinity
      • hive: equinox
      • so/eso: saryn
      • simaris scan target: magus lockdown

    Well i guess this now became a "beginner" late game guide *lol*

     

    • Like 1
  15. banish has a casting animation (the targets are brinkly highlighted in ur energy color --> black  ( becomes 99,99% invisible)

    after whats they have a faint glow (between vengfull fire + vengful trickerster emphermara)

    Pressing 2 stopps enemy in the rift, also makes it easier to spot them.

    3. adds swirling orbs(kinda) making it  easier to spot (problem is the load trandistions also to non rift target, so afterwards it gets even more confusing)

    Solution: Play around and mod around (4+2) makes limbos and everyone else life easier

    OR join the 2nd great Limbo Revolution train (seems like i am the only member atm thought) besides visual updates being asked for.

     

  16. Am 13.2.2020 um 07:36 schrieb (PS4)Black-Cat-Jinx:

    the actual stance for melee with the gun equipped just...doesn't work well in high level

    1) stance: its starts feeling less bad with (primed fury+berserker+ arcanestrike), which i think is kinda hilarious as most glaives have somewhat low ats, especially if you take the  low "mobility/combo" from stance with it aswell. The stances look cool imo, but thats all they do. you dont have enough control over the "throwing melee" from stance/combo part, aswell as the baserange being bad. (this one is weird, as it is a small weapon but the stances throw that weapon around which would make one assume it should have higher range

    Then again looking at glaives regarding ats/stance --> it somewhat sense "logically" as weapon is thrown around (atleast i would assume thats slower then having a weapon in ur hand and swinging it around)

    2) basestats: But for that aspect they would need some sort of benefit and atm its neither range

    3) heavy attack/throw: the added feature of "somewhat" homing bounces in a group of enemies was a nice addition. But for the 2nd part of throw (explode) its even worse to use then before. It cant crit (or has low crit chance which isnt effected by mods (heavy attack bonus part) and also too low status chance and does not proc lifestrike anymore i think, but It still deals self dmg.

    4) bug: i believe Condition overload atm doesnt work with throwing melee (heavy/charge attack to "throw" it) either.

    my idea/fixes:

    1) --> range could be a stance/combo bonus for those parts, so atleast you hit more enemies. upgrade/free up mobility while performing combo. (would make sense to add a 3rd stance)

    2) --> more upfront dmg or higher crit chance (status chance is already decent/good for most cases). Upgrade attacksspeed (for those on the lower end) and flightspeed (when thrown(heavy attack)

    3) Rework the Throw melee mods:

    • quick return, -4 bounces but deal 100% dmg or adds 50% base crit
    • other mod, +1 bounce/target hit (max 8.) increasing status chance by 20% for each  bounce
    • Powerthrow (deals 200% dmg and can pass through max 4 enemies)
    • Whirlwind (increase projectile speed (is also how far it flys) + hitbox of glaive while flying)

    Then give detonation higher critchance (should work same as heavy attack/throw ) or make it apply lifeted Status same as heavy ground slam does --> either alot higher dmg (self dmg still there) or better cc (without self dmg).

    4) fix bugs !! condition overload, lifestrike and others (i think ive read somwhere that combo counter/mods dont work with heavy attack/throw and just uses up combo counter, but doesnt count as "heavy attack")

    Am 13.2.2020 um 07:36 schrieb (PS4)Black-Cat-Jinx:

    having the sidearm charge the glaive and then throwing it when you max off your charge means you'll hold onto it and use it more tactically.

    Actually id dig this for the "detonation" part. You throw (no melee, so has to shoot) either partial dmg inflected with secondary or 100% dmg buff per enemy killed with secondary.  I prefered dmg over "combo" as this would mean fast shooting status stics (with the now working condition overload) would be strong, while the counter part (high dmg, crit) secondary would be useless. x*kill would be more equal combo for secondary (10 bullets or 1 needed to kill is still just 1x)

    On this note id like to add: DE give me zaw throwing melee!! pls....Cetus bounties offers throwing melee, they use spears to fish, so why dont they have boomerang.

  17. vor 4 Stunden schrieb CopperBezel:

    A tank Trinity can also rely on Hunter Adrenaline for energy regen anyway, and doesn't need to spam EV much. She definitely wouldn't hurt too much from being one of the few frames whose DR steroids are channeled. 

    i personally feel like Hunter Adrenaline doesnt work well enough on Trinity, because she doesnt take enough health dmg atleast in conjuction of using 3 + 4 + arcane guardian/adaption (maybe if shield reduction key was used it would make more sense)

    so regarding this i would tend more to duraton over toggle. What ive just thought off was the possibility to also readjust it via changing the range (and its scaling).

    ATM its necessary to keep a decent range since without tethered enemies this ability actually does nothing. But then it has a kinda low baseduration + kinda high energy cost (maybe reduce it by 5 energy cost to 70 and give prime varient 10 more energy at lvl 30). --> at 100% eff 2+3+4 (which have "10sec" duration) --> 200 energy needed --> at 200% strength you are by net 0 (2 fueling 3 + 4)

    So changing either of thos prameters would automaticall help alot (mainly range + duration (duration also adds efficiency as its not needed to be cast as often) --> give +3 base duration and 10m base range (then make sacling only affect it for 50% (min range being ~70% max range being 190%) --> with narrowminden 18m range and with max range 57m range (now maximum is 56m)

    This would give it with Narromindend . Primed Cont. + Strech -> 26.5m range and 38sec duration  (blessing has 25,4sec duration with this and is affinity range ~50m)

     

  18. Am 5.2.2020 um 09:40 schrieb Reaps989:

    Energy Vampire

    • Reduce energy per tick (I'd even argue upwards of half) but provide bonus energy if target is killed with effect still on.

    Only real gripe with this ability is the fact you can be rewarded for not taking out targets and CC'ing them, some actually build around negative duration to further promote the laziness of this setup. Hopefully promoting the idea of the Trinity user playing an active roll in killing selected targets or allies knowing to pop that target.

    Those that actually kill their target will get the current returns while those who do not will at least be punished for lazy play.

    why not a tick for every 25% of max hp of that target (75%/50%25%/0% (when killed double energy pulse) --> what would need to be looked around is then the %health true dmg (i dont remeber if it also applies aoe on each "pulse")

    Am 5.2.2020 um 09:40 schrieb Reaps989:

    Link

    • Increase duration to 20s or allow re-application before timer is up.
    • Damage mitigation works regardless if targets are linked.
    • Allow power strength to effect damage returned to enemies that are linked. (2x cap if a cap is introduced)

    Considering the number of frames have personal damage mitigation methods, this is more of a QoL change overall.

    i am against the "regardless if targets are linked part" as it makes it somewhat unique.

    the duration change or reapplication would be really great, as the casting time + waiting for ability to run out is somewhat annoying.

    Something fun or sort of synergy would be that link prioritizes targets under influence of 1 and 2  (aswell as each ability ups max link chain by 1 (so maximum of link chain being 5 while 1 and 2 are active) --> would trigger both 1 and 2 (as both are now dmg related)

    (for the last part regardin dmg return id need some clarfication first. it feels is the dmg thats actually redirected is the dmg that u receive after all metigation/reduction (after dmgreudction from link + blessing dmg reduction, aswell as adaption + dmg reduction from armor (arcane guardian ) ,if health is dmged) but maybe specially enemies in lower lvl (~40) just dont deal any dmg.) 

    --> as far as i could notice its pre metigation (atleeast before other sources but needs to take dmg ("invunerbility through warding halo or frost armor augment = no dmg redirected)(tested lvl 140 eximus bombards deals 700 and 400dmg instance with 223 strength link (augment)--> with adaption, or useing blessing the dmg i take changes ~20 dmg with max adaption + dmg but still displaying the same dmg instances), also ability strength doesnt affect redirected dmg (besides stripping up to 100% armor with augment and increasing dmg that way as 385 strength (with augment) still resulted in same dmg values being redirected)

    numbers: without any dmg reduction active, it dealt ~2000 (what you also would expect from dmg formula on wiki. lvl 140 bombard with formula should deal 2042 dmg) with link it deals ~500 dmg (~1/4) but dmg dealt is still 740 (blast dmg doesnt has amplication to cloned flesh which is what it deals dmg too after 100% armor strip) --> so about 50% dmg buff (2000dmg * (0,25 * 1,5) = 750dmg)

    2nd Clarification i  need is if the dmg is devided by by each link (100 return dmg --> 33 dmg to each enemy) or not.  ---> Pretty sure its not split effectly 3x the dmg redirection. (with changes now max 5 links with 1 and 2 active its 5x)

    Regarding of this if its just 100% of the DMG you actually receive + dmg split between targets (so after all metigation/reduction) i think the dmg should be amplified since the less dmg you receieve you also return less (starting 200% bonus dmg --> 300strength 600% dmgamp-- cap at 1000% (abitration buff) --> each target (not counting for additonal links) receive 200% dmg

    if its not split (+after metigation) --> 100% bonus --> 300str = 300% bonus (capped at 500 (abitration)

    the way id have it preferable work : 40% of the dmg you receive (scaling with powerstrength) is redirected (basically no dmg reduction, only redirection (functions as dmgreduction aswell thought *see example 2) (if 1+2 are active and in range (linked) + 10%dmg redirection not affected by mods) max 75%. This also would make "armor" nezhas thing or from frost that takes dmg before you take dmg rendering link useless besides dmg reduction as there is no dmg to redirect better (for tirnity)

    link cap (without 1+2) reached at 187,5% powerstrength (with 1+2) at 137,5% powerstrength

    For the Augment: amor shred especially with value seems kinda bad --> a) up value (50%) + optimal make 1.5x (not affected by mods) % "overkill" amorshred into "dmgamp" b)) keep it it 40% but add "dmg redirected is the dmg they are most vunerable too or instead 20% dmg vunerbility (means 20% more dmg from all sources)

     

    for example 1: 10.000 - 75% reduction (bless) --> 2500 dmg --> 75% reduction (link) --> 650 dmg (with adaption even less--> 90% --> 62,5dmg no idea if math is correct here like how those interact)  -->

    not split (223 strngth with augment) --> 650 dmg * 2.23 = 1450 dmg and >>>> <<<<<  split (223strengh and augment) :650/x (here 3 for standard amound of link) *669 --> 1087 dmg

    For example 2:  10000 dmg --> (200 strength + 3link = 75% (cap. -->75% dmg redirection is reached with 150% strength --> blessing synergy) 80% dmgredirection --> 2000dmg - 75% dmgreduction (bless) --> 500 (90% adaptation --> 50dmg)

    not split (223 strength + augment) --> 8000 dmg  <<<<<>>>> Split (223 strenth+ augment) ---> 8000/3 *2.23 = 5947 dmg

    For my test subject Bomber lvl 140 this would mean: 2000--> 75% Dmgredircetion --> 500 * 0,25 (bless) --> 125 (adaption/arcane Guardian) --> ~13 (or 5health dmg with guardian + adaptive)

    --> 75% Dmg-Redirection = 1500 (already  above 2x the amount of dmg) but 20% strength needed --> more strength giving the ability to "buff enemy dmg further"

    --> over 200% strength needed --> 330 str max (without growng power or energytransfer) --> 2.3*0,5 = 172.5% dmgamp (x2.725 dmg) resulting in max: 1500*2.725= 4078,5dmg (5,5x dmg as of now)

    --> with 150% strength investemnt you get same defensive value as of now with 150% strength. above that value you gain slightly more, but alot more dmg redirection.

    --> minus strength would be less survivablity and less dmg redirection (but since those extra links add 10% unaffected dmg redirections (max being 5 with 1 and 2 in use) it  would result in 64% with 40%strength) but it would end up with less dmg (besides the first part as the dmg redirection is not split and not affected by strength)

    Am 5.2.2020 um 09:40 schrieb Reaps989:

    Well of Life

    • Remove augment mod (Give efficient Endo to those that actually bought this) while adding it's effects passively (Tho probably ideal to remove the energy orb)
    • Using on a downed ally will bring them back up for 3x-4x of base energy cost. Yet power strength will determine total HP returned on said revive
    • Remove HP boost as orbs will be enough to make up for it's loss when the target goes down.

    The idea here is to add a slight boost to a vastly under-used power, which truth be told is maybe used for CC on scan targets at best currently.

    not a fan of this. My main problem with trinity 1 is if you use it on stronger enemies with the 10x health they receive and you sometimes end up not killing them they are back to previous health (before cast). In my opinion making it more like nyx mind control would benefit it --> either invunerable but dmg dealt is applied after effect runs out or 5xhp multiplier and if target is skilled under the effect it (automatically makes 1x health orb+ 50% for energy orb) --> augement: enemies affected by "healing pulse" have 20% chance to drop health orb if killed in x timewindow or (if target killed sends out impact (stagger/cc) wave + all effected enemies have 100% chance for health orb + 10% chance for energy orb.

     

    Am 5.2.2020 um 09:40 schrieb Reaps989:

    Passive

    • It isn't exactly a bad passive but the range increase is minimal at best, would be nice if it saw a minor boost to at least have "some" range to it.
    • If the above isn't an option, maybe doubling the revive speed bonus (3s vs 4s revives)

    Only really noticed how little this passive has done over the years as when going for a revive you're mostly racing to get in range rather than maximizing distance.

    passive could srly get a huge upgrade in range (sometimes even not playing trintiy you stand 10m away from revive since only the moment u press revive not the displacement afterwards matters)

    --> personally i wouldnt mind if they make it each unique squadmember/ companion get 1 insta revive from trintiy (+ added range just a bit more then its now)

    problem i see with revive speed bonus, amalgan shotgun mod gives 55% making 3sec --> ~1,4sec

    Am 5.2.2020 um 09:40 schrieb Reaps989:

    Blessing

    • Truth be told I can't find something to do with this besides nerf it's mitigation to 30% base and allow up to 60% cap.

    The range being restricted to affinity range already kind of put this power in it's place, that being said there's little reason currently to push beyond 50% power strength unless boosting EV or making a abating link build. Even then in it's current state most parties aren't running Trinity and simply run map-clearing setups (Saryn, Equinox, Volt, etc)

    personally rather then being restricted its sth positive. innate 50m range (vazarin +25) if needed you can use 200m affinity range beacons aswell, while not getting restricted to -range.

    on the dmgmetitagtion nerf upfront i agree, but would adjust it to 40% but letting its cap at 75%. The only time 30% to 65% would make sense for me is if duration gets + 5sec and it clears all status effects from target

    Augment idea: next ability cast 30%energy eff, 30% more duration, 30% more strength and 30% range but doesnt scale with mods (if it does ~20% values) (should effect everyone thats effected by blessing/ maybe half the vlue for them)

    --> 6sec before effect can trigger again (like rolling guard effect timer) --> also a bit tactical use for which ability to use it for (if u want it for bless you can use anything else for 6sec)

    Idea behind it is that it should give an easy all purpose buff/support frame for starting players expecting max basic mods + augment ( 30% values for all ability stats)

  19. vor 10 Stunden schrieb Teridax68:

    Shield gating has strictly nothing to do with projectile blocking.

    What i thought of is that a constant snowglobe around you gives you a far higher hitbox, if it doesnt Stop the Projectile  or dmg being transitioned through it especially in higher lvl missons it just Kills you faster unless it has barely Range at all which at that point make it useless besides technically adding amorr scaling to shields.

    Shield rechargen Delay is as far as i know stppped by arcane aegis, also u still didnt say anything about all those shield replenishing Effects that i listed ans would created permashield --> reason Why shield in general is S#&amp;&#036; is because it has no dmg reduction, so effective Shield is the Displayd amount(besides being effected by dmg reduction abilites) 

    Also a reason Why all those shield repleishing Effects exist noone uses them besides for some specific interaction.

    I mean its a fun idea, i personally would Love shieldgating itself be implemented or it becoming more usefull for later game stages but DE moved away from that point (they we're trieng to Work it out around poe update nur dropped it)

  20. vor 4 Stunden schrieb Teridax68:

    Thank you! And the suggestion sounds fine by me, though ultimately I do think the version as I'm proposing it also has additional benefits, namely the teleport and regeneration without need for spam. I don't think the globe should be invincible either, nor should any other sort of defensive effect offer complete or near-complete invulnerability, a key problem with Limbo's Cataclysm.

    Sarny molt+ loki decoy? personally not a fan, personally would like sth that stays more like it is now. maybe freezes his passive solid/ in place, can be hold to increase range and health of it. if his 1 (the icelance thing) is cast inside it lances out icespikes that deal cold dmg and have garantued impact + Puncture proc (just status effect (maybe switch garantueed status proc with cold + chance for impact/puncture)

     

    and to limbo... cataclysm has a duration - slowglobe doesnt, only 1 instance of cataclysm can be put down - multiple snow globes; you can shoot from inside snowglobe and hit enemies outside - Limbo you cant,  globe scales with armorr, giving globe and frost decent survivablity - limbo surviablity scales mainly of range duration (not that useable in corpus mission -> reason why gara or frost are prefered on those)

    It all has benefits and downsides, as a pure destinctive defensive tool it is indeed stronger because of the riftplane.

     

    vor 5 Stunden schrieb Teridax68:

    Passive - Blizzard: Frost's shields are permanently projected outwards as a globe of ice centered around himself, that moves with him, and blocks enemy projectiles, beams, bullets, and status effects. Damage to the globe damages Frost's shields, and when his shields break, so does the globe. The globe regenerates with Frost's shields, has innate damage reduction based on his armor, and enemies inside the globe are applied Cold status and increasingly slowed, up until they freeze.

    Honestly too much for a passive i feel like. if it doesnt scale with armor its useless, if it scales with armor its probably too strong (shield restore is a thing, arcane aegies, barrier, augur and so on) since it blocks the projectile its would kinda be linke shield gating which with the previous listed stuff is just not implementable, so a more reasonable attempt would be a 1 time passive that uppon breaking needs x seconds of not taking dmg before rebuilding/replenishing it. ---> on this note the 3 could instantly refresh the globe and add x dmg reduction + chance to freeze enemies on contact (a bit like volt 2 augment), while keeping the above stated charging ability

    2nd note to this, if passive doesnt scale with range mode (which would be reasonable as most passive dont scale with mods and it already scales with armor) the freezing effect is only relevant for melee enemies/ useing melee to attack unless it has a big base ratio.

    3rd. allies not being able to shoot throught it would be even more annyoing, even more so if u go in close and personal as u would shield enemies from ur allies fire.

  21. i generall agree with you. But i think Glaives in general are quite usable espacially with dual wielding in my option (i use status 1handed secondary and the a crit glaive with condition overload).

    The problem/bad part is, that throwing is weird. i think they added somekind of homeing to it atleast it seems that way since when u throw it in a group especially around the feet it bounces between the group.

    As far as i remeber powerthrow added automatic detonation on last hit (so - bounce + powerthrow ment detonation on first enemy hit) but i havent used it since detonation is way to weak to be useable besides unfortunalty killing ursself.

    on to dualwield: i have no idea what the "perfect" thow charge indicator means and what it does as it somehow just looks and acts the same as normal throw. i only know its affected by attack speed mods.

    maybe make it actually homing on nearest enemy to mouse when perfect charged at cost of projectile speed

    then add what @xcrimsonlegendx for the detonation said, so it atleast has some scaling option. aswell as overworking the dmg type it can apply (most i think deal blast, cerata - toxin and orvious cold, but none has a physical dmg side to it. I dont know about the status chance of the detonation but when its not 100% its to low )

    Just got this crazy idea, the detonation, should be the "heavy melee, slam attack suspension thing". then it probably wouldnt even be such a huge problem that it doesnt crit or deals not great dmg, since it is somesort of decent cc and possible could add status effects. pls gib glaive zaw with it (exodias/contagious would work great with it)

    Also the areal attack melee range mod should maybe affect the range of detonation. To this, no idea how +Range works with this, doesnt affect explosion range and i think it only allows for further travler but doesnt give bigger hitbox to glaive?

     

    i dont know how it would be implentable but personally id like to see the range of the explosion indicated, its less of a problem if self dmg is removed but it would still help to maximaze its usefullness. Also its hard to know or see how far the glaive will fly unless uve used it for a longer period of time.

    and i think orvious special homing ability is bugged

     

     

  22. Am 7.2.2020 um 03:54 schrieb Dubroson:

    Most important enemies in this game are immune to limbo's abilities (almost every miniboss/lephantis/eidolons/demolysts/orb mother)

    vor 8 Stunden schrieb Dubroson:

    Boss fights : eidolons/PT/Orb mother/lephantis/assassination targets

    Limbo's abilities don't work on any of these enemies. He can't bring them to the rift with him

     

    wiki : "Cataclysm affects most bosses and objectives that are otherwise not affected by Banish130xDark Banish, causing them to enter the Rift plane while within its influence."

    In the Orb Vallis, some enemies are immune to LimboIcon272 Limbo's effects and will neither enter the Rift nor be affected by Stasis130xDark Stasis, i.e. Jackal, Hyena Pack, and Raknoids. So i guess both ? just some are not -->> would need some overhaul for consistency.

    https://warframe.fandom.com/wiki/Limbo#Enemy

    Sth like : can be put into rift plane via cataclysm (as long as in cataclysm) but arent affected by stasis.

    --> downsight boss isnt cced, so you could still take dmg, other enemies are cced so u take potential less dmg and can concentrate on the boss. postive: riftsurge augment would make sense for such situations.

    you can do it atm with 4+3+4 but it also makes all besides the unaffected boss unkillable for teammates (unless warframe ability dmg) and since rift surge augments doesnt works cross planes it doesnt make sense to use it either.

    Enemies that still wouldnt be affected --> probably profit taker, Exploiter orb, lephantis, Eidolons and every other boss tiype enemy thats to big to fit completly into cataclysm and even if it would work them walking with how bigh they are would instantly put them out of cataclysm as well as other would need to stand in the bubble which makes shooting specfic parts on such big enemies quite difficult aswell as more dangerous? and since most of these bosses besides profittaker arent acompanied by many enemies making use of rifsturge this way besides for profittaker would also make no sense.

     

    Am 7.2.2020 um 03:54 schrieb Dubroson:

    1) It's bugged. Limbo still gets damaged by fire procs ( tested this with the fire pit in PoE and I always take damage if I walk over it. Don't have time to test the bug in star chart missions)

    the way i remeber it is that all enviromental hazards go through rift, but no idea of its intentional or a bug, also no idea if everything got "fixed" but firestatus

    Negative?:

    • Blasts from Jackal's homing missiles.
    • In the Orb Vallis, some enemies are immune to LimboIcon272 Limbo's effects and will neither enter the Rift nor be affected by Stasis130xDark Stasis, i.e. Jackal, Hyena Pack, and Raknoids.
    • Hyekka Masters' firebombs
    • Kuva Fortress turrets and shrapnel mines.
    • Toxic clouds from a Juggernaut
    • Tusk Thumper, and its variants, can knock down and damage Tenno in the Rift with its charging.
    • Projectile attacks from two of Lephantis' heads.
    • Open fire, like flames burnnig in jars found during Sands of Inaros and jet flame from static dropship in Kuva Fortress.
    • The fire patches left by Napalms will hurt players across both planes. This has been a bug since April, 2016.
    • --> note on this the scaning drone from orb vallis bountys cannot be banished aswell, this makes absolute 0 sense as the grineer drone on poe can be banished to escort it.

    positive?:

    https://warframe.fandom.com/wiki/Rift_Plane

    guessing from this its not a bug "open fire,like flames....."  but then ne naplam and hyekka masters fire bombs also hit, which seems maybe all 3 is a bugg or wanted ?

    also the other cross plane abilites are weird and dont  make sense, for both sides so id reckon they are all buggs ? unless maybe sentient ability and arcanes. (question is then would djinns taunt work cross plane?)

    but i guess whats intended for rift plane/ close plane and what not would be a different thread...

    (rant: for the love of god DE should give out the specfic information on interaction and update their warframe pages. its horrendous that u have to go to fandom.wiki to get atleast some relevent data of it in a somewhat complex game as waframe. (and it seems the limbo wiki was last updated 1 1/2 year ago before the projectile freeze was removed from stasis as it still says it does on the page lol.)

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