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NaoEthelia

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Posts posted by NaoEthelia

  1. On 2018-11-09 at 9:01 AM, loner-hero said:
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    Few things to note:

    • Most of her materials are based on the new mining materials
    • Marquise Thyst blueprint requires rank 4 SU
    • debt-bond rewards appears to be bounty reward afaik. You get x2 per chance reward. And to proceed from the first rank of the standing you need about 13x debt-bond of tier 1 

    While I understand some of the resource and the sake of playing the game more. Isn't the requirement for marquise thyst is a bit too extreme ? Majority of players who usually prioritize on getting warframe first won't expect this. Maybe that's just me ? Any thoughts for the rest of players who grind frames rather than plat buy ?

    ------

    My take: I'd rather use those materials for fortuna stuff rather than crafting warframe alas, I am going to get it with plat.

    As a veteran, I don't find these requirements extreme given that while you grind standing for SU, you are also unlocking multiple other things along the way. It is not as if Garuda is the only thing you are getting by ranking up SU, you are also getting access to a whole plethora of other things such as Kitgun parts, more parts for MOA you wanted to craft as well as Baits for more advanced servofishes.

    One other thing, mining has been improved, so the gem requirements has not been that bad. Depending on the vein you may be getting nearly 2-3x worth the original mining loot, and this is a big help since you are dealing with RNG.

    Oh, and here is an unrelated but still relevant tip: You can get mining/fishing parts by breaking open crates in Fortuna. While the ore count dropped from crates are few, the fish parts you are getting are well worth your time alone breaking these crates. I've once done a bounty 4 in public breaking all the crates along the way, and I got 7 fish parts in total. If you are a player who prefers killing and completing missions and bounties, this is a great way to farm mining/fishing parts while you progress through the syndicate.

  2. 11 hours ago, BlackCoMerc said:

    DE likes to talk about reducing grind. Which is good. Because their refusal to actually do so, gives them plenty of opportunity to revisit the topic. 

    Same, but less grind nonetheless.

  3. 6 hours ago, (XB1)Tucker D Dawg said:

    The fact that you can kill every enemy in sight, and those not in sight, as soon as they spawn in, and still lose to the efficiency meter is just broken.  Why someone would think this is worthy "end-game" material, or even engaging for veterans is beyond me.  The fact that it effectively takes all weapons out of the equation entirely at the upper levels of elite, and 90% of the warframes, should have been indication enough to the designers the concept is flawed.

    ...Or perhaps a perfect indication that endgame Warframe metas are in dire need of rebalancing, if the game hopes to create any more engaging endgame content like raids.

  4. Okay, here we go. I see people wanting Titania to be reworked, but since there's no thread about a Titania rework yet, I'll take the first step. Big feedback incoming!

    Spellbind

    • Problem #1: For a targeted AoE (with a long 1 second cast), the CC radius is too small to even be effective even modded, just a measly 5m radius! 
      • Solution: Increase the 5m radius to 10m or more, and speed up the cast time for Spellbind!

    Tribute 

    • Problem #1: Titania is best used when you rain death from above in Razorwing. The problem is: Most enemies are on the ground, but Tribute's buff require you to dive down towards the same enemy you just targeted and get out. This is very counter intuitive as she relies on her height advantage to be the most effective.
      • Solution: Have the Tribute buff floats towards Titania, this will eliminate the notion of having to dive in and out of an enemy.
    • Problem #2: This ability is very expensive in relative to how frequent we have to cast it. You need 5 casts to maximize at least one buff, which is... a mind boggling 250 energy in total!
      • Solution: Reduce the energy cost of this ability from 50 to 25, this will greatly help out with Titania's lacking efficiency.
    • Problem #3: This ability casts for too long in relative to how often it must be casted. One Tribute requires 1 second to cast, so maximizing one buff requires 5 seconds!
      • Solution: Speed up the casting time for Tribute.

    Lantern

    • Problem #1: Enemies float for far too much in Lantern mode. Often times, Lanterned enemies fly away from their original places (especially in open ended tileset) too far away to be any reliable CC.
      • Solution: Ragdoll mode should be switched to suspended mode like Trinity's Well-of-Life, not only will it secure the CC in place, it can also be used strategically.
    • Problem #2: Explosion and Damage Radius is too short. For those who would like this ability to be a damage dealer, the explosion range it provides are too short to be usable.. Just a measly 8m and 2.5m!
      • Solution: I know you guys don't want to make another nuke frame, so Explosion range could get just a meager boost to be 10 or 12m, but Damage Radius definitely needs improvement!

    Razorwing

    • Problem #1: The first and simplest: lack of vacuum. Hear me out on this one: Keep in mind that Razorwing Titania has no companion to use vacuum with, so even if Pets 2.0 were to introduce Vacuum, Razorwing would still suffer from having to slam the floor for pickups.
      • Solution: Treat vacuum like it's part of Razorwing ability! (this means that you have to level Titania to achieve maximum range)
    • Problem #2: Razorwing Titania depends on her Razorflies to distract her enemies in order to stay alive. However, once they are gone, Titania players need to recast the ability again to resummon them. This is a really clunky interaction.
      • Solution #1: Her Razorwing flies should spawn over time if they are killed, for example, 15 seconds after each death, or:
      • Solution #2: Enemies killed off by Razorwing have a 50% chance to spawn Razorflies (with a capped number). Imagine having a swarm of Razorflies to distract your enemies all over the place.
    • Problem #3: Razorwing is very energy hungry. This shouldn't come across as a surprise, given ontop of her Razorwing drain: she doesn't have long vacuum, and she also have to recast multiple Tribute and refresh Razorwing.
      • Solution: Titania's exalted mode should follow Ivara's. This means that being in Razorwing alone shouldn't drain energy, but rather, only when Titania has to reload her guns. Melee attacks can be made free given how weak it is. This will significantly help her stay on Razorwing longer as her drain now depends on when she actively plays, rather than whenever it's active.
  5. 26 minutes ago, Ivan_Rid said:

    One Corrosive proc per second is literally nothing. Apply dozen procs on high level Bombard and its DR is still over 90%.

    "Old" Spore has a direct weapon synergy, crazy good radial damage on condition, and no damage cap - I just dont see how the new one can compete.

    Miasma is also nerfed lol, it was used for 3 second stagger, and now enemies are immune to consecutive staggers, also 350base x 4 is just plain up more than 500 x 2.

    So much misinformation, it hurts.

    Spore deals three Corrosive procs a second, not one. Each enemies can be latched with three Spores each dealing their individual damage and procs, so the speed of the armor strip is essentially tripled.

    Also, Miasma's buff made it 500x6, not 500x2. 500x6 is far more than 350x4.

  6. 53 minutes ago, Morthal said:

    The level is irrelevant to the percentage done, it's not complicated math no matter how much HP or armor an enemy has, VIRAL is more effective on all targets, once armor is removed via Corrosive Projection, Avalanche, Mag nuke, weapons or otherwise. I have spent so many hours now, seeing this, either from guys who spend 1 hour in survival missions or 3 hours or more, it's viral that is arguably one of the best debuffs you can get and only Saryn can provide with such skill.

    Before you continue...

    4 hours ago, NaoEthelia said:

    Yes, let's all use a bandaid solution to ignore a completely broken system.

    Frames shouldn't be balanced around 4CP when the disease is the armor. It's the armor scaling that needs fixing.

     

  7. 1 hour ago, Morthal said:

    Nice try but as you can see in the video, even with unlimited damage gains, corrosive spore is not only less effective at stripping armor than most weapons and obviously CP, but it does trivial damage once the armor is gone. That's because the damage bonus is also gone. With Viral status and unlimited damage gains, well gee golly mister, I think you can figure it out. 

    Nice try but it's a pretty common thing that Viral is completely outscaled by Corrosive.

    1 hour ago, NaoEthelia said:

    Which would be easier to kill, a target with Halved HP of 2,000,000 Health but 99.9999% Damage reduction, or a target with full 4,000,000 Health but 0% damage reduction?

    4,000,000 EHP (Corrosive) is faster to kill than 2,000,000,000,000 EHP (Viral).

     

  8. 6 minutes ago, Morthal said:

    Later on what? Half HP on a target that has no armor but, has 4000000 Heath....hhhhmmmmmmmm which would be more useful I wonder.😆

    Corrosive. Assuming enemies are already at that level, Grineers will already have several trillions of EHP due to armor.

    Which would be easier to kill, a target with Halved HP of 2,000,000 Health but 99.9999% Damage reduction, or a target with full 4,000,000 Health but 0% damage reduction?

    4,000,000 EHP is faster to kill than 2,000,000,000,000 EHP.

  9. 29 minutes ago, Morthal said:

    Speaking of which, did you know that Corrosive is permanent 25% reduction of current armor? Unlike Viral damage status, it doesn't need to be refreshed, which is exactly why on all other warframes, it comes as a % removed from enemy on hit. Common sense, simple, basic logic. The elemental change is a nerf and there's no argument against that. Whine all you want about the players who's brains are functioning properly >_< the facts are set in stone until DE changes the damage system in place.

    What? Armor reduction is much better than half HP later on.

  10. 8 hours ago, GnarlsDarkley said:

    You think so?

    Enemies with 0 Armor (any good premade has 4x CPanyways) won't  be affected by the procs.

    But with 3 procs of Viral (yes that is possible) enemies have only have 12.5% HP left.

    Not hard math to know Viral is straight better

    Yes, let's all use a bandaid solution to ignore a completely broken system.

    Frames shouldn't be balanced around 4CP when the disease is the armor. It's the armor scaling that needs fixing.

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