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Bratty_Child

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Everything posted by Bratty_Child

  1. Endless Tragedy - DoT detonation apply a new status status proc scaled with the detonation damage. Final Verse does not remove the 2 page Dark Verse. Bookworm - Ally actions will trigger all Wordwarden instead of just theirs. Effects of Tome mods are shared to all ally with Wordwarden. Effect triggered by allies will also be shared. Valorant Triumph - Overguard regeneration duration may stack up to 3 times rather than just refreshing it. Would be a fairly stacked augment for a very stacked ability. DE should change augments of same ability able to coexist if they have no contradicting effect and situation.
  2. I find his current kit to be good with the decoy health scaling and speed buff on switch, but Disarm still felt lacking. I propose addition of disarmed enemy drops ammo.
  3. For every unique CC overguard ignored, it gets vulnerability to all damage. This should apply exclusively to enemy overguard pool.
  4. Its really cumbersome that Dante has to do 3 button press for an ability. Like; I get they approached it thematically(I assumed from the best of them), but his abilities can just be set as held cast and boil his kit down to Noctua, Overguard, Cone Bleed(Expedite), Summon Wordwarden(Pageflight). Its so much mechanically better gameplay wise. The duration/range disrepancy can just be kept separated like every other tap/held cast abilities.
  5. These changes are not meant to suspend the fun factor but to maintain our philosophy on why we nerf things in Warframe (automated play, disruptive to squad, or overly dominant). DE, he's a strong and new frame. What were you expecting, people to bench him immediately like Caliban? Octavia and Xaku been promoting automated gameplay. Rift and Gloom has been untouched at the cost of revamping entire ability resistance mechanic to major amount of enemies. Saryn has been dominant in damage dealing. Dante would been great contender as status damage dealer, and you're removing that? Keep playing favourite? After much review and feedback consideration, we recognized that it’s not the damage Dante can deal that needed to be addressed, but rather his accumulation of Overguard You're straight up lying. You turn Tragedy to LoS and you removed status vulnerability from Pageflight. You better get someone with glibber tongue on these changes. Final Verse’s “Pageflight” no longer applies increased Status Effect Damage to enemies hit by its Paragrimms. This was an undocumented element of Pageflight, but for the sake of transparency we wanted to inform you of its removal. We believe its removal strikes a better balance and synergy with Status Damage inflicted by Tragedy. NOTE: This is not a removal of the Status Vulnerability added to enemies by Pageflight. We are only removing the unintended additional damage taken from Status Effects. ITS LITERALLY WHAT VULNERABILITY MEANS, ALIGNED WITH OTHER FORM OF VULNERABILITIES YOU MADE IN THE GAME. For sake of transparency why don't you add it in description instead of removing it? You literally wrote the code to give it STATUS VULNERABILITY and then give poor description of it. Then what? You're gaslighting us that you're not removing status vulnerability? The increased status chance affects ONLY Dark Verse which falls off at base Steel Path. You effectively removed Tragedy synergy. Not only that, the description for Tragedy is still false and misleading as it only affects Bleed, Heat, and Toxin DoT, not Gas or Electric. The overguard changes on Dante ability has been good but you literally touched his damage dealing capability, and lie and gaslight your players that you're not addressing Dante damage.
  6. DE, he's a strong and new frame. What were you expecting, people to bench him immediately like Caliban? Octavia and Xaku been promoting automated gameplay. Saryn has been dominant in damage dealing. Dante would been great contender as status damage dealer, and you're removing that? Keep playing favourite? You're straight up lying. You turn Tragedy to LoS and you removed status vulnerability from Pageflight. You better get someone with glibber tongue on these changes. ITS LITERALLY WHAT VULNERABILITY MEANS, ALIGNED WITH OTHER FORM OF VULNERABILITIES YOU MADE IN THE GAME. For sake of transparency why don't you add it in description instead of removing it? You literally wrote the code to give it STATUS VULNERABILITY and then give poor description of it. Then what? You're gaslighting us that you're not removing status vulnerability? The increased status chance affects ONLY Dark Verse which falls off after base Steel Path. You effectively removed Tragedy synergy. Not only that, the description for Tragedy is still false and misleading as it only affects Bleed, Heat, and Toxin DoT, not Gas or Electric. What experiment and engagement? Its just an extra turret with faulty firing system. It does not use tome mods or alternate fire. THAT THING IS COOKED. All you added is salt and the meal is still MUNDANE. The overguard changes on Dante ability has been good but you literally touched his damage dealing capability, and lie and gaslight your players that you're not addressing Dante damage.
  7. He holding it by spine instead of hilt on Tenet Livia with infested skin. Help. I extracted and went to simulacrum to take better picture but it fixed itself.
  8. Theoretically above 2000% with relevant conditional buffs. If Wordwarden snapshots active Noctua, then people would occasionally run with over x120 Noctua damage, and x6 on downtime. 60% is nowhere near enough for an exaggerated "a lot" to be called infinite. And I'm sure they would at least limit the effect to those with relevant mods equipped rather than giving everyone unconditional 10 energy/s, thus making the automated alt fire reasonable.
  9. Its amazing how people fuss about others play, and how it will keep going.
  10. You wouldn't test out your new bicycle on a highway, would you? Even ignoring the danger aspect of the analogy, people got somewhere to be or need to be fast, at least much faster than your cycling speed.
  11. You need 81% of Gauss meter(the blue/green filling the meter) to achieve armor strip perk, not Redline percentage. Redline buff simply allow you to access more than 80%. Redline percentage itself is the ability charging up to 100% prevents Gauss meter from being drained(Kinetic Plating hits and Heat Sunder) for the rest of its duration.
  12. Shadow Haze debuff is similar to that of Puncture proc. Shadow Claws getting CC buff would also means that every other exalted getting the buff along and puncture proc. Not seeing it being buffed to affect AoE or ability in a year or two unless DE thinks its time to buff exalted above normal weapon again. You know what, it pisses me off that it get nullified both the main ability and the augment effect. Its annoying especially its just a priming rather than crowd control enemy or buff on you. Shadow not sharing getting all the proper buff and modset bonus are all because DE hated the idea of aura bot despite it won't conflict or achieve much(hello corrosive projection removal limit). 8 power donations would be funny but not that game breaking with random public queue or dedicated invite squad. I do hope we can stack Aegis/Barrier/Molt Efficiency/Molt Augmented from it.
  13. Sevagoth mentioned, I'm in. The oomf for Reap can be alleviated easily with higher shadow travel speed and better visual. Sow is indeed by itself felt a whole lot of nothing aside from the wordplay of reap and sow, combining them as tap/hold ability would simply makes too much sense rather than current state of them. They can't make the interaction good and proper anymore either because its fundamentally Qorvex 1 and 4 combo, but with less spazz and use enemy health scaling. Exalted Shadow could just be extra arcane and aura slot and it will integrate into Sevagoth main kit better, unnecessary but double stacking Aegis and Augmented for Haze is bussin but it would also fix set mods being entirely disabled for Shadow. I agree that it needs more action speed, more sprint speed, and parkour speed to even keep up in team environment. Its just slow and there's too much emphasis on heavy strikes especially when you're looking at claws animation. Better cone for Embrace would be welcomed. A continuous charge for Consume is interesting. My take on fixing it is just making it a straight travelling wall that drags along enemy. Maybe defense removal if they are affected by 3 since it has no access to subsume, armor removal weapon, and is disabled when going operator. Death Harvest needs lower cost as it is right now because its just his original kit 1 but with less coverage and interaction, or maybe keep the cost and add interaction. As it right now there's no point of building Shadow for either duration, range, or strength as it gets overshadowed by Shadow Haze(suffering from success). Reunite should give current shadow armor to Sevagoth scaled with strength, preferably expiration by falling out bound or bleedout state. This will make Reunite have a purpose rather than being a return button and you wouldn't want to have Death Well to entirely dry out over the opportunity to reinforce Sevagoth. It is currently only restore missing hp on Sevagoth depending on how much the well is consumed, as if the dev forgot they made Gloom 💀💀💀. And Sevagoth can't take that much hit either due to his low armor and health making both Reunite and Gloom value falling short, for himself. My augment idea for the passive is to drain up Death Well to save you from lethal hit. Removing the passive would be unnecessary if Consume has good hitbox, not limited to 1 enemy, and have no awful momentum.
  14. Shadow Tomb Description: Shadow's save Sevagoth from lethal hit. Details: Sevagoth become invulnerable for 4 seconds on lethal hit and drain all of Death Well. 30s cooldown, cooldown only starts after Death Well meter reach 75%(same as Shadow activation). Forgotten Tomb Disable Sevagoth's tomb passive. He forgor 💀💀💀. Extra: Bleedout reduction 50%. Cooked up some augment idea for Sevagoth passive. His soul collection mode is so cringe ngl, it can only consume 1 enemy at a time and has terrible hitbox and momentum, and couldn't use his claw as alternative for it either. I thought of just combining those 2 augment ideas into 1, with his 4 subsumed off would turn the passive off along due to no access to Death Well.
  15. Hildryn is still useless. When her shield(energy) runs out, 3 of her abilities are channeled are deactivated and they have awfully long casting animation. Even with Pillage cycle gameplay, the shield could get one shotted killing the cycle entirely(the gate protects your health, not shield, surprising for some of you) and you have no access to abilities. But hey, at least the shield gate(now without partial gating) didn't make anything scratch your health.
  16. More bugs Reap: Debuff duration cannot be refreshed before the debuff runs out. Same case with augment. This was never the case prior to hotfix 33.6.3. Sevagoth's Shadow: Cannot benefit anything related to Warframe on focus trees, not even Naramon Power Spike(combo decays). More unrelated complains: Sow should be recastable, refreshable, and possibly stackable with every cast. Current no recast limits him as a caster. Gloom energy consumption while running as Shadow should be 0. Its currently anti synergy when you finish up in Shadow form just to cripple yourself in the Warframe afterwards due to expending all energy.
  17. His passive while downed bug: Shadow's Consume doesn't hit more than 1 enemy. Enemies dying from weapon Damage over Time triggers the kill count. Shadow's Claws bug: It cannot trigger gladiator set mod bonus regardless in any combination of it equipped on Sevagoth, equipped melee weapon, companion weapon, Sevagoth's Shadow, and Shadow's Claws. Shadow bug: Relics endless bonus and Charm don't not apply to it. Equipped Dragon Keys are not affecting it. Death Harvest bug: Shadows spawned when using the augment does not apply the augment effects. Unrelated complains: Sevagoth Shadow's Reunite should grant Sevagoth his armor instead of restoring Sevagoth health. Sevagoth cannot take hits, and his Gloom is already healing him, its currently redundant.
  18. I would like it to work it like either Magnetic or Viral status proc; applying vulnerability against Overguard. Another alternative would be removing its resistance like Magus Accelerant.
  19. Please make it so Sevagoth gets 100% of Shadow armor when reunite as its base effect.
  20. Ran as host. Using Grendel Feast Used Feast on Mounted Dax. Dax is gone instead of dead.
  21. I have been pondering on boosting Culero survivability and got myself to gravitate towards arcanes. Rather than coming up to ask Overguard gating, I thought of more possibilities, or less of effort, to utilize arcanes. I have also found myself can't be bothered to properly trigger Exodia Contagion with Wrathful Advance. Thus the solution I came up with is an augment Wrathful Advance, which is also helminthable to other frames. Wrathful Arcanes: Wrathful Advance augment. Triggers all equipped arcanes on cast. Increase all critical damage x0.5 for every arcane triggered, same duration as base ability. This effect would easily trigger arcanes synergy such as theorem and residual set, increase the viability of underutilized ones by removing S#&$ty chance or cumbersome activation, or simply game breaking effects with arcane effect like Trickery, Aegis, and Steadfast. I really wanted sweet armor from Arcane Tanker but I found myself doing mental gymnastic and came up with an augment instead. Tehee.
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