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(XBOX)Varzin

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Everything posted by (XBOX)Varzin

  1. I'm seeing issues with the energy color channel. I set it to pure black on my Revenant to make his energy bits disappear because I don't like how the energy looks on him. Now I can't make it go away, no matter what I choose the first slot of the energy channel is super bright even if I pick pure black. Seeing the same issue on my Tenet Ferrox. Also I have a Tenet Cycron with dark orange energy but the energy rings look yellow now even though the actual beam is the correct color.
  2. Got a riven for a Tenet Agendus, a melee weapon that only deals Impact and Electric damage... Tenet Agendus Scicak +112.1% Puncture +112.8% Slash -0.7 Range ...worse then useless. It's so comically bad I'm keeping it just for posterity. Also this is unrolled, so it came this way right out of the box.
  3. I'm all for charging incarnons with literally anything other then headshots since, given the way I play, I don't even try landing headshots normally (mostly melee with a focus on guns that don't require precision like the Ferrox and Cycron). As it stands I ignore gun incarnon forms completely since I don't like having to slow down and aim just to charge up a form that will run out quickly anyway. Having a smoother way to charge incarnon forms that I can more easily integrate in my playstyle will make trying incarnon forms a lot more enticing to me.
  4. In my opinion meta is only relevant if you're doing endurance runs, which most people are not doing. SP and Archon Hunts are the only things I can think of on the spot where having a significantly well prepared build is truly important, maybe also the Deep Arcamedia when it drops. So outside of literal hard mode and the current highest level activity in the game I see no reason not to just play with what you like as long as you're not dying every 2 minutes. And if other players who rely only on meta builds complain that you're slowing them down, they should chill out. Just because they found a way to trivialize the game doesn't mean everyone else should be required to play the same way.
  5. Oh yeah, I think I can guess where that weird quirk of the timing is coming from. I'd guess that the game's clock is registering multiple toxin status ticks occurring within the same 1 second timespan as 1 hit in that second. So even with the ability to stack Toxin procs this is pretty limited.
  6. Ah! You're absolutely right, I read the wiki wrong. Looking back now I see that it says "dealing a tick of damage every second for 6 seconds". That certainly changes the math, though I also agree that it's effectiveness is still debatable.
  7. I was messing around with ideas for a Lavos build that makes use of green archon shards when I realized something unfortunate, the green archon shard perk "Recover +2 (+3) Health each time enemies are damaged by a Toxin Status Effect" is pretty much worthless compared to the blue shard perk "+5 (+7.5) Health/s Regenerated". Let's do some math. So how do we calculate this? The perk says +2 health recovered each time an enemy is damaged by a Toxin status. I believe this means that the effect can be multiplied by having multiple enemies damaged by Toxin status at once. This sounds pretty good until you start actually doing the math. Toxin status damages the effected enemy every 6 seconds, so with a green shard you recover 2 health per afflicted enemy every 6 seconds after Toxin has been applied. Now you can also stack Toxin status, each stack having it's own timer, allowing for more frequent instances of health recovery. So let's say you use an ability that applies a toxin status and you get a good group of 10 enemies afflicted with 2 stacks of Toxin each, that's 40 health recovered every 6-ish seconds. Even under those circumstances (which seem pretty good to me) you're just barley achieving a better health regen then a blue shard with an effective +6.7 health per second. And the effect ends once the enemies die since they won't be being damaged by the effect anymore. More then likely you're not going to just stand there idly, you're probably going to be actively trying to kill those same enemies to move the mission along, so the actual duration of this effect will typically be pretty limited. With a blue shard you don't have any condition that needs to be met to trigger it and the health regen is unlimited, you just always have it. In order to achieve a better effective health regen per second using a green shard you would need to be consistently applying lots of toxin across large groups of enemies, this feels like something only a few specific frames will be able to accomplish without dedicating a weapon to being a toxin spreader. Personally I'd rather just have the flat +5 per second. To me it seems like a lot of work to get something that simply equipping 1 blue shard will mostly equally achieve. Am I wrong? Did I misunderstand something or just miss something? EDIT: I misread the wiki, Toxin status deals damage every second for 6 seconds, not every 6 seconds. So that should actually be 40 health per second for a maximum of 240.
  8. I don't really pay attention to meta but I'm pretty sure the Ooltha zaw strike is often overlooked when compared to the Mewan for single handed swords. They have the same amount of base damage as each other, the only difference is how that damage is distributed between slash, puncture, and impact. But because the Mewan is more popular, the Ooltha has a higher riven disposition. I have an amazing riven (+melee damage, +crit chance, +puncture) for my Ooltha/Peye/Vargeet2Jai zaw making it the most powerful melee weapon in my arsenal. Combo this with Melee Retaliation while I'm using Revenant (Primed Redirection, Primed Vigor, Primed Flow) with 4 tauforged violet archon shards (Gain +37.5% Melee Critical Damage. When max Energy is over 500, the damage boost doubles.). As for frames I know there are more popular stealth frames then Loki but while Loki's Invisibility doesn't have any extra bells or whistles like the others it does have the highest base duration when compared to them. Combo that with enough ability efficiency and some decent energy regen and I can go invis for a whole mission (and this was BEFORE they introduced Energy Nexus). Arcane Nullifier ensures I don't lose energy to magnetic status. Arcane Barrier, Adaptation and extra shielding makes for a good insurance policy should any damage happen to hit me (Grineer shock traps). Perspicacity let's me auto-hack terminals, though I usually hack them myself unless there's a time limit. All this to say that my Loki can calmly strut his way through just about anything short of a toxin cloud.
  9. I think it's more important that the deluxe skins fit the overall theme of the frame rather then fit the Warframe style. I think Styanax's deluxe, while I don't personally like it, makes perfect sense given that his whole thing is being a spear wielding warrior. On the other hand I really don't get what they were going for with Limbo's deluxe skin, doesn't seem to fit his gentleman magician theme at all, maybe I'm missing something?
  10. https://www.warframe.com/news/header-devstream-177-overview DANTE’S ABILITIES Passive: Noctua scans targets. Status Chance increases against fully Scanned targets. Based on this I'm led to believe that killing enemies with the book is what scans them, similar to the Synoid Heliocor. https://warframe.fandom.com/wiki/Synoid_Heliocor?so=search
  11. I don't want to make any major judgement calls before getting to try him. I will say that, in order for his verse gimmick to actually be practical, Light Verse and Dark Verse need to have a relatively low energy cost and high casting speed. Otherwise it will be too difficult for Dante to queue up anything for Final Verse at a speed and frequency that will be useful. Plus I think low cost fits the very simple nature of those abilities anyway. Other than that I think he's a neat new frame and I'm interested to try him for myself. I'm also excited to try the new tome, even if it is locked to being an exalted, can't wait for more of those.
  12. I think it really depends on the weapon. For example I recently got inspired to make a Corufell build that uses Discipline's Merit. Corufell's heavy projectile shot is nice but has a long wind up, tennokai helps make better use of it. For a weapon that just has a normal heavy attack something else might be better. If the heavy attack performs a wide sweep or spin then Opportunity's Reach might be good since you can hit a large group of enemies with one strong hit. I built a machete Zaw that works like this. For other weapons I don't bother with tennokai at all, in those cases I prefer to use Dispatch Overdrive in the exilus slot if I can fit it in.
  13. Thanks for expanding on this, I didn't realize it only worked with the Galleons. Another point I'd like to add is that (at least for the rivens) you don't actually have to complete the mission for the medallion finds to count towards your total. So you can quit and re-enter the same mission to keep taking advantage of the easier medallion farm location as needed.
  14. Certainly. Yes a cold progenitor would be best, though you could technically use electric too. I love the Tenet Cycron and actually have 3 different ones for different purposes. The goal of this one was to create a cold status applying machine, don't care about damage output, just wanted to slow/freeze enemies. The initial problem is that the Tenet Cycron deals pure heat damage at base, so if you only add cold they mix and become blast. To avoid this I needed to add something else that would mix with heat instead to isolate cold. I opted for electric to make radiation since I thought the status it applies would pair well with the desired goal of making a TCycron that could CC enemies (hence why electric prog can work). After that I mostly just added anything that would boost status chance/opportunity. Some notable perks of the TCycron: - High base status chance: 40% - Rechargeable battery, doesn't need ammo so it can be used liberally without worry of running out. Battery recharge speed is pretty good at base so don't need reload speed mods. - When an enemy is hit with the beam it chains more beams to other nearby enemies allowing you to easily and quickly spread status to a whole group. Punch-through lets you hit multiple enemies with the initial beam allowing for even more chains. Increasing beam length makes this even easier to take advantage of. Here's the build exactly as I have it: Seeker \ Lethal Torrent \ Galvanized Diffusion \ Sure Shot Scorch \ Jolt \ Frostbite \ Deep Freeze Exilus: Ruinous Extension This gives me 148% status chance. With 2.7 multishot I get at least 2 separate beams overlaid on top of each other. This is because beam weapons just fire straight no matter what so with multishot the beams don't separate. So every tick of damage is guaranteed to apply at least 2 status effect stacks with the possibility of applying as many as 8 per tick under the best circumstances (all % chances land in your favor + maxed Galvanized Diffusion stacks). If you're only concerned with single-target CC you could drop Seeker for some status duration or anything else you might want (just don't add toxin). And the best part is: this is effective even if your bonus damage % is low, so you don't actually have to farm Sisters to boost it if you don't want to. My TCycron only has +25.1% cold and this still works perfectly for it's designed to do. For Demolysts you'll probably want to keep blasting them with cold every few seconds just to make sure it doesn't run out, otherwise they may sprint past you when the effects wear off.
  15. Demolysts can be slowed to a crawl by stacking cold status effects, this is useful since they frequently disable abilities making other means of slowing them down less reliable. I have a Tenet Cycron built to apply cold and radiation status which works extremely well at halting their advance almost instantly. If you need to find syndicate medallions for a riven/nightwave challenge but don't have access to Golden Instinct, look for a syndicate defense or interception mission on a Sedna mission node. You'll be put in the same mission tile as Hydron defense which is a relatively small room compared to other missions. It is very easy to find syndicate medallions in this tile, just check all the little side rooms. When a Grineer railjack mission is complete you can use the omni (if you have the right intrinsic) to teleport back to the railjack for a quick extraction. Corpus ships don't let you do this however...until everyone reaches the extraction door of the ship at which point you CAN use the omni to teleport back.
  16. It used to be totally random which weapon was selected every time. Now there is a safety net in place, every time you spawn a kuva larvaling, if you complete the mission without stabbing the larvaling then the weapon generated that time is removed from the pool. This allows player to whittle the pool down to the weapon they want, assuming they don't get lucky early on. If you go through the entire pool it resets. If it took you an hour this time then that's just bad luck, not a fault of the system. I'm assuming you're running Adaro (Sedna Exterminate)? That's the popular mission to run for generating kuva liches. Maybe try finding a way to speed up your completion of the mission if the potential time sink bothers you.
  17. Primary: Tenet Ferrox (+Magnetic) - Modded for Viral, fire rate, and status chance. Throwing the Ferrox plants it place. Thrown Ferrox generate a radial pulse at regular intervals pulling enemies towards itself (essentially trapping them) and damaging them. This makes it a great crowd control tool since I can drop it on a choke point and essentially halt enemy advance from that direction. Increasing fire rate increases the rate at which the pulses are generated. It also kinda serves as an alarm system since every time the damaging pulse hits an enemy it make a distinctive tick sound, alerting me that enemies have reached that location. I also added Primary Obstruct which, on Magnetic status proc, triggers a radial effect jamming enemy weapons within 15m of the effected target, so not only can I trap enemies I can prevent them from shooting, great for protecting defense targets. Secondary: Tenet Cycron (I have 3 different TCycons +Heat, +Magnetic and +Cold) - Tenet Cycron is a beam weapon that chains beams to other nearby enemies, punch-through helps multiply that effect by allowing it to generate extra beams for each additional enemy hit by the beam. It also uses a rechargeable battery instead of ammo making it easy to use liberally without worry. Heat - This one kills. Modded for extra Heat damage, Viral, status chance, and punch-through. Cascadia Flare (on heat proc gain increased damage for 10 seconds) ensures that the damage output ramps up quickly on tankier targets. Even if direct damage doesn't kill my target the 50+ burn procs I just built up are usually able to finish the job. Magnetic - This one weakens. Modded for Corrosive, status, and punch-through. I mainly just wanted an all-purpose defense stripping tool, anti-shield and anti-armor in one beam. Cascadia Empowered also helps make it a decently effective weapon by generating elemental explosions with every status proc, not quite as steel path worthy as the Heat one but decent enough. Cold - This one slows. Modded for Radiation, status, and punch-through. Did you know Cold procs are effective at slowing disruption demolysts? That was the entire impetus of my wanting a Cold TCycron, just a tool for applying Cold procs in places where abilities like Gloom either don't work or get turned off by enemy abilities. Secondary Shiver (enemies take bonus damage per cold proc) is an obvious choice of arcane but this one isn't really built for killing on it's own. Melee: "Virgule" Ooltha Zaw (Ooltha/Peye/Vargeet II Jai) - My masterpiece. People seem(ed) to like the Mewan strike better for 1H sword zaws which led to Ooltha being overlooked and underused. This means Ooltha ended up with a much higher riven disposition by comparison, one of the highest among all the zaws. There's nothing technically wrong with the Ooltha, in fact it's actually faster then the Mewan while having identical base damage, so it works just as well as any other strike. I'm lucky enough to have an amazing riven for it (guaranteed orange crits and bonus damage). This is the most powerful weapon in my arsenal when it comes to just straight up killing things. I have also taken great advantage of the new purple archon shards (+25/37.5% crit damage, boost is doubled when max energy is over 500) and the new Melee Retaliation arcane (+30% damage for every 200 shields, max cap of 420%) to push this already hyper-lethal blade even further. Modded for high crit chance/damage, and Viral as the main damaging element, I carefully cultivated a build that fits everything I want onto the sword but leaves 1 mod slot unpolarized so I can change the element from Viral to whatever I want. Ferrox is my crowd control, Cycron is my swiss army knife, Virgule is my weapon.
  18. Loid is one of the most normal looking humans in the game which makes his design stick out in a weird way that makes him look out of place to me. I look at him and I think "that's just a guy". Albrecht is kind of the same but you don't get to stand next to him with your opulently customized murder surrogate so I don't feel it as much, he's a bit abstracted by not being anywhere near the player.
  19. In no particular order: - More Railjack content. To be clear, what I'd like to see is more content that focuses on the railjack itself, not just using the railjack as a taxi to get to a normal mission type. I put a lot of time and effort into building my perfect railjack (and crew) and I would like to have a reason to pilot it more. - Expanding on railjack, an update to how Liches/Sisters work as crewmates. Currently they feel vastly inferior to normal tenno crew for 2 reasons: they can't self heal and they can't take on any roles besides defender. The later I could live with but not being able to self-heal essentially makes them worthless on higher level missions since enemies can just whittle away at their health until they die and can't be brought back, which is especially bad when you're trying to run multiple missions before returning to dock. - More new zaw parts, particularly new strikes that allow us to create weapon types that are currently not available as zaws. My personal picks would be: 2H nikanas, sword & shield, and gunblade. I realize that with the current system getting zaws to work with these weapon types would require some extra finagling but I think it's possible. I really enjoy messing around with the modular weapon options and would love to see them get some fresh content. Some different themes would be nice too, we have a couple infested zaw parts so why not some Grineer and Corpus? Or maybe even Sentient, I can easily imagine Hok finding Conculyst parts out on the planes and bringing them back to make a zaw out of them. - More whole-arm weapons like the Shedu and Bubonico. It's a cool weapon type but we only have 2 so far, please expand on this I really like them. Would love some arm-cannon skins too. Further more I could go for an arm-melee weapon as well, like a giant claw ala D Gray-Man or maybe a Prototype-esk arm blade. There's a lot of possibility for cool stuff here just waiting to be expanded upon. - Sort of going along with the arm-weapon bit, I'd really like to see DE look back at the game's current catalog of content and try to fill in the gaps a bit. What do I mean by that? Look at places where one thing overly dominates and fill in other options to even out the choices available to players. For example, we have plenty of 1H swords, not to mention 1H/2H nikanas, machetes, most of the heavy blades, and rapiers. As much as I personally love them I think we have enough swords, it would do some good to fill in the leaner types like claws and sparring gear. Recently had a friend start playing WF who really likes axes. I went looking to see what I could get for them but was surprised to realize that axes are a weirdly under-represented weapon type in a game that otherwise has a ton of variety. - More new takes on old mission types. I really like mirror defense because it's a simple twist on an old game mode that helps make things more interesting and fun. I especially enjoy when the player's movement abilities are worked into the mission objective like with void flood. - Updates to existing content, both adding new and updating old. I've had a bunch of new people start playing WF recently and watching them work to progress has really highlighted how some old farms/grinds can be particularly bad. Fortuna debt bonds for example, if we can't make them easier to farm then it would be nice to see some new Orb Vallis content that includes these as a reward option giving players an alternate method of collecting them. Put bluntly there's some old content that could use the same kind of safety net design that things like the Citrine or Voruna farms have. Plus I think expanding on old content with new areas, characters, objectives, etc is a good way to help make the world of WF feel alive. Give me a reason to visit places I've already conquered, some new Corpus themed zaw parts would certainly have me running Orb Vallis content again *wink*. - Either update Wise Razor or add a new 2H nikana stance with better animation flow please. - Incarnon Ether Reaper.
  20. Do curses disappear from your inventory after the weekly reset? Haven't seen any confirmation on this yet.
  21. My little 3 person clan has started to grow recently, some new friends have their own clan and are not currently interested in joining mine so I was thinking of forming an alliance if they were interested. I mostly just want an in-game way to keep the group organized and share research. In the 8+ years I've been playing WF I've never had a reason to look into clan alliances until now. The wiki page on alliances is surprisingly short and I couldn't find any other threads on here that answer my questions. I know the main reason for alliances was for the now defunct solar rails feature and sharing resources via clan vaults but is that all? Is there anyone currently in an alliance that can verify the following? 1. Can clan members freely visit allied dojos? 2. Can allied clans use each other's research (start new research, contribute resources, and/or claim blueprints)? 3. How many clans can be in one alliance? For refference: https://warframe.fandom.com/wiki/Alliance
  22. I like them being big when you actually use them as a melee weapon but when they're folded back like that I wish they'd shrink or disappear, I just don't like the way it looks.
  23. Having the ability to skip story content so new players can catch up with their friends is a great idea. Making players pay for it is not. To DE: Imagine this, you just convinced your friend to pick up Warframe. The game being FREE-TO-PLAY is one of the main selling points. Now you're telling that friend that either they have to go through days of story content (plus whatever general leveling and grinding is needed in-between) in order to catch up with you...or they now have to effectively "buy" a game that they were expecting to be free. Not to mention that this makes what is supposed to be a quality of life feature exclusive to only those who have the money to spend on it. My Suggestion: 1. Add this as a free feature for all new players. If you click the "skip story" button (not literal), the game sets whatever flags need to be set on your account to catch you up with the most current content in terms of quest and feature unlocks. Players can always go back and re-play quests (NOTE: I think there are a few quests that are not re-playable, should update that so no one misses out). 2. Lets differentiate between quest rewards that are required for other content (Railjack, operator abilities, etc) and quest rewards that are effectively optional (warframes, weapons, etc). For the required rewards some (as was mentioned on stream) already exist in the market and have a plat price tag attached to them, for now we can just leave those as is to keep things simple. For other required rewards, like unlocking the operator, I would suggest adding a very short but mandatory tutorial to introduce the concept. Completing the tutorial unlocks the feature for further use. For optional rewards, leave them where they are currently, Cephalon Simaris's shop, any player that skipped the story who wants those things can go get them whenever they want. Anything that could be classified as an optional rewards that is not in Simaris's shop should be added to it. 3. For any player that clicks on the "skip story" button, display a pop-up explaining all this and asking "are you sure?". Make sure every player is informed about what they are skipping and what they need to do to get the things they are missing, ie the required and optional rewards. As much as I want people to engage with Warframe's story I also think this is a much needed feature for the sake of the game's health moving forward. There should be as few barriers as possible to players enjoying this game with their friends. A dollar amount would be a barrier.
  24. It already IS a toggle. Pause menu > Options > Accessibility tab > there are separate options for Keyboard and Controller so check what you're using >The option is labeled as "Repeated Button Presses"
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