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Pzykdruhgs

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Posts posted by Pzykdruhgs

  1. Just ran into this also.

    There seemed to another weird thing, I'd get a kill and the point wouldn't drop (wasn't host) never seen anything like that, would normally chalk it up to one of the AI picking the points up but there weren't enemies around.

    Also some of the points fell into places that I couldn't retrieve them, on the new tile. The AI use these columns in the map center to jump up to the top area that , if killed, sometimes the points drop directly down and into a crevice that they can't be retrieved from. There is also one area on the upper sides of the same map, I think near an orb spawner. For some reason it's normally non-issue but I happened to notice at least 2 where if I looked down I could see them but not retrieve them.

  2. As someone who uses vazarin a lot, my main reason for using it is rad procs and dumb people. I can see these people coming from a mile away, and generally vazarin myself to protect myself. Would be nice if there were some arcane I could equip to just have the damage reflected on the person who is rad procced, because then I wouldn't need vazarin at all, but as it stands this is MOSTLY why I use vazarin. Also, it protects/protected (once live) the defense target for the whole squad because of those few dumb people - without their knowledge, I've saved many missions from being a wash.

    With this change, all that will differ likely is that where I would use vazarin, I'll be using Oberon. You'd think there would be better options, and there are.. but then you'd underestimate the stupidity of people who want AoE but don't prepare themselves for rad procs. When I can, I already do ALL missions solo when there are any chance of rad procs, aside from low level lich missions, where I protect myself immensely, and pray that a wukong clone/mesa doesn't get a rad proc.

    I have a small rant about Garuda and Vazarin also, I took a lot of time to write it so I'm expecting someone to read it @[DE]Rebecca

    Spoiler

    I was going to say this nerfs a Garuda build I had going, but likely it will just mean that Garuda is ultimately worse than she already is. I will explain... my build for Garuda was a support build, because after testing her in multiple setups (aside from a triple umbral build which I wont commit to until we can actually gain more umbra forma), her survivability was SO TERRIBLE (vs 170 Grineer + Eximus), the only way to have her survive was with clever vazarin'ing (and even then, you need time to output her skills, which leaves a window open to be two-shotted by bombards on a very rare occasion). This could be easily fixed by just giving Garuda +200% hp from what she already starts with. Why? Why not... if she's not a total DPS, she should at least have survivability, which I was achieving with Vazarin instead of her skills. Granted, this is even not that pressing because the level I was testing at would never be ultimately reached (maybe in arbitration), but this change makes the build I had from comfortable and fun to not worth playing. The only other possible change would be to make Dread Ward last longer... as it is, if you are dread warded you have to have a blood spire down which slows the entire pace of combat, in order to generate energy (or team up with a heal frame which feels really backwards). By the time the spire is up, at low levels things are already dead and you have to unspire the enemy, who is already likely dead (if un-spiring manually gave Garuda Dread Ward a refresh if the target is dead, it would go a long way) so what you're left with is often no Dread Ward because there are no enemies to use her 1 on. THERE ARE NO ENEMIES. TO USE HER 1 ON. So, you lose invincibility, have to cast her 3 which costs HP, so now you are half HP and not invincible, and you have to immediately spire another enemy whereupon you usually die before you can get her Dread Ward back. Meanwhile, you've done nothing useful. Thus, it was actually more effective for me to drop Dread Ward, go full vazarin, which allows me to ignore her 2 most of the time and actually cast her 4 with not even great strength, just barely enough to get the 100% bonus I might add. This build was also never able to cast her held 1 because it would drop the shield and survivability goes to absolutely 0, so the entire build was Vazarin -> 3 -> 1/4 depending on buff needed and occasionally 2 just to not spam vazarin as much. Her 1 and 2 are also awful for another reason... her 1's knockdown is just the worst possible thing that could exist.. while you run up to enemies to use your claws, if you decide to roll to get there faster, her shield knocks the enemy away. Do you see why that is awful? Then her 2 sometimes knocks down enemies that are WAY MORE VALUABLE TO BE LEFT STANDING, especially, oh I dunno... the only units that can actually kill her? So if you are trying to hold them with your 2, release the 2 and can't get a headshot as they're standing up... you die usually (and I'm even using PSF, I couldn't imagine people using non PSF builds) unless using vazarin + lockdown, which my build planned for. Am I mad that this build will likely not be worth using? - Not at all, but it's just sad. I wasn't expecting vazarin to be touched otherwise I would've never used Garuda at all. Ever. She's trash without it... so many frames require so much less effort.

    So I propose a challenge to DE, to fight the following enemies using Garuda, and see how easily you are able to clear the whole map - because I have builds that clear it in less than 30s, and Garuda using only her 1 and vazarin (without Dread Ward!) clears it faster than touching any of her other skills except maybe her 4 - also relies a bit on lockdown. That's a problem!!!!!!!!!!!!
    CqA37ge.jpg
    The build I personally settled on: Steel Charge (Though honestly at this point auras are a joke), Primed Sure Footed (Exilus), Vitality, Hunter Adrenaline, Streamline, Transient Fortitude (r6), Health Conversion, Primed Continuity, Quick Thinking (mine was r2, but ultimately you want this r5), Flow. Arcanes: Guardian, Acceleration (for Bramma). Likely you might be able to clear the map, but if it's taking you 2 minutes with all her clunky skills.. try to just shoot things 1 by 1 then and you'll see, it takes only 1m. This is a problem. If the 'survivable' frame needs a tank, I think that's a problem.. and she can't even do useful things afaik like cast her 4 against a lich or other bosses (similar to banshee, who I also use vazarin on - but at least she has a full radial CC when worse comes to worse).

    Yes this rant is long, I'm passionate about seeing justice given to these frames that are gimped and being gimped even further. Why are there limitations on certain abilities against bosses while others have the ability to completely shut them down? This is what's going to happen: Say there are 6 really great frames to kill a boss. Now there are only 2, well.. almost everyone is going to show up with those frames. Then when that is nerfed, people will always move to the next best thing. It will always become some way to trivialise the content for people, and if it ever gets to the point where it cannot be - those people will simply just seek a carry from those that understand the mechanics enough, thus not actually playing. If the nerfs keep continuing like this, this is all that it will become - people that don't care to put the effort in because their efforts are awarded with abilities that don't decrease that skill gap by a significant enough factor.


    Not to mention, one of the biggest factors of using vazarin was HELPING players that needed that extra hand from being downed from trying to learn all the mechanics (e.g. I completely saved a clanmate's game doing fractures because they weren't properly prepared and I also don't know how I could've helped more - one person brought a mesa who would just mow me down every time he got a rad proc - and while I'm not sure mesa can still attack the canister, if I wasn't there with vazarin they would've had to entirely re-gear if so. And what do you even bring to a fight like that that's rigged so heavily against us other than vazarin? Unless it was patched, any AoE had a chance to destroy the stupid canister, and enemies would swarm the canister while we were preventing from using abilities to shoo the enemies away first lest... potentially destroy the canister. Nerfing vazarin nerfs this tactic unless EVERYONE brings vazarin I guess (+2000 HP unless they don't stack from other squadmates as well, which would just be annoying - it SHOULD be that each player can have their own vazarin effect affect a target - this is a lot fairer at least and people might finally actually use vazarin as a squad instead of just 1 person needing it for the entire squad - though I don't know why that has to be changed to be honest, it could just be left to those of us that have a brain). /rant

  3. Steps leading up to bug (for possible recreation):

    1. I was playing profit taker with a clanmate, started the mission vote (after running a few).
    2. I typed in chat that I could cancel vote if he wanted to set his gear up differently, but he actually cancelled the vote (I was host)
    3. This made me have no movement, no ability to press escape (could still use mouse, open chat).
    4. I remember bugs like this where I could press the small square at the top, for my profile, which opens the ESC Menu... sometimes this bypasses the bug (on orbiter if I can get to NAV) but not in this case
    5. Opened arsenal just for something to do to see if I could jog the bug loose
    6. This made it far worse, it hid the entire HUD and prevented me from typing EDIT: I should say, it was probably fine if I stayed in arsenal, but I hit ESC again after arsenal, that's when I lost all HUD/control
    7. I could see him trying to re-initiate the vote but I couldn't click checkmark OR type to him to click the checkmark for both of us.
    8.  Absolute no controls, ALT+F4
  4. Played a bunch of Garuda yesterday.. She feels like she's missing something.. it's easier to spam her 4 but then you're pretty much relying on your team to bring AoE/Spam something because if you get surrounded your best option is a weapon (her 1 has low range usually *and* you'd have to first cast your 4 if the enemies weren't already affected - otherwise the damage can be somewhat low **and** must be aimed rather well because of the low range. Antimatter Drop e.g. has 5m more by default) or I guess go into her turtle mode defense and just start blood altar spam, but that is not as productive as it is not going to output damage until you start recasting her 4. Likely by this time you'll be taking damage which is great for some arcanes at least.

    An interesting feature would be that enemies in her 2's radius take extra damage from her 4. Or perhaps for every status on an enemy, her 4 deals an extra 5-10 slash damage or perhaps both of these. Her 1, while kinda fun, is a bit clunky for the payoff.. A bit of extra range (radius) would help a lot, or maybe a small falloff (outside of the 10m it does 50% for 5m, for example - this would maybe help chain her 1 better). Perhaps Blood Altar could have a secondary effect on hold: Bladed Caltrops. While aiming at a blood altar you can hold your 2 to place caltops in the altar's area - these have a 40%/40%/20% chance to deal a viral/puncture/slash proc (no damage/1-7damage) that lasts a base proc amount of time - the goal here is adding extra statuses into the mix so you cast your 4. When stepped on, they also make a tiny stun. Now it's starting to sound like she might be able to actually kill some stuff and area deny a bit.. Still takes some setup but at least it's something.

    Augment idea: Sunder Sacrifice (Blood Altar); Target is battered by nearby objects dealing up to 50% armor reduction when released from Blood Altar. Function: on releasing an enemy from a blood altar it would vacuum all of the caltrops towards him first (if any were laid), and any ammo pickups - each dealing their status as normal. This also strips 10% armor per object that hits the target up to 50% armor reduction possibly reducing a target to 0%, and stuns all targets in the radius for 2.0 seconds. If the target dies they burst into new caltrops. Casting on another enemy ends any blood altar currently active (so there's only 1 max instead of 3). This is essentially just a worse mag bubble with a heal, but also would allow Garuda to chain her 2 as a squad MOVES ala exterminate, capture, sabotage, rescue, spy.

    Otherwise, I find that she feels very without a niche... she has survivability in a really awkward slow manner that lends itself for defense, but not really enough CC or damage to defend properly, not enough damage to be a DPS unless you count when you're squaded with people that NEED the buff desperately, not enough defense to not be completely ambushed (though I could see multiple Garuda being quite powerful.. it still doesn't compare to what some other combinations of frames can achieve). Well... my 2 cents, was going to start a new thread but decided I'd drop this here. There's some interesting stuff and I can see that they don't want to step on a bunch of other frames toes (equi/nova/nezha/trinity) but..... she needs some love somewhere. I don't even think I'd like the changes I'm recommending here btw, just throwing ideas out.

    • TYPE:  In-Game
    • DESCRIPTION: Ground squad on Scarlet Spear event, got to 17th wave and on entering flotilla noticed there was no rank above my head, went to LD to check score.. got nothing.
    • VISUAL: None, wasn't expecting bug
    • REPRODUCTION: No idea.
    • EXPECTED RESULT: I should have received score plus the rank above my head in the flotilla.
    • OBSERVED RESULT: I got no score, rank stayed 0 - I know it was 0 because I ran another run to see if it would rank 2 me when I got back from an 11-wave run, and instead it showed rank 1.
    • REPRODUCTION RATE: Happened once.
  5. On 2020-03-07 at 3:15 AM, Lone_Dude said:

    People of Canada are proud of their ❄️COLD❄️, not gonna let anyone mess with it, its a part of their national idea. Respect the D polarity, like you respect their flag and maple syrup.

    Ok except I'm thread poster and Canadian, so.. you got dat 'No True Scotsman' fallacy going on.

  6. Ok, you stay here and keep trolling the DE forums. 👍

    uSALDjx.jpg
    Meanwhile I'll be spamming this to properly vet because according to you I should eventually get a squad, let's test that.

    (Edit: Vetting actually worked surprisingly well, had a group with 2x runs, many people asking questions, and one person that said "Your recruit message is a joke" and ignore me.)

  7. 45 minutes ago, DrivaMain said:

    Focus Grinding : Allow us to introduce ourselves.

    Focus is way worse than grinding intrinsics. Huge cost to upgrade lens, focus gained from lens are capped, you need to do over 350 Tridolons if you choose this route to max out focus and most of the nodes are useless.

     

    Focus wasn't that bad, not that I didn't like that grind either, but I was at full focus at about 150 caps because I could also ESO on the side, for a total input of only ~60 hours maybe? It's not even close to what's needed for the max intrinsics, AND it had actual rewards for the main part of the game in the form of arcanes.

    On top of the grind being slow, we also got Skold crewships now that take an extra bit of grind to deal with.

    Edit: Also, stay on topic? You're strawmanning me and it's aggravating. Wish I could DISLIKE your post.

    • Like 1
  8. The intrinsics grind is way too long, had calculated it at one point at ~196 hours from 8888, abusing Ivara instead of being able to just play anything. Just why?! Why do I have to run like 400 of the same mission? Is there going to be some better way eventually to generate exp? This is way too much.. When you consider to max a set of weapons takes only a handful of runs - why is this grind so large? And I'd love to have solo'd it so I can do without the below things I'm going to mention, but that option was removed now. Could we maybe have the intrinsics focused on, you know, RJ things -> Blowing up ships, instead of killing the Grineer?

    AFKs. This is a serious problem, people are so bored that going afk is pretty common so I'm sometimes soloing anyways even though I have a full squad. There should be some bigger incentive for people to be doing each specific task: Boarding/Missioning, Piloting, Crafting, maybe ESPECIALLY scuttling the crewships and taking down fighters.

    Trolls. I'm actually typing this while someone just sits outside the ship at the end of mission. This is the same person who AFK'd. Likely I could ask them to return, still.

    No one collecting / Vacuum can miss sometimes. Is there ever a reason players shouldn't have the gear/items that the enemies drop? Not even sure why the vacuum is necessary, but it often feels underpowered in a sense that you could be fairly close to a floating item and it doesn't get vacuumed towards you. Also there's a chance to speed by items seemingly not picking them up which breaks flow (you speed by, if you don't hear the click, you have to turn around to see if it even picked up, sometimes watching the item catch up to you via the vacuum). This is a pretty big gripe I seem to be the only one to have so whatever though, I guess.

    Bugs. I mean this is a given but.. The mission straight up wouldn't allow me to use the navigation, so I had to abort, gaining nothing.

    /rant

    • Like 7
  9. This is going to be controversial, but now that corrosive has been partially nerfed and new builds are open to be discovered... when we finally are able to strip armor and attack towards health viral is becoming very powerful - however, many people don't have weapons that are tuned to viral because we have all been putting dual dash polarity for corrosive and to fix it will cost a forma.

    People will say, "so just build viral" - but then if we ever want to build corrosive again we have to completely reforma or have a new weapon and full forma. Why is it this way? Especially now that we have more configs, all we can do is stare at the config addition thinking how useless they are because you can't just add a config and then rearrange the mods - the capacity will still cap.

    • Like 3
  10. 1 minute ago, 4Restless said:

    Ive been playing Warframe for like 2 weeks, got umbra fully moded. Yesterday I was doing 5x more dmg with exalted blade than today, can someone explain this because Im confused 😄

    Could be many things, you could have been squaded with someone buffing your damage, or maybe you have an extinguished dragon key on from doing vaults for nightwave?

  11. This has a really specific set of circumstances but this was basically what happened:

    In the room with the lua puzzle with 4 energy absorbers to open a downward stairwell, on the mobile defense where a console can spawn in this tile, I happened to be using Inaros so not sure if it applies to ALL finishers but basically: I used Desiccation to blind an enemy and then went to use finisher while standing near the console.. for some reason the stairwell in this instance was either bugged or naturally had a small collision box that would 'reset' your position, so DURING the act of pressing X to use a finisher (in my case I have a mouse button, same difference) my position was 'reset' which cause me to not be able to move, swap weapons, use gear wheel etc... basically making me entirely immobile. Luckily I was set up in a way where I could eventually die to gunfire, but if I wasn't this bug would've made me had to start over -- couldn't unstuck to fix or do more common things to jog the bug loose. I understand that this is probably not entirely mission related but that stairwell has reset me in the past so figured I'd tie that in.

  12. Quote

    if I use the "change loadout" at the bottom of nav and then start a mission, it will keep me in the previous loadout from the 28th.

    Oddly, this no longer happens after a relog or two, but instead there IS a visual bug, where it will show me in my old gear and at the top show the old gear names (after selecting the bugged loadout as my "new" selected loadout) but if I start a mission it will put me in the right gear so it's not as bad as it was, but still has an odd visual bug which makes me question if I'm going to start in the right gear or not.. I have actually since moved the bugged loadout to one that I don't use "often" so that it's less of a problem entirely, but to do so I had to completely dismantle 2 loadouts and rebuild them for the swap.

  13. So, I deleted the 'extra' one because it was buggy when I tried gearing it, but I noticed I can't actually doubleclick the 28th one and have the loadout adhere; if I use the "change loadout" at the bottom of nav and then start a mission, it will keep me in the previous loadout from the 28th.

  14. I bought an extra loadout and then duplicated one and it is now showing 29/28 loadouts and seems to have duplicated the one I wanted twice (incorrectly on the second one, for some reason it was generated with no sentinel/pet).

  15. Testing vs elite lancers in simulcarum, the Panthera with 1.0 punchthrough isn't actually punching through enemies and will continue to even hit dead body hitboxes. Testing most other rifles with 1.0 it hits two enemies (I understand there's also a difference between what type of enemy).

    Actually after a bit more testing I get that this seems to be the nature of the weapon to bounce off it's main hit, but it's still a little disappointing that 95%+ of the time the punch becomes basically useless.

  16. Normally when they stay/leave screen used to come up, the players could make a more informed decision about whether to stay/leave because we could see if the host was leaving, so to avoid the host migration screen (small, but still) especially if you were the host and didn't care if everyone else left. Now when the stay/leave UI comes up, it hides the player information at the top right so we can't quickly check who was host if you hadn't previously made a mental note about it.

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