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Perisurdas

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Posts posted by Perisurdas

  1. 8 hours ago, Nameless said:

    Nightmare sorties

    Lets begin with nightmare sorties. We could implement the nightmare sorties. This would mean that enemies would start at level 150 and every sortie mission they go up by 30 levels.(150/180/210). This mode would also have 2 modifiers and possibly restrictions to X weapons and frames. All enemies in this mode will scale 3 times as fast and do x4 more damage by default. This would provide a challenge a mode which allows veterans to battle higher level enemies. 

    Ofcourse tied to the toughness we do need proper rewards. This mission could have an random booster(credit/afifnity/resource booster). This would make these missions a possible farm mission with difficulty. We wouldn't have to run 60 mins to just face enemies which have some armor. For the completion of the nightmare sorties we would get 2 sortie rewards from the existing droptable, this would give us more chance for a riven and or booster/leg core).

    "DE plz give us more rewards for cheesing another daily mission."

    8 hours ago, Nameless said:

    Custom mission creator

    This mission creator would have several options. The host could set the starting level of the enemies, they can also buff the damage output of the enemies and he can speed up the scaling. If the host were to add these conditions every player would get an pop up with an notification. This notification will give the clients the option to accept or deny these conditions.This mission customiser can be used on any mission in the game with no exception.

    You have to give rewards to play this mode ofcourse. We can add scaling rewards Every 100 levels we would get 1 extra rewards per rotation. Let's say we face level 200 enemies we now get 2 rewards/rolls per rotation. This would however cap at level 400 to not make it crazy.

    "DE plz give us a way to get tons of loot for cheesing missions.  Also add in this new feature just because I think it is easy to add."

    8 hours ago, Nameless said:

    Permanent void fissures

    Theres not a lot to say about this. This is a fairly easy fix. Make all void missions fissures. This will give the veterans reliable endless missions and you would offer short non endless missions through relics. It's a win-win situation. It would also make sense lore wise, the enemies in the void are already corrupted and you can not corrupt an enemy twice.

    "DE plz turn this entire tileset into fissures because I don't want to do normal fissures."

    8 hours ago, Nameless said:

    Daily clan missions

    The warlord would be able to create an daily mission. This mission can be repeated. The warlord can set the enemies which spawn, choose the tile and basicly change all settings.

    The rewards for this mission would be a mix of the clan members and the default drop tables of said tile. We would allow clan members to donate prime parts mods, anything to the "clan vault" and every rotation/completion you'd get a reward. We have to prevent top tier xp/resource farms ofcourse, we would do that by nerfing the affinity gain/resource drops by x% on these missions.

    "DE plz give us the ability to farm prime stuff that clan members donate to the clan vault. Because clan members always donate so much to clan. Like Hema.  Also let us 'basically' change everything."

    9 hours ago, Nameless said:

    Raids

    Bring back raids, leave them in the game but stop working on them. Let them break we can work around the bugs. At the very least give us a timeline of when we can expect them back and if you ever intend to return them..

    "DE plz give us broken content that very few people actually played, instead of temporarily removing it while fixing/improving it."

     

     

    The things you ask for are poorly thought out, unbalanced, and just in general bad.  You ask for things with higher levels, and then demand high rewards.  We already can fight high level enemies.  You just want more ways to get rewards faster.  Of everything you suggested, the only thing I slightly agree with is IF POSSIBLE, maybe adding an option to begin endless missions at a higher level, just to avoid having to do fight low level stuff for an hour before reaching high level enemies.

     

    If you think the game isn't fun as it is, either put away your max range orthos prime and actually use some of the weapons you ignored, or leave.  There is no reason to change the game simply because you don't want to do anything other than slide2win.  There are plenty of players who do enjoy the game as it is, and find ways to make it enjoyable after completing everything.

  2. 5 hours ago, WilliamHartono12 said:

    Can you tell me how you did it then? >.>

    The shields are just a timesink.  If you have a mote/raplak amp, don't expect to be doing many hydroslysts.  Personally, I use a 323 amp (Granmu Prism, Shraksun Scaffold, Lohrin Brace), but for tera a t2 prism (Shwaak) is perfectly sufficient.  There's not much special about killing the shields, just shoot it, but if you want to speed it up, the four best ways are shooting at the legs (shots with punch through will hit multiple times), shooting through a volt shield for the crit chance bonus, using unairu wisp, and using void strike.  Other than that, it's just patience, and taking advantage of operator's infinate lives/ammo.  People just want voidstrike because with 3 players running void strike, 1 running unairu wisp, you can kill both the shields and limb less than 5 seconds after the shields regenerate when it stands back up.

     

    For the eidolon itself, it's a bit more complicated.  As seen in the picture, it is POSSIBLE with any frame (because mag is seriously useless for eido hunts), and you don't need one of the "meta" weapons. 

    If you don't have any of the meta frames (Chroma/Rhino, Harrow/Oberon, Trin, Volt), go with whatever frame you are comfortable with that has good survivability and/or self-buffing.  Remember that the eidolon is immune to most, if not all, warframe abilities, so I wouldn't advise a caster frame (like mag).  If you are struggling with survivability, rage and quickthinking can be very useful, as can health/armor mods.  If you can, I would advise getting either magus elevate, or magus nourish also, as they both provide a very nice source of health regen.  I usually run 1 maxed nourish for topping off the health on my frame, and 1 maxed husk for increasing operator's effective health (and effective healing from the vazarin waybound), though for this run I used elevate instead of nourish since it restores health faster when you really need health.

    For weapons, I'm not even going to bother with the talking about how to use sarpa only, since that was just because I was bored and it's my current favorite melee.  All three eidolons have enough armor for approximately 80% damage reduction, but also have a significant damage reduction on top of that.  Still, removing armor can be beneficial as long as you don't remove ALL the armor.  With armor, you get the health type damage bonuses from the armor (+15%Puncture, +25%Cold, +75%Radiation, -50%Slash, -50%Electric, -50%Magnetic) in addition to the health ones (+25%Puncture, +50%Electric, +25%Radiation, -25%Slash, -25%Toxin), and the fact that damage ignores a percent of the armor based on it's damage modifier against that armor type.  This results in the following values:

    • Impact: 1x multiplier at 0 armor, 0.99x multiplier at 1 armor, continues to decrease.
    • Puncture: 1.25x multiplier at 0 armor, 1.43x multiplier at 1 armor, drops below 1.25x at 53 armor.
    • Slash: 0.75x multiplier at 0 armor, 0.374x multiplier at 1 armor, continues to decrease.
    • Cold: 1x multiplier at 0 armor, 1.24x multiplier at 1 armor, drops below 1x at 101 armor.
    • Electric: 1.5x multiplier at 0 armor, 0.74x multiplier at 1 armor, continues to decrease.
    • Heat: 1x multiplier at 0 armor, 0.99x multiplier at 1 armor, continues to decrease.
    • Toxin: 1x multiplier at 0 armor, 0.74x multiplier at 1 armor, continues to decrease.
    • Blast: 1x multiplier at 0 armor, 0.99x multiplier at 1 armor, continues to decrease.
    • Corrosive: 1x multiplier at 0 armor, 0.99x multiplier at 1 armor, continues to decrease.
    • Gas: 1x multiplier at 0 armor, 0.99x multiplier at 1 armor, continues to decrease.
    • Magnetic: 1x multiplier at 0 armor, 0.49x multiplier at 1 armor, continues to decrease.
    • Radiation: 1.25x multiplier at 0 armor, 2.18x multiplier at 1 armor, drops below 1.25x at 901 armor.
    • Viral: 1x multiplier at 0 armor, 0.99x multiplier at 1 armor, continues to decrease.

    Basically, armor can actually increase your damage if you use mainly puncture, cold, or radiation damage.  Mostly radiation though, and yes that is a 2.18x mult and continues to be better than no armor until 900 armor, that was not a typo.  Since eidolon armor ranges from 1107 (tera) to 1456 (hydro), bringing corrosive projection is often very useful, as long as you do not fully strip the armor.  You can also strip armor with a melee weapon that deals at least 1 impact damage and shattering impact, which reduces BASE armor (all eidos have 200 base armor) by 6 per hit.  After 33 hits (assuming no cp), the eido would have 2 base armor left, which scales 11 for tera, and 14.5 for hydro.  Most people use sarpa for this, as the ranged attacks deal impact damage and therefore count for shattering impact.

    This means any weapon will technically work as long as you mod it for mostly puncture, cold, or radiation damage.  Personally I like to bring attica to random pub runs, have someone tell me "attica is trash, only [insert meta wep here] works, etc.", then get 70% damage by the end of the run.  The only thing that really makes weapons better or worse is if it is a crit based wep, or a status based wep.  Eidolons are immune to all status procs (except void bullet attractor, and they still get "proc'ed" by guaranteed impact such as shwaak prism but do are not actually effected by it), and I believe that critical damage is boosted against them or something (never bothered to test).  This means that while you CAN kill an eido with a status wep like tigris prime, it will take much longer than a crit wep, and you will probably run out of ammo.

    Ill edit this post later to add a section about frames/abilities, but right now I dont have enough time to do so.

     

     

    Mag build I used:

    Spoiler

    9VXkHZD.jpg

     

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