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Duality52

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  1. Alternatively and more simpler than that, we can go the Grendel treatment (Dec 2022). Have Tribute give all four aura types at once rather than needing to cycle. Finally, no, do not make it an Augment. For other frames (Khora, Ivara, Vauban, etc.) potentially that could be a choice.
  2. While the Severed Warden is great for emphasizing "shoot the medic" and weakpoint targeting, its excessive turning heavily negates that. Can their turning speed be reduced in the likely scenario the Warden is reacting to multiple targets? Also, while using Necramechs, some Archgun Alt-Fire functionality will be completely lost (Mausolon, Cortege, Morgha). Can this be addressed?
  3. Like the Main Syndicates at Rank 3, the Cavia's dialogue all change to a somber mood. Even Bird 3 lost his vibe. Soon within the next week or so, we will see them admitted to Tenno Therapy to its fullest extent.
  4. Not exactly. Here are the additional attacks that will Magnetic proc and nullify you: Any Physical attacks like its arm swings up close and its body slam from burrowing Void Ground Fissures - the Fragmented One will split itself into a tower, channeling Void energy into the ground Void Implosion - Channels a barrier with two orbiting rings around it. Coming in contact with the rings and getting hit by the implosion at the end will nullify you.
  5. We need context. Which tile were you in and what loot are you trying to gain access to? Otherwise we can't help you.
  6. For context, Pablo teased a new cosmetic for the Landing Craft. A player on Reddit made the discovery public For the steps and tips of unlocking for those interested: Steel Path Assassination (Standard or Bounty) For the time being, I suggest starting a Steel Path run of the mission either from the Orbiter or the loading console. Obtain 60 Murmur Eyes You first need to pick up the standard 30 Eyes. Shortly after, pick up other Atropos Probes will mark valid Vitreum. Proceed to pick up the additional 30 Eyes. The Fight It's brutal, focusing on endurance. The Fragmented One while it sits at Level 300, it gains immerse damage and health scaling that even Incarnon Genesis Forms does tickle damage. You will see a lot of Murmur Eximi polluting the arena, adding to the chaos. In general preparation, mod a weapon focused on damaging the Fragmented One. Radiation damage mainly, and disregard Cold/Viral procs as it's immune to those. For frames: Protea - Dispensary is needed to alleviate ammo and energy Trinity - On emergency Blessing if needed Harrow - Covenant Consider adding Silence to a frame to lessen the chaos from Eximus abilities. Changes for the bonus fight includes: Most attacks from the Fragmented One will inflict a Magnetic Proc and straight-up nullification. Mesmer Skin/Shield will not help you. Cascadation Stacks will be added as the fight prolongs. Said debuff lowers your Bleedout Timer to almost down to 3 seconds if stacked too much. Last Grasp expires upon use effectively. The debuffs makes the Fragmented One more aggressive and faster. Much more Murmur Eximi populating the field. No summonable Gear. Straight tanking won't work due to the significant burst damage and nullification from the Fragmented One. In general, keep good air time to avoid most of the Fragmented One's attacks, and stay away from it. Marking it will help keep track of it. Like Eidolons, their attacks are telegraphed well, but lost in midst of the chaos from the other Murmur. Stay close to other players in case they go down, and remember to use your Operator/Drifter to revive safely. The Manus Sumdali is an item drop, so players that used up all their Revives while staying dead that entire time won't be able to pick it up. If you're the Host that happened to die, please don't force a Host Migration onto those players. To top it off, it's chaotic, but well suited for what the original goal of obtaining Ephemeras was. Such a juicy secret that makes the Fragmented One more chaotic and worthy of a boss in a game like Warframe. EDIT: Pablo's response to the aforementioned Reddit post acknowledges how one of their staff defeated the bonus fight as Yareli.
  7. Some spicy stuff for the end of the year, but it would be great to see the Codex get a big revamp. Certain enemies missing from the Codex, certain useful information just tucked in there that needs to be sorted.
  8. Be mindful that the Shadow's Consume (2) can't target certain enemies like Aurax Moas or enemies with Overguard. On the other hand, Consume just needs to you to aim it at an enemy and almost everyone hit by it during the Passive going off will die. Last Grasp has some similarities and differences: Depending on your Focus School, having Unairu allows you to strip Armor and Shields. Much needed for your Amp and in a place like Steel Path. Aforementioned above, Consume can't target certain enemies like Aurax Moas or enemies with Overguard. The Operator/Drifter tends to be harder to kill during Last Grasp compared to the large Shadow. The Shadow is restricted to an amped-up Consume. No restrictions to the Operator/Drifter. Both are dependent on enemies as resources. No enemies, no luck. If either of them dies during the revival stage, back to normal Bleedout/straight to death.
  9. While any frames will work here, Titania works great here: Phase 1 Weapons with high base damage is best here since the Vents are object based health. Dex Pixia and other Archguns can fulfill that easily. Lantern is great in drawing Exploiter's aggro, especially with the increased firing speed from Exploiter's plasma cannon. Phase 2 Razorwing or Archwing to keep a constant eye out for the Coolant Raknoids. A key note is to overheat Exploiter Orb when there are Fractures around. Once you expose Exploiter's weakspots, leave them. Instead keep stockpiling the Thermia Canisters in one spot as Coolant Raknoids will keep spawning after you expose the weakspot. As a failsafe, Exploiter will overheat after a certain number of Canisters hit her. Phase 1 is around 5 Canisters (4 too likely due to the Heat buildup) Phase 2 is around 9 Canisters Phase 3 is around 12 Canisters As for popping the weakspots, modding for Corrosive helps due to Exploiter's Ferrite Armor, but not as substantial as Profit Taker's shields. Due to this, many weapons will work fine here.
  10. The Verglas is basically the normal Glaxion, but given to Companions. It shouldn't be surprising, but it could be considering how almost no one uses the Glaxion (Vandal). Hitscan Sentinel weapons (Deth Machine Rifle, Sweeper) are the most consistent for Kill Assists, but lack Status build up. The former can be used as a stat stick for Dethcube's Vaporize better than the Sweeper. Helstrum remains a great choice build multiple proc stacks in a single burst. It can be modded to add more elemental procs to the mix (Radiation/Cold for instance).
  11. Snowday Showdown despite its friendly vibes, still remains plagued by the main issues of Conclave. Host advantages, both weapon balancing feels off, and neither side feels rewarding upon completion. No Deaths; Hits/Damage tracked For a snowball fight, it doesn't seem friendly with "deaths". Dog Days at the very least themes it as "soaked". Instead, all players are invulnerable. Progress is tracked from the number of hits/damage inflicted. Weapons Both weapons should have their Cold procs and the Scythe's knockdown removed. The Spheres/snowballs should have their projectile speed increased, while being fully automatic. The Scythe can now be thrown with a Heavy Attack. Bonus Grineer Snowmen Grineer Snowmen should randomly spawn around the map, and knocking them out will reward bonus points. Rewards For the amount of time spent in one match, there's almost no reward. This is especially true if you're on the losing side. Standing gains should be 2.0X or 2.5X the current amount, but the losing side should at least have slightly lower Standing gain (around 10-15% less than the winners). Teshin should offer bonus resources of choice (Orokin Cells, Oxium, Cryotic, etc.) for all after the match.
  12. Strangely, Ash's Fatal Teleport actually works on them. Not to mention that Ash himself can largely ignore the Infested and partially the Acotyle.
  13. DE never patched the Corpus Crewship's main plasma cannons from doing single digit or low double (10's) digit damage since Corpus Railjack's launch back in Mar 2021. The Grineer Gokstad Crewships main missile batteries on the other hand still work fine. Adding in a Raider Matrix Aura on the Plexus can make it take on the Exo Fighters in the Veil.
  14. On the topics of MOA Companions, the emotion module animations are hindering their combat effectiveness. This causes them to perform unnecessarily long animations upon certain feats that does nothing other than making your MOA a sitting duck. Think of you as a player performing a Narta Emote every time you kill a single enemy no matter who it is or upon seeing an enemy. That's what it feels like as a MOA Companion ever since Fortuna's launch (Nov. 2018). The Emotion Modules could still be limited as a cosmetic change, but limit the lengthy animations elsewhere or change them to not be a cosmetic. Rather, have them imbue buffs to allies/debuffs to enemies depending on the type of Module. This in turn will have to make them craftable from Legs.
  15. They perform that if their target: Is unreachable or has gained significant distance from the Acolyte As shown in your video, any invisibility while gaining distance from an Acolyte Nevertheless, Acolytes need to be reworked to be more lenient so their encounters aren't binary (you or the Acolyte getting killed in a one-sided engagement). It's off-putting how some Acolytes like Mania and Angst can stunlock (ragdoll you for the former) without any Status/stagger immunity, while they don't really react to your attacks. Malice is the most blatant, as his Magnetize has poor visual feedback. While you can roll to shake the Magnetize sphere off, where else would you learn this? The Conclave.
  16. Vaporize will even stun Eximi with Overguard and Void Angels. Acolytes however do not get stunned. With Manifold Bond, you can make Dethcube use Vaporize frequently as a stun/burst damage. Still, it's funny to see little Dethcube vaporize enemies whole.
  17. OP did not specify Titania's original and other remaining passive, that being having 25% faster Parkour speed. This is indicated by additional particles from Titania bullet jumping. Sure, if you're in Razorwing, it's not going to be in effect, but you don't need to stay in Razorwing the entire mission. A brutal addition would be to make the Razorflies modded separately like other Companions. With the advent of Vicious Bond, Razorflies can be a horrifying aid to Titania. It would be more uniform if some individual Razorflies are spawned while Titania is on foot rather than just solely Razorwing. That would be pleasing, but please do not make it an Augment like Wisp's Fused Reservoirs. Having an Augment that changes the auras themselves would be more interesting and suited to the name "Augment".
  18. We can go further - have most of her abilities to have one-handed casting. In other words, Trinity can still move while casting the abilities, but it will interrupt reloading. Trinity just needs some QoL rather than a rework. Her playstyle can be as extensive as Harrow with the amount of cooldowns and buttons to juggle, but she still remains very powerful and durable especially with the reworked Shield Gating.
  19. The main Narmer enemies that are likely to one-shot you are: Narmer Lancer/Crewmen with a glowing Veil. If you survive the high Radiation damage from the blast, you might bite the dust from the resulting Slash proc. Narmer Corpus plasma grenades Just like Corpus and Orokin plasma grenades, their damage scaling is more substantial than Grineer grenades. Narmer Bombards They're armed with Tonkors that are much faster than Elite Shield Lancers. Blast damage isn't abundant for Narmer. Battalyst/Conculyst Not their Core Laser Prism, but their base arm cannons. Doing Tau Damage, even with a full Umbral set you can't really take a hit or two. The Conculyst's arm batons can be somewhat alleviated due to being Impact damage, but they're just as deadly. Much like SP Circuit, I tend to take Loki to disarm everyone. The Sentients are disarmed temporarily, but it's much more bearable with Narmer resorting to Sheevs and Provas.
  20. The bug in question involves boarding the Corpus capital ship using the Archwing Slingshot. Boarding the ship via Archwing will process as normal, but doing so with the Slingshot will cause the mission to fail instantly upon boarding. Doing so will have you extract back to the Railjack as it immediately sends you back to the Dojo. I can confirm that all three capital ships (Pillar, Stanchion, and Obelisk) suffer this, while Grineer Proximas remain unaffected.
  21. It was bound to happen, considering the increasing prominence of Garuda Thermal Sunder. Are there any plans in regards Gloom and much weaker Helminth abilities? While their bullet spongy state has been rightfully adjusted, their movesets need more changes to have a proper fight with Warframes that doesn't devolve into a one-shot kill (i.e Nira's Toxin attacks). It's fair and difficult to redesign the fights considering how Archons are meant to be fought by the slower and weaker Drifter. ACCIDENT KILL - +50XP ACCIDENT KILL - +50XP ACCIDENT KILL - +50XP Jokes aside, having more of these barrels in mission is an idea, just not so much that it becomes a hinderance to the players. QoL Updates like these are always so pleasing. More the merrier.
  22. Yep, all of this is correct. As per a particular Zariman Tablet, the Tales of Duviri was authored by Euleria Entrati (Mother's original name) and it was designed as an emotional regulation tool in case of exposure to the Void. Funny how me and others mistook its purpose as some sort of fairytale for entainment. Thrax and the five Courtiers are all characters within Duviri, where Thrax represent the reader (Drifter) lacking the ability to regulate their emotions. The latter is explained by another Zariman Tablet at the top of the King's Palace, and each emotion the Couriers embody have a lesson tied to them. This is once again explained by the Zariman Tablets. Another example would be Kullervo somehow making his way into Duviri, but his guilt manifesting into Kullervo's Hold and the Warden. The latter resembling Ballas heavily due to how Kullervo's greatest guilt comes from failing to assassinate Ballas, as explained by his seventh and final crime. The opposite in fact, as the Drifter's emotions and attachment became so extreme the Void humored them into making Duviri real. As stated by the Drifter themselves, dying in a time loop over and over again led them into being apathetic. Drained of hope and life. Acrithus in her Lost Islands Fragment have a more sinister answer to that, and it's not the Drifter's fault:
  23. For context, the (Hollow) Thraxes are the Void manifestation of the Orokin era Grineer fought: on board the Zariman, in Duviri, on Lua via Conjunction Survival, and the Undercroft. The latter three only features Hollow variants, but only on the Circulus node will require the Operator to finish off the ghost of the Thrax. The normal Thraxes on the Zariman are the first and original variants in terms of game development. The issues come in form of both their abilities and attacks. (Hollow) Thrax Centurions Their primary Hespar swings deals rather too much damage to defense objectives such as Mobile Defense terminals and Excavators in the Undercroft. This is especially prominent during a Steel Path run, where near level 600 Hollow Centurions will destroy Excavators within two to three swings. The defense objectives should either take a cap percentage of their health as damage or innate damage resistance. Hollow Centurions can throw a sword beam, but the effects feel too subtle. In addition to increasing its visual appearance, I would have the projectile have minor homing, but reduced damage. That way, Centurions can use it to catch players off guard from a distance, but not without have the same damage potential as its Hespar swings or being unavoidable. Finally, the normal Thrax Centurion's ability to perform a Magnetic Dash Slash. The moment it performs the ability, it renders itself invulnerable, which negates any meaningful counterplay. Instead, have the Centurion take reduced damage instead of being invulnerable. To spice things up, you can either Void Sling into the Centurion during the dash or damage it to briefly drop its spectral copy of its Hespar. Picking it up will have your frame or the Operator/Drifter can allow you to throw the spectral copy as a bomb, much like Exodia Contagion or Nihil's Glass Bombs. If you slinged into the Centurion, you immediately have a spectral copy at your disposal. (Hollow) Thrax Legatus Legatus should be able to use the primary fire of the Aeolak than just solely the Alt-Fire. Instead, the Alt-Fire is tied to a cooldown if the Legatus wish to use it. Have the barrel of the their Aeolaks glow if they wish to use the Alt-Fire, providing visual feedback to the player of the impeding Alt-Fire. Both forms of the Legati can use the Clone Magnetic Beam attack, which constitutes as the worst designed attack for enemies to use in the game. Renders the Legatus to be incorporeal. Can't be targeted until the animation ends No visual feedback of casting it. It's instantaneous, and the Legatus loves using it upon first slight of you within closer range. Only the Host can destroy the copies, leaving the Cilents to scramble for cover. Beams that stagger, while inflicting too much burst damage. Can kill several unshielded frames and with some degree of damage resistance (Harrow's Covenant provides proof of that damage) Even if you destroy the copies, the original Legatus emerges with no ill side effects No good counterplay and an attack that just stalls the encounter, along with a number of bugs that softlocked the Circuit back at April earlier this year. The Legatus will now have a channeling animation of it cloning itself. The original Legatus will manifest a shield around itself instead of going invisible. The clones can be damaged and targeted by all damage types, but the damage taken is amplified by Operator/Drifter. If the clones are killed by the latter, the clones will release a Void explosion, damaging enemies only like a Void Sink in a Void Storm. Number of clones killed will take off 30% of the Legatus's total health, much like how destroying all of the canisters on a Aerolyst will deal a percentage of damage to it. The Legatus will also be staggered even through its Overguard if one of its clones die. Lorewise, the Thraxes are interesting. While DE intended the Thraxes to be minibosses, their burst damage is a little too excessive and their abilities is a free "get-out-of-jail" card. TLDR: Make the damage of the Thraxes to be more fair to both players and defense objectives. Adjust their abilities to have meaningful counterplay than just dodge and stare.
  24. This synergizes well with her Passive gaining 150% Crit Chance on all of her weapons while airborne. You can use Anchored Glide, but Strength on Zephyr isn't too important. First, Turbulence should be active at all times. If you need the downtime to recast it, use some cover, Rolling Guard, or even a good Airburst onto enemies to give yourself that time to recast it. Be wary that Turbulence does not protect you from AoE or even certain beam attacks. Second, by "floating" are you using the hover function of Tailwind (1)? Without Turbulence, you're a sitting duck. As for her Augments, one of them stands as the most powerful mod in the game. Jetstream provides an interesting boost to weapons with increased projectile speed and in general, faster speed. Airburst Rounds is easy to accumulate, and Funnel Clouds can be tile dependent. Zephyr's very versatile, but you need to be aware of your surroundings of certain enemies that will bypass Turbulence. In tandem to that, make liberal use of Airburst's vacuum implosion while airborne for both drawing enemies in and easy Status procs. It's easy for people to neglect her over more popular frames like Mesa.
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