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Duality52

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Everything posted by Duality52

  1. Don't forget how Cold Procs got buffed recently with Wisp Prime Access. Frost makes it easy to grant that increased Crit damage to the team and himself, even with Ice Wave. In Duviri, you can ignore Luscinia's Suffering (Cold proc onto nearby enemies) while going straight for Shattering Frost (+60x% Damage to enemies with Cold procs). Baneful Harmony (Cold/Toxin procs adds one Viral proc) can still be neat on top of the immense slow from the Cold procs. I do wish Freeze has more of a purpose beyond its Augment and just popping Globes. Since his rework back in 2017 and unlike Hydroid's, it surprisingly still is. It's just Wisp's overloaded Reservoirs, along with the expanded methods of self-healing from other means (Arcanes, Vazarin, etc.). If I would to pick one, Sevagoth actually. Starting Polarities Forma is a commodity, and Sevagoth is the most Forma hungry, surpassing Titania (should you want to Forma her Diwata). More desirable starting Polarities would help. Death Well (Passive) Merely used for just the Shadow. Could be used to heal Sevagoth himself by holding down Sow (2) or onto allies. An additional effect of immediate self-revive or revive a teammate immediately at the cost of draining the well. To clarify the self-revive, not the self-revive to die and respawn, but like Nidus's Undying and even Inaros's Passive. Gloom Far too passive for its effects. Gloom should be reworked to something like Gyre's Cathode Grace. Kills add to the Duration, but use it mindlessly and you have a hefty cooldown to manage. The slowing effects aren't tied to the aura, but are emitted on kills. They are timed like Baruuk's Lull, having a lingering field. Headshots, finishers, and other special means like the Shadow killing enemies within range of Sevagoth will cause a more powerful effect. As for being a Helminth ability, a weaker slowing effect. It's long overdue even if Gloom doesn't get reworked.
  2. For the Orbiter, it's true there isn't one. At the same time, there kinda is? Within the Clan Dojo decorations, it's the combination of the Entrati Portal Key and Conduit Crystal.
  3. A lot of artists now feels validated by Tennolive, especially after what happened back at the Sacrifice.
  4. This is what makes the Gotva Prime more interesting, while making cohesive to its lore description. The Gotva Prime acted as the predecessor to the Grakata, Gorgon, and other related Grineer bullet hose. Its reliability and simplicity (reflected by the performance of the gun in-game) led to the last resort by the Orokins to defend themselves from the Tenno betrayal. As for the Aeolak, it's the Void-corrupted form of the Gotva Prime. It parallels to the Grineer Thraxes, turning into Void manifestations gaining Void powers. As much as how much praise it gets, we don't want to devolve to more Pyrana Prime syndrome. That is, the obsession of giving every new weapon a complex and interesting gimmick. The Incarnon Genesis shows proof of that.
  5. Tennocon 2023 confirmed Zylok Prime, shortly before the Masseter Prime. I can somewhat see the "Remove Incarnon Genesis" option to be reasonable.
  6. These are valid points, but there's also the problem of AFK players leeching active teams. What you gain, they gain as well. The current AFK measures doesn't stop these players effectively either.
  7. While I can agree to that, the Corinth Prime is a bit polarizing with people criticizing the Prime not being a reload-per-shell. Funny to my name as there are people praised the normal Corinth's reload, there some people that doesn't like reloading per round on something like the Strun Prime? As for the Pyrana Prime, it stands to this day having the most unique effect out of all the Prime weapons. That being said, the past Primes don't have much of an extra effect (aside from Signature weapon bonuses) as it's fairly exhausting for both DE and the community's expectations to meet and mimic something like the Pyrana Prime. The Incarnon Genesis weapons' Incarnon forms provide proof of that. Which is more proof the Incarnon Genesis succeeded. Weapons people haven't heard for years are making a complete 180 on their opinions. For clarification, the Incarnon Genesis isn't just the Incarnon Forms, but also the Evolution Stages as well. As aforementioned above, how homogenous the Incarnon Genesis weapons' Incarnon Forms (Braton, Burston, Latron, Strun, Despair, etc.) are along with the existence of the Pyrana Prime drives a tough wedge for both DE and the community. The Afuris Prime from Baruuk Prime is a standard akimbo secondary, along with the Gunsen Prime. My reasoning with why people are disappointed with Nidus Prime's weapons is largely due to the timeframe (September 2021). This is before Veilbreaker (Sept. 2022), which reworked the Ammo economy while toning down Primed Firestorm/Fulmination. It wouldn't hurt, as we have the: (Mutalist/Proboscis/Rakta) Cernos (Prime) (Telos) Boltor (Prime) (Rakta) Ballistica (Prime) (Sancti) Tigris (Prime) (Telos) Akbolto (Prime) Lato (Vandal/Prime) Braton (Vandal/Prime) Latron (Wraith/Prime) (Mk1) Strun (Wraith/Prime) Another Prime Tonfas to join the Kronen Prime would be neat, considering the timeframe between the Silva & Aegis Prime (May 2017) to the Cobra & Crane Prime (Dec 2022).
  8. The next expected Primes after Wisp Prime: Gauss: Acceltra, Akarius Grendel: Masseter Protea: Velox Sevagoth: Epitaph Yareli: Kompressa Styanax: Afentis Voruna: Perigale, Sarofang Citrine: Sterfos, Corufell Kullervo: Rauta There are several opportunities, but considering the initial reception to Nidus Prime Access and his weapons (Strun, Magnus Prime), who knows?
  9. To be blunt, anyone expecting the Augment to remain like that is delusional. Much like Fortifying Will (Decree that grants bonus Ability Strength from Armor, capped now at 500%), 15k Overguard cap is still generously high. Unlike Kullervo's Recompense, Styanax and Frost can grant that Overguard to the team. Are they asking for 100k? The Integer cap? On the other hand, considering DE's track record with: Mesmer Skin (Helminth) Thermal Sunder (Helminth) Gloom I anticipate a massive player backlash should anything of the above be rebalanced. There should be more, but those are at the top of my head.
  10. Zephyr is female, not male. It's a matter of Zephyr being underrated in the midst of more popular frames. Funnel Clouds make it so that the tornadoes do not pick up enemies passively. You can subvert that by using Airburst to pull them into the Tornadoes, which will result in the Tornadoes in sustaining the ragdolled state of the enemies. The idea of the Augment is to make use of the additional tornadoes to: lockdown a wider area and enhance damage like Electric and Gas procs over the base Tornadoes. The Augment isn't suited for open tiles.
  11. It's backwards; the initial impact of the barb of the Sporothrix outdamages the explosion substantially. The delayed explosion acts as a supplement to the initial hit should something survive that or there are enemies close to the shots. That supplement mainly comes in the form of additional Status procs. On track, but most headshot damage bonuses should stack additively with Target Acquired. The Cernos Prime is the only outlier to all of this.
  12. Unlike health mods, the Augment is based on his current maximum Iron Skin casted. It's not uncommon to see Rhino (Prime's) run past the bare minimum of 5k, or easily near 20k Overguard. As stated by @Leqesai, 4% compared to a flat amount is more substantial. No Rhino would ever run with the base Iron Skin amount at all. If your idea involves not only replenishing, but increasing Overguard for Iron Skin past the casted cap like Intrepid Stand, sure? To be honest, it's a bit unnecessary as the point of the Augment is to sustain your Iron Skin iteration if you're satisfied with its cap. Iron Shrapnel lets you treat any Iron Skin as disposable armor through refreshing it.
  13. Rolling isn't your only choice of dodging. A very brief slide is much safer instead.
  14. Not only that, but you're in his domain of the Cephalon Weave. Furthermore about the Glass Shards he fires at you, you moving erratically will result in the shards getting shot into the pits below. Pay attention to your position behind so that when Nihil fires the shard will land on the platform. When he does fire, you can slide away for that burst momentum to dodge more reliably than rolling. Finally, the more you get hit but the Glass Shards, the more likely Nihil will swing his Virtrica. Dying to the Virtrica to be blunt is on the player due to how telegraphed it is.
  15. When you transfer out of your frame while having an active ability (channeled or active duration), your frame will only have an 85% damage resistance. You need to hide your frame or deliberately get rid of the active ability to regain the invulnerability again.
  16. It's still doable, but there are a few things to check: Railjack Weapons & Crew Avoid arming your Swivel Turrets with Pulsars or Talons with high Gunner Crewmembers. Due to being hitscan with higher initial damage, even one will more than likely rip any Fighters apart before you have a chance. Plexus The Raider Matrix helps substantially even in the Grineer Veil Proxima, where 2-3 Gokstad Crewship main missiles are enough for any Fighters there. Remember that NPC Crewmembers will inherit the Aura, thus stacking the Aura three more times. When in doubt, Void Cloak the Railjack to stop all aggro from both friendly Crew and enemies onto your Railjack. Finally, avoid the Corpus Crewships. DE has yet to correct its low double digit damage from its main plasma cannon since March 2021.
  17. You can ignore him as you please, but he will steal some of your end-of-mission rewards should you do missions on Earth. It's a long process, especially for new players that have fallen into the trap of Mercy Killing a Kuva Larvling.
  18. Either by going for melee attacks or other precepts, Beast Companions tend to draw more aggro than Sentinels and Moa Companions. Not really much, considering how Deimos Infested hit like a truck. Modding for survivability is one thing, but drawing all the aggro away from your Companions is the other to keep them alive.
  19. To visualize the precept activations to be more comparable and distinct, summon a Terra Shockwave Moa and a standard Shockwave Moa. The latter's long windup of a stomp is the Shockwave Actuator for your Moa. The former (DE why does this enemy exist, all of the painful Electric Procs) can do a very quick leap towards you that will inflict a Electric proc from a shockwave sphere. Blast Shield has your Moa inherit that animation, minus the absurd leaping range. To better visualize Blast Shield being used, check your Moa's shields to be overshields. To be truthfully honest, pet Moas actually generate less aggro compare to Beastly Companions. Certain Sentinel weapons (Helstrum, and of course the Verglas) makes them quite decent in support. Though I'm not surprised about Smeeta Kavats and Panzer Vulpaphylas overtaking all Companions.
  20. Even if it was deemed by your words a "nerf", consider two points: Once you hit the integer cap, the abilities stop working entirely. A cap of 500% is rather generously strong, even considering a bonus of 300% from Arbitrations/Archon Hunts. Fun is subjective, but it was a bit tiring with the growing trend and discoveries from more players about other frames making use of the infinite feedback loop other than Rhino (i.e Wisp, Chroma, etc.).
  21. Rage/Hunter's Adrenaline doesn't work for: Overguard Self inflicted health damage like reloading with the Hema or Kullervo's Recompense Environmental damage, such as some attacks from the Eidolons or the Orowyrms It only works through only enemy damage.
  22. Curious too, but hints of it are found at their first post: The fact that they're trying to use it as the only means of damage in Steel Path, while using both external (Ammo Restore on Steel Path) and internal (Magazine Wrap and potentially anything with ammo economy) help provides some proof of inadequate modding. Funny thing is that the only change that somewhat lowered the overall damage were (Primed) Firestorm/Fulmination having their bonus radius reduced. Besides that and ammo, damage and everything else didn't change with the Kuva Zarr or Bramma. So, a meta. Balance is important, along with variety in a PvE. The Kuva Bramma by base has 8.3 meters. More balanced than that, the Morgha's airburst mortar is at 20 meters. Worse, that outranges the old Maiming Strike through walls. Coupled with our extreme mobility and how tilesets are designed, no one will can "outrange" us. Majority of them are serviceable even in the Steel Path. There are well designed weapons like: Battacor Quellor Trumna, Sepulcrum Aeolak Main reason is power creep. While I'll acknowledge that Incarnon Genesis Adapters are power creep for older weapons, they have succeeded where Rivens fail. More importantly again, variety. Finally, please post the build of your Kuva Zarr and if possible what did you pair the Kuva Zarr with (frames, other weapons)? The gun itself is more than capable of soloing the whole Steel Path Star Chart, sans some Acolytes and bosses.
  23. I wouldn't call the New War Archons "almost 0 skill" fights, aside from your third and final Archon. The drastic differences are: the lack of burst damage that allows the players to skip entire phases or the fight entirely, and the normalized mobility of the Drifter. Some other highlights include: Optimally charging and firing the perfect shot of the Nataruk while dodging and moving away from the Archons Ability usage are more of utility, coupled with being on a cooldown. Lack of health regeneration leads to heavy usage of Restoration, which can result from carelessly taking too much damage. Telegraphed attacks/abilities of the Archons. These differences can lead to an unexpected difficulty spike for players as they're no longer a Warframe or some sort of demigod. As for tips against the Archons: General All Archons have a DoT Status proc associated with them. Amar is Heat, Boreal is Electric, and Nira with Toxin. Restoration (2) removes any of those Status procs, but be mindful of its cooldown and your positioning. Nataruk's perfect shots are the primary means of dealing meaningful damage. Get used to the timing and rhyme of firing perfect shots consecutively, as it can be complicated doing it while moving and dodging. Smoke Pellet (1) provides free cover and some cheap shots against the Archon if needed. Best used if cornered or you need cover in the open. Enemy Radar (3) or marking them with a waypoint allows you to keep track of the Archon. The waypoint will be lost temporarily upon certain Archon actions. Stay sprinting and unlike Warframes, the Drifter can only slide while sprinting. Rolling still provides that 75% damage resistance, but won't cover much ground compared to Warframes. Amar Hunhow did advise you that when he clones himself, the real one Amar still uses his signature Nepheri daggers. When in doubt, Enemy Radar reveals the real Amar. Boreal Very reliant on ranged attacks with his Koruum. Cover is taken more often against Boreal than the other Archons. The Healing Scream as stated by others can be negated by stepping inside the barrier and shooting Boreal to stop the healing. To also negate the pushback if needed, Smoke Bomb can be used. Nira Can turn invisible and can use her Verdilac whip to grapple onto walls and pillars. Can fire energy beams at you with her whip. As Hunhow stated, you should remain at a good distance in case she emits a healing scream. Nira is a mixage of Amar's melee aggression and Boreal's ranged attacks. The rest is up to the player and their skills to best the Archons.
  24. If it's somehow struggling to kill Level 101-103 Steel Path conditioned Grineer, that sounds like a modding issue rather than the gun itself. Especially the fact it's one of the more popular and powerful weapons in the game. Even so, the Kuva Zarr can't be your only weapon to use? If you're also using the gun against one or two Elite Lancers, it's a waste of ammo. It's the equivalent of using a Halo's Spartan Laser against a single Grunt Minor panicking.
  25. Oh man, that's cruel. If you seen the full fragment of "Scholar's Landing" as part of the Lost Islands of Duviri, you would understand some of the context. Collaboration Cunning Stealth Power Agility Endurance Speed Specifically, the names of the Ascension/Principle Rooms on Lua rewarding their respective drift mods. Perhaps worse, how the Orokin Seven embody each of these "virtues". First mentioned in the Call of the Tempestarii, then returning as Focus School decorations. That's quite intriguing. Another Lost Islands of Duviri, where Referring to the scene during the New War, where your Zariman child made the "deal". Interesting to see how the Kuva clouds were reacting to our Void powers due to this. This also explains the Yuvan Theater on Lua and the process of Continuity. Lore enthusiasts are cheering and dancing like a happy Bolarola now.
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