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About CommissarNazbol

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  1. CommissarNazbol

    [PC Update 23.5] Revenant Feedback Megathread

    I just picked up and maxed my Revenant and played around with him for a bit, so I'll leave some comments on his abilities. Passive: I never actually notice this going off. Could use better visual indication (like say a mini Energy Spike animation) and a bigger radius. It also conflicts with Mesmer Skin since that prevents shield damage from being taken at all, maybe the knockdown could be moved to Mesmer Skin and he could get a new passive, maybe something that synergizes with his thralls, or another Eidolon-themed passive that doesn't conflict with his kit. Enthrall: I'm sure this exact point has been repeated endlessly but the thrall cap needs to be increased and so does the pillar damage. The thralls could maybe also use some buffs, like with Nekros' Shadows. Mesmer Skin: The casting animation is pretty slow without Natural Talent, but that's not too big of a deal because I just named the solution to that problem. The fact that it isn't recastable sucks since channeling Danse Macabre for a good while requires me to have a decent number of charges available. I'm also getting weird charge numbers at certain amounts of Power Strength. Having 10.5 charges of Mesmer Skin just doesn't make sense, though in practice the half-charge just works as a full charge so it should be rounded up to 11 in the display. Reave: Visually this ability is absolutely ****ing awful and this should really be fixed ASAP. A 2-dimensional square? Really? I thought this was a finished product, this looks even worse than what was shown on the Devstream. On top of that, the energy cost is pretty high for what it does, which in most scenarios is just a rather long dash. Again, like his passive, the health/shield restore has no synergy with Mesmer Skin, though I suppose it could be useful if you take a few hits while Mesmer Skin runs out or you're channeling Danse Macabre and don't feel like cancelling it. Still, I think it would be better if it just added charges instead, similar effect but useful more often and synergizes better with his kit. Danse Macabre: I actually like this ability. Its good, decently scaling damage is balanced out by the fact that it's blocked by major obstacles such as walls and forces you to chase enemies around them. Visually it could use some work though, I honestly preferred it when it just used the Inaros tornado animation and the raised arm feels like a forced attempt to make it look different. Vertical mobility is a pain, though I suppose cancelling it is a workable solution. I'm a bit confused as to why beam radius is a moddable stat though, what difference does it make when the beams are constantly spinning around, especially when the base radius is so small? One last thing, the ability icons are really nice.
  2. CommissarNazbol

    The Sacrifice: Hotfix 23.4.2

    Looks like DE really wants to make sure nobody steps outside the established Eidolon hunting meta. Good work
  3. CommissarNazbol

    Beasts of the Sanctuary: Hotfix 22.20.2

    When will Exodia Contagion be usable at a closer range than 30m?
  4. CommissarNazbol

    Beasts of the Sanctuary: Hotfix 22.19.1

    It's been about 2 weeks since Beasts of the Sanctuary, I hope at least some attention is being paid to the issue with Zaws not being linkable in chat. Also, please buff Exodia Contagion to a more reasonable state, if only to make it more fitting for the investment it takes.
  5. CommissarNazbol

    Beasts of the Sanctuary: Update 22.19.0

    Fixing bugs is nice, but rendering items that people have invested countless hours into completely and utterly useless is cause for concern, to say the least. There wouldn't be nearly as much "whining" if the Contagion bug fix came with a redesign that made it at least remotely useful without Covert Lethality, but instead they just took out the one thing that made it not suck. That isn't balance, it's piss-poor design.
  6. CommissarNazbol

    Beasts of the Sanctuary: Update 22.19.0

    I know this has been addressed several times in this thread, but I'll join in anyway. Exodia Contagion is completely useless now. It's a fairly slow, heavily arcing projectile that's hard to aim and does a tiny fraction of the damage you'd get from an actual launcher-type weapon. It only really works against enemies up to around level 30, but any other launcher or melee would simply do the job far better even at that level. It wasn't even broken before in terms of balance. It required stealth to do heavy damage at high levels and was difficult to use in many indoor maps since it's harder to control than other explosives. It was a viable, fun alternative playstyle to standard melee, and nothing more. I'm fine with useless things being in the game, since you have to pad out all the really powerful stuff somehow, but this shouldn't be one of them. People have invested a lot into this specific enhancement, whether by grinding Wisps, Gems, and Plague Star standing, or by buying sets for hundreds of plat off the market, and now all it can do is toss spitballs and maybe proc you with Corrosive or Viral by accident when you use an aerial attack for mobility.
  7. CommissarNazbol

    Beasts of the Sanctuary: Hotfix 22.18.8

    so uh chat machine still broke, pls fix
  8. CommissarNazbol

    Coming Soon: Devstream #110!

    10k rep per wisp
  9. CommissarNazbol

    Sanctuary Onslaught: Difficulty Changes!

    I think these changes really need to come with an increase in the rate at which the Focus multiplier scales up. More specifically, the 16x cap needs to be reached at or before Zone 8, and scaling before that should be ramped up accordingly. It just seems like such an obvious change to make, given the reduction in Focus gains due to reduced enemy level, as well as the increased restrictions on long runs. As an aside, I have to ask: what exactly do you mean by "normal play elsewhere"? Mid-level survivals, defences, or exterminates where you get like 500 Focus per orb? Even lower-tier missions where you'd be lucky to get over 300? Is this supposed to be the benchmark of what's acceptable, when everything costs hundreds of thousands of Focus points?
  10. CommissarNazbol

    Coming Soon: Devstream #110!

    >poe but in sharkwing
  11. CommissarNazbol

    Beasts of the Sanctuary: Hotfix 22.18.7

    It's been 7 hotfixes, and Zaws made with the new strikes still aren't linkable in chat. Any plans to fix this sometime soon?
  12. CommissarNazbol

    Beasts of the Sanctuary: Hotfix 22.18.4

    The new Zaw parts still need some fixing, currently weapons made with them aren't linkable in chat, they don't have holster customization, and the Sepfahn still has a plethora of visual bugs, both in Nikana and Staff form. Glad to see more Onslaught crashes being addressed though.
  13. CommissarNazbol

    The Temporary Future of Warframe Trials

    I agree with you, actually. The sucking up is when people think DE can do no wrong and that the steps that have been taken during the process of removing trials weren't done in a heavily flawed fashion. I'm fine with trials being temporarily removed. The problem with the way this decision was implemented is that nobody knows what exactly temporary means here, there was no plan whatsoever regarding their future reintroduction, the Devstream segment that was supposed to provide additional information on the situation ended up giving literally nothing, and overall it just looks like the tremendous amount of feedback being given by people who enjoyed trials was completely brushed aside.
  14. CommissarNazbol

    The Temporary Future of Warframe Trials

    Can you really blame them though? I never played many trials, I've done like 6 LoRs and 3 JVs, I never sold an arcane, but the attitude that certain forum posters have of laughing in people's faces because their favourite game-mode is getting removed while constantly sucking up to DE honestly pisses me off and it's certainly more "toxic" than anything I've seen from the trials community.
  15. CommissarNazbol

    Where is Update 22.14.0?!