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Vuksaa

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Posts posted by Vuksaa

  1. I agree with the general consensus around his 2/3/4 however I think people are misinterpreting his 1. The way I see it, its purpose is to easily CC/create chaos among enemies and not build an army that will kill everything on sight. What should kill the enemies are the pillars that spawn from thralls and his 4. And even as of right now, it has a very good use: it can remove auras from packs of enemies. This is most useful on healers, because it actually allows his 4 to kill other infested units.

    I don't see the comparison people are drawing between him and nyx, they are very different in the fact that he uses enemies as disposable tools (pillars on thrall deaths, overshields from 4, bonus HP from thralls with 3).

    That being said, I think they should enforce this theme of enthralling enemies and discarding them by buffing the on-death effects instead of giving him a generic buff like "thralls deal 100x damage" which might admittedly be good up to a certain point, but doesn't work a lot towards his theme IMO.

    An idea would be to remove the hard cap of 4 thralls and make it so that when you get more than 4, the oldest thrall's HP starts decaying (maybe 100 to 0 in like 3 seconds). Would help a lot with spreading pillars and potentially making a group of enemies kill themselves over time through pillars/enthralling.

    Another idea would be to make the pillars' damage scale based on the thrall's HP, or the damage dealt to it, and make the damage adapt to enemies (like his 4).

    Overall, I love his theme and looks. His abilities are a bit rough around the edges, but I think all he needs is more synergy.

    • Like 1
  2. I just finished a 40min kuva survival.. except when we extracted and the loading screen ended I was still in the mission, with no combat UI (crosshair, hp, abilities).

    Enemies aren't spawning and the mission isn't failing.

    Is there any way to not lose the kuva? (can a dev maybe help me?) I still haven't quit out.

  3. 1 hour ago, IvanIvan5332 said:

    Nah that's a different bug. What happens is when the camera gets too close to a wall or to the fire effect that is on the syandana ,the whole syandana disappears

    Ah I see, I had found this thread and I thought it was the same issue as with the officium syandana.

  4. This and the flashing bug (and if it's not a bug, it's still an eyesore) are the only reasons why I haven't bought this syandana... I wish this'd get fixed.

    Also a similar (or the same?) thing seems to happen with the officium syandana: 

     

  5. It seems the Lenz's explosion doesn't deal damage to enemies under the effect of some displacement.

    I can reproduce it most of the times with Banshee: shoot the lenz and then use your 1 on the enemy right away. I noticed that if the enemy is against a wall and not on the ground, the explosion still deals damage sometimes.

    Testing with Ember with Firequake, there seems to be no issue on enemies affected by a knockdown, so I think this is related to abilities which displace the enemies.

    More abilities which can reproduce this bug:

    • Nidus' 2 (very annoying if running with minimum duration)
    • Vauban's 4 (when the ability ends and the enemies get released from the vortex)
    • Nekros' 1
    • Mag's 1

    Testing with Mag, I found that the enemies can take damage while ragdolling. When they stop ragdolling, they are immune to the blast for about half a second.

     

    I have not tested the interaction with the juggernaut.

  6. I received an answer from support, for anybody interested in doing something similar:

    Quote
    • Hello Vuksaa,

      I believe the instant that you force a DLL into any Warframe file you will be instantly banned and may not have the option to be unbanned (most likely not.) You can change anything you want on your side, but if you mess with the Warframe installation files, you'll probably get crushed by the server.

      Hopefully this explains the issue.

     

     

  7. This Opticor riven:

    pFZgoC3.png

    Something worth mentioning is that building an opticor with this riven makes speed trigger/vile accel unnecessary, so you can end up with this build, with 50% CC and 10x crit multiplier

     

    This Plague Keewar riven:

    mYeQ69W.png

    I unveiled and sold this riven like 1 week after plague star ended, I'd like to see how much you think it could be/have been worth

  8. That is generally referred to as "elemental damage".

    Elemental damage is always part of your damage; if a weapon deals 10 physical damage (impact, puncture and slash combined - IPS for short) and 10 electric damage, the total damage it deals will always be 20 damage (before enemy reductions). Crits affect elemental damage as well, so if you crit with 2x multi you deal 40 damage split accordingly among IPS and electric.

    The "status chance" is a chance to proc a status effect on an enemy; each different damage type (IPS, the base 4 elemental, 6 combined elemental and void) has a different effect on an enemy. For example, a slash status proc makes enemies bleed, a blast proc knocks enemies down, etc...

    You can read up more about each status proc here: http://warframe.wikia.com/wiki/Damage_2.0 though if you haven't completed the quest "The Second Dream" I would suggest you don't read a lot about the "void" damage type cause spoilers.

  9. I'm fairly sure each pellet gets its own roll for critting. So if you have 10 pellets (before or after multishot) with 25% crit chance and 2x multiplier, with 10 base damage, each of the 10 pellets has a 25% chance to do 20 damage instead of 10. Therefore multishot doesn't affect your "crit chance" stat unlike "status chance", because the "status chance" stat is actually "chance to proc status at least once per shot".

    I am not sure what you mean by "effect damage" though.

  10. 9 hours ago, --CoB--Rooshi said:

    I'm fairly certain that procing Toxin on an enemy's spores will indeed pop the spore and spread toxin procs to other enemies nearby.

    I tested some more and it looks like it actually works, not sure what I did wrong before.

  11. While testing her in the simulacrum, I have found several consistent bugs, 2 of which are not new

     

     

    Let's say there's 2 ways to apply spores on enemis: manually (by casting) and automatically (through toxin procs on an enemy/molt which has spores on it)

     

    These are the bugs:

    1. When you pop spores on an enemy through toxin procs, you can't reapply spores automatically on that one enemy for about 3-4 seconds (let's call that "spore immunity"). Manually applying spores works though.
      What should be happening: https://www.youtube.com/watch?v=27OnOypADOs
      What's actually happening: https://www.youtube.com/watch?v=XGWHPa_7yRY
    2. When spores get popped on an enemy, a portion of the damage from the toxin proc should be added up to the spores' damage. Multiple toxin procs should stack, as you can see in the first video in bug 1.

    3. When applying spores automatically, the amount of spores popped does not influence the amount of spores applied. What this means is that if an enemy (or molt) has 12 spores on it, popping those 12 spores will only apply 3 spores to nearby enemies.

    4. When applying spores manually, once a spore naturally disappears at the end of its duration (base 12 seconds), the enemy gains the same "spore immunity" from bug 1, but this time the spores can't be applied manually either.

    5. From wiki:

      Quote

      If an infected enemy is being damaged by a Toxin b.png proc, popping a spore on that enemy will also spread Toxin b.png damage to surrounding enemies. 

      This simply does not happen. Since this part actually isn't mentioned anywhere in the skill's description (just like MANY other properties spores have/should have), I'm guessing that at one point this mechanic was in the game but it got stealth nerfed/broken.

     

    The first 3 bugs are a huge issue; they remove all stacking/weapon scaling factors her spores should have, and make saryn's dps abysmal, compared to what she should be able to output.

     

  12. On 7/9/2017 at 11:00 PM, Kromatia said:

    I have the same issues on the Earth tilesets. On any other tileset, I pull a steady 60 fps with Medium settings. On Earth, it tanks to 30 fps. I've managed to squeeze 40 out of it by tanking the "Medium" settings to Low, but it's still a major drop.

    I have this exact same issue. Although it's a bit annoying to change settings to low for every Earth mission, I'd hope for a way to remove/lower the foliage in the future (or better optimization!)

    Specs for reference: i3 2120 3.3GHz, GT440 1GB, 8GB DDR3 RAM on windows 7.

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