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Ershk

Grand Master
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Posts posted by Ershk

  1. "All" is far too strong a word but your first example, Tentacle swarm, could use toggle option due to its specific, and random placements leaving you at times with tentacles hitting nothing and a timer thats just taunting you, look at limbo and cataclysm how it became a toggle because of similar problems

  2. Used it with rush for a long while last year, but nowadays too many gimmicky enemies with gimmicky damage sources make me favor survivability more than movement, and my love for melee only has focus on stamina mods.

     

    however how you said it makes front flips "crazy" will make me have to take a look at it again cause I really like front flip into air melee combo for movement, i never copter anymore.

     

  3. First off: What happened to Shade invisibility? I get it to proc but then it disappears within seconds even with enemies in view and having not attacked just simply taking a few steps turned off invisibility, this is the reason why I've been sticking with Huras Kubrow.

     

    Huras Kubrows come with a problem though being a kubrow it attacks when I attack, not great when I decide to stealth finish one guy and my kubrow runs ahead to attempt a kill and fail on another guy not too far away and every enemy is alerted. Maybe if kubrows could be trained? modded? option? to not attack especially huras. 

     

    Then there's the problem of scanning while being invisible under companion's abilities, why does scanning turn off invisibility? I can understand that Scanner may be treated as a "Gun" and thus disables companion invisibility, but I would just like a change to this issue because it isn't a gun and I want to stealth scan safely.

     

    I know, I know I can just be ash or loki or banshee even to some extent but I have been using companion stealth extensively for syndicate missions as any frame I want to be which is my kind of fun, just the above mentioned are some glaring gripes.

  4. Most melee have only ranges from 1m to 2m and in orthos primes case around 7-8m. Adding 120% to 1-2m is barely a noticeable thing considering melee animations already have movement involved or can be done while moving. 
     

    Primed Reach is only for the orthos prime in my opinion, tried it on Galatine and it feels as if its primed reach range should be its natural range because with the mod on the tip of the blade deals damage

     

    I test by marking how far walls or objects are then meleeing into them until I see sparks meaning there was a hitbox connection 

  5. I am surpised you left out tempest barrage, the skill suffers the same as main 1's as it completely stops his movement and cannot be recast ed. This should definately be change to most 1's exactly ember's fire ball and can be used while reloading. If anything allow us to have more than one instance of use up at a time. Then hydroid can cover more ground/

     

    Moving on to Tidal surges, i as well agree that they should bring back enemies and loot being dragged along with you. Fr more ease of use allow us to prematurely end the wave by pressing 2 again. Hydroid will then stop.

     

    Never really thought of Tempest Barrage needing much rework I felt it always didn't last so long as to need recast but you brought up how it stops movement and that is a problem especially when enemies can shoot you down in the middle of the animation, but my biggest gripe with Tempest Barrage and Tentacle Swarm (and other like abilities: Cataclysm) is that they have no marker or visual indicator for aiming  but to do that means slowing down ability use and need for a new mechanic either hold down button, aim then release to activate OR press once to activate aim then press again to activate ability, having a visual marker is easy enough though if one has ever decorated a dojo or liset one has to guide a model of a decoration tied to aiming reticule I dont see why they couldnt just have the abilities icon or some other kind of graphic marker guided by aim reticule for ability aiming

     

    Extensive use of Tidal Surge has gotten me thinking about being able to cancel it mid surge as you have made a point of too to add on to this however maybe be able to cancel tidal surge with melee attack, cause the other day I tidal surged into a corpus crewman, timing was just right as I came out I was already starting ground finisher animation, felt really nice.

  6. To answer this post:

     

    Here's what I've been doing for the past month or so

     

    Hydroid + Kogake/Manticore Scindo/Brokk Fragor

     

    Warframe mods:

    Reflection

    Reflex Guard or Marathon

    Quick Rest

    Vitality

    Rage

    Handspring

    Rapid Resilience or Vigor

    Primed Flow

     

    Melee Mods:

    Focus Energy

    Life Strike

    Berserker

    Reflex Coil

    Parry

    (Other 4 are usually damage/elemental mods sometimes I take off Parry and/or Reflex Coil for a bit more challenge and more damage output)

     

    I've ran this into level 20-30+ Survivals just for 5-10 minutes R5 Farming and man oh man...... it feels like what Bloodbourne will feel like, melee in desperate situations having to kill just to live

     

    Fun Fact: with reflection on, while blocking you "reflect" damage dealt to you back to their source but here's something not said if you reflect a critical hit Berserker will proc and considering fire rates of corpus and grineer, with Reflex Guard on I almost always have Berserker procced helpful for melee weapons that have low crit rates 

     

    If you notice my build has nothing to do with ability spam and Hydroid wouldn't really be considered a melee frame but I like him and I am willing to put up with dire challenge to main him also he has 150 stamina its a good blocking pool

     

    Rapid Resilience helps with surviving pesky Slash procs from grineer and handspring gets you up faster in case you didnt block a ground slam or get grapple hooked by a scorpion or ancient

  7. Wait, theres riposte in this game? Can i do it with heavy weapons such as galatine, reaper prime, scindo prime?

     

    If you hold block then channel or hold channel then block at the point an enemy melee attack hits you they will go into a stunned state that has a prompt for PC its "E" by default to perform a parry finish. you can just hold block and channel to do this if you have the melee mod Parry equipped

     

    to parry you must be blocking and blocking takes stamina if you lose stamina you stop blocking so some people might not see this and think that parry might not be working. parry consumes 5 energy as well so one can't parry at 0 energy. when you activate parry finisher if you are still holding channeling and have life strike equipped you will proc life-steal and from my experience 5-20% of 3k to 100k is usually enough to heal me to full hp also this instance of life-steal will not cost any energy but the 5 from parrying maybe useful if you want to conserve.

     

    Note not all enemies can be parried, the only infested to be parried are crawlers, any grineer and corpus unit with a rifle butt animation can be parried, scorches and seekers do not have rifle butt attacks, moas cant be parried and frustratingly enough detron crewmen do not have rifle butt attacks, radial disarm can change some of these but i have tried to parry diasrmed eviscerators to no effect for finishers 

  8. Wasn't it a joke, utilizing enemy levels scaled to what is never the norm, they could always be working on Damage 3.0, let's just let this simmer 

     

    They're also a company following their own objectives or whatever it is companies do, time is money, working on every little thing takes timemoney and/or moneytime, theyre only human as well, and nothing short of a meaningful public outcry or destruction of the game should divert their attentions to what they believe in doing next.

  9. And here i thought that the point of having two (three) Weapons is to prepare yourself for a variety of situlations!

    But it seems that bringing two, almost same Weapons with you is the way to go!

    Lets see whats next on the table.. Oh yea! I cant kill those level 150 grineer with  my favorite unmoded MK1-Paris. De should change it. You know, so i dont have to change my playstyle.

     

     

    Yeah, if you know both your weapons are bad for nullifiers and you take them anyway to a t3+ solo mission, it's indeed your fault. Deal with it.

     

    It's also hilarious how you defend your playstyle of diving into the bubble to chuck your castanas on him up front but then say meleeing them would not be viable.

     

    Maybe the point is Nullifiers and many of the new enemies being brought into the game are limiting playstyles towards the optimum, "OP" builds and weapon loadouts. Warframe has so many options for movement, offense, defense but a guy in a bubble with allies that swarm into bubble and uses a sniper rifle may just be punishing for some who don't have the means or might want to try different builds. 

     

    I quote (PS4)Zeylon:

     

     "It's like the design team looks at what the peak vets can do after an hour in defense and plan around beating them.  I feel like a lot of the enemies introduced by devs recently feel like the latest salvo in an attempt at tripping up the people that push the system to the limit with various builds (nullifiers and such)."

     

     

    Game has so many ways to play it, a sort of freedom, but this type of challenge that limits options, well its an easy kind of challenge to enforce and limits freedom.

     

    I personally try to melee only syndicate mission im up against level 20-30 enemies midgame content for some low end for others and I like kogakes for example its slide attack ragdolls enemies in a noticeable radius useful for CC and I was just doing a corpus mission earlier it went like this: accuracy changes made have this effect where ragdolled enemies would still be firing, sapper ospreys are plentiful around every corner laying down significant area damage and air attacks are neat but have such precise hitboxes and towards a flying enemy... headaches. I could ult to relieve some pain but theres nullifiers, to close the distance i have to run into said nullifiers sniper fire and crewmen detrons and moa fire rates... Didn't go well and i just wanted to have some fun versus level 26-30 enemies, it became evident i needed guns and publicly venerated ones at that

     

    You could tell me to not do this then play like how you would, but I want to try different things you know and honestly if this can happen why shouldn't DE just implement an automated alert system for before you go into a mission it'll warn you that your loadout is not maximized enough:

     

    "Warning! Are you sure you wish to go into this mission with that loadout? Please use better weapons, better mods, or a better warframe."

  10. With Hydroid now being a part of the navigation chart, Vay Hek no longer needs grindwall keys, just needs Mastery Rank 5 Boss Grind, and that all warframes have access to all 4 abilities at all times meaning kit synergy should be addressed, I think he could use some TLC.

     

     

     

    Tidal Surge:

     

    When Hydroid was first released i remember this ability dragging all enemies and items it came into contact with and depositing them at the end of the abilities animation which gave way to hitting multiple enemies with one ground finisher, if you read the wiki there is mention of these effects:

     

    • Affected enemies suffer a knockdown and are dragged a short distance.
    • Items on the ground caught by the ability will be carried along and deposited at the destination.

     

    Currently it does not drag items, enemies that are knocked down are not moved at all, there is a chance seemingly based on enemy position (standing, moving, which direction they are facing) where they are ragdolled and thrown in the direction of tidal surge but even then that isn't reliably controllable or helpful since the recent enemy accuracy changes have had an affect where enemies who are ragdolled while firing have their weapons still firing accurately at you as their bodies flail about.

     

    Slash Dash: for 25 energy travels 38 meters per second for .55s = distance of 20.9m with 500 slash damage to enemies within 2m of Excalibur

     

    Rhino Charge: for 25 energy travels 48 meters per second for .35s = distance of 16.8m with 650 impact damage to enemies within 2m of Rhino

     

    Tidal Surge: for 50 energy travels 30 meters per second for 1s = distance of 30m with 300 impact damage on travel and 300 slash damage at the end of Tidal Surge to enemies within 6 meters of Hydroid

     

    (these are max rank and unmodded stats)

     

    So... Tidal Surge travels farther, slower, has comparable overall damage and 3 times the damage range of both Slash Dash and Rhino Charge but most concerning to me it costs 50 energy which is twice that of the other dashes. The 300 slash damage at the end of Tidal isn't even so reliable especially now that it doesn't drag enemies to the end of the surge and ragdolled enemies are thrown randomly.

     

    I don't know why Tidal Surge was changed and I'm not about to call for buffs but I really think it shouldn't cost 50 energy as it stands. At mid to high end content I use it as CC or escape than for damage(half of which is inconsistent). Simple fix would be just lowering the cost vs. keeping it while giving the ability its original components.

     

     

     

     

    Undertow:

     

    It's a strange and baffling ability; believe it or not, I use it for stealth. Upon being spotted, I quickly turn into the puddle, and in many cases enemies go into minor alert state and then into unalerted state before they even decide to reach a console, I wait for them to pass and I move on. Problems arise if an enemy where to fall into my puddle since it does meager damage and id ran out of energy before enemies die in some cases but it can be mitigated with a quick hop and sprint to more open spaces then re-puddling QUICKLY.

     

    It would be very interesting therefore if Hydroid could be an alternative stealth frame compared to the Invisible ones. Accomplishing this is very simple:

     

    Let Hydroid cast Tidal Surge while in Undertow to move undetected in plain sight. 

     

    Things to consider:

    - Will enemies in Undertow be dragged with Tidal or be left behind (possibly to go from minor alert to unalert states)?

    - Will enemies receive damage dealt by Tidal?

    - Will Tidal from Undertow take Hydroid out of puddle form or end with him still in puddle form?

    - Should Tidal from Undertow deal damage? 

    - If it doesn't can its cost be lowered significantly for the benefit of movement only?

     

    If any of this was explored I would be ecstatic.

     

    However...

     

    Consider other CC abilities that hold enemies; Bastille, Vortex, Tornado, Tentacle Swarm (even with the latter two being as chaotic as they are) these abilities allow for external forces to affect them I.E. guns fire, melee, damage abilities, so why not Undertow...

     

    I can see the problem being where do enemies exactly go when they fall into the puddle but maybe if gun fire or melee ground slams directed at the puddle could have their damage be divided by how many enemies are inside the puddle and dealt to said enemies in an even spread, this would allow for teamwork, synergy and avoid trolling, "keep away".

     

     

     

     

    Tentacle Swarm:

     

    I thought to myself, "Hey if only I could deactivate this when I don't want it around so I can cast it again to where and when I needed it instead of running -duration builds that condemn Tidal Surge and Tempest Barrage which I like to use since I'm not a spammer." 

     

    THAT

     

    Or... yea.. that Escalation Tactical Alert... I am aware that it is a joke, gimmick, etc. etc. I don't care I just wanted to try using Hydroid for it. Ran a public group had a banshee 3 out 4 waves ended with enemies being stuck inside level geometry and we had to wait for tentacle to hit them, challenging since the spawn locations of tentacle is very not on point, time consuming... then banshee left out of lack of patience and/or their belief that such a bug would hinder mission completion, we had no full map CC and failure at the last wave.

     

    What's the problem?

     

    Somehow possibly a mix of Tentacle Swarm and Soundquake or from just tentacle spam, enemies were thrown inside walls and floors to be stuck or fall out of map but left alive with no way to get at them by direct damage abilities or our melee weapon; I'd think even guns wouldn't work. This should never be a thing. especially in a mission type where enemies have to be killed. Tentacle Swarm is already not too friendly of a CC, not so reliable in its spawn location either. 

     

    maybe a bit of a rework? maybe the tentacles spawn near enemies and flail around at least in 360 degrees and if they make contact with an enemy instead of smashing them around maybe grab and wrap them in a tentacle spiral of sorts and squeeze them in place for damage ticks also leaving enemies exposed for accurate gunfire and melee hits especially to weak points like their heads... or I don't know

     

    Because I really don't know how programming or game design work, but I do know that Hydroid could be a bit better

     

     

    Afterthought: Why does he have 150 stamina? I only see that as more competency for Blocking, a melee attribute. Is Hydoid a melee frame? If so, why does he have a paltry 65 armor and a little bit more shield than normal... I can understand the above average shield rating, because of the gimmick of replenishing shields while in puddle form. Honestly though, I'd rather this jellyfish pirate be a buccaneer, higher armor and switch his shield and health values, especially as the game stands now too many enemies already hit for health directly i.e. slash procs and toxin procs. Higher health pools are also beneficial for rage/life strike, the lifeblood of pure melee in mid to high end game content.

     

     

     

    SUPER EXTRA CONTENT:

     

    For funs..... what if Hydroid could use all his abilities from puddle, like tempest barrage from undertow creates a geyser like assault launching enemies from puddle dealing damage and then have the spray also go back down for more damage to enemies that came from puddle. Tentacle swarm from undertow could become a massive bouquet of relentless damage in a specific area.

     

    P.S. a hydroid is a jellyfish like predatory sea creature, some warframe etymology: hydro pertaining to water droid pertaining to mechanical beings, sci-fi, the way hydroid is amorphous becoming water for tidal surge and undertow and then the tentacles, if you didn't know he is effectively a jellyfish frame a bit of a pirate theme going but definitely jellyfish so 65 armor and 115 shields and just how wishy washy his abilities are right now... sad to say maybe he is working as intended.. *sigh*

  11. so what you are saying is that instead of limiting our options to create a challenge, DE should create a challenge to each option we have

     

    sounds cool but takes more time and work, the "create limits to create challenge" way is more ergonomic especially since they created this happenstance of "oh we are developers that crank out new stuff every week" to keep up with this so that general player-base doesn't "rage"

    they have to cut corners to produce quickly and efficiently 

     

    this may be a sad truth

     

    that or how warframe is now is honestly based on their direction, we can say all we want but they're the ones making it, everything as is may as well just be as they planned

  12. Especially now that every frame has access to all four of their abilities at all times (remember each ability taking a mod slot? I sure don't want to.) synergy does need to be addressed

    My two cents... Hydroid should be able to cast tidal surge from puddle and possibly tentacles as well to keep enemies he tried to drown busy when he needs to go and it could help localize said tentacles in specific spots

    A couple more cents... Hydroid tentacles and Zephyr tornadoes should be recastable for when they get out of control or are in unnecessary places and I don't mean stack spam I mean like deactivation when they are not needed at their current position so they can be cast in proper situations without waiting for timer. Do realize they did this for Limbo ult. Sorry if I left out other skills that could use this but zephyr and hydroid ults are just from the top of my head

  13. Might have to do with conclave I was running grineer survivals in uranus as hydroid melee both weapon and frame at max rank 30 only around 400 conclave stalker appeared twice in four runs one would think he only goes after lower unranked geared players but such a state also has low conclave rating

    Hope that helps

  14. a lot of rhino bashing around here.... hahaha

     

    I myself dont really play rhino as well

     

    say what you will about rhino but he is in my opinion one of the more self-actualized frames in the game he has a mobility skill, damage resistance skill, damage buffer skill for himself and squad, and an effective crowd control, no non-sense magical particle effects and just straight out serious battlefield control

     

    granted with corrupted mods and "maximization" going on there are rhino users who only tend to stick to spamming and others who use iron skin as a means to "door hero", maybe thats why there such a negative stigma on rhino but "fun" is a subjective term, and possibly those people are having fun, if its getting in the way of your fun, you can always leave said mission, if you're host you can always threaten to disband squad, if its serious as T4 you can always voice mission specifics before starting, we're never forced to play this game in any way

     

    then  as for frost one can simply be the globe guy but in defense missions I have used a kit specializing in range, efficiency, and duration with ice wave impedance all i can say is freezing carpets, rapid snowstorms, and impenetrable ice fortress, more fun than globe only thats for sure

     

    to stay on topic most fun for me right now is melee only hydroid 

     

    least fun for me is melee only hydroid 

     

    survivals for R5 cores is very dire for melee only hydroid, the bullets come from everywhere *shudder*

     

    game over, man, game over...

  15. might have to do with the new enemy accuracy, they're just that good now. you're not alone though, other have posted about this and i've personally experienced knocked down enemies shooting at me after i've hit them with some abilities

     

    i.e. a heavy gunner fully spooled firing is hit with tidal surge, knocked down but muzzle flash still going on from where they stood and damage still being applied 

  16. Good point, but it makes communication more valuable. Like, "hey, Imma bout to Vortex to suck them up, better get outta my way!!"

     

    You know what I am saying?

     

    in the frenetic way this game plays, and how many missions are done with pugs, and with so many egos out and about...... eh....

    theres shouldve never been pvp there should never be friendly fire, though i imagine it may be implemented to 8 man raids because that's how you can create "challenge" in warframe... hahahahaha

  17. Keep their durations short if it's a problem. It's like Nyx's Chaos. If you need it purely for the CC... more duration = gud. But moving around a lot will make that problematic so get slightly less. I mean... it's not like any of them even "do damage" anyway.

     

    less duration weakens movement on tidal surge and lessens use timer on turbulence 

     

    yes they're not the most damaging but they are somewhat random CC it'd be nice to have some control of that random CC from recasting 

     

    such control was given to world on fire and cataclysm already i don't see why it couldn't and shouldn't be given to hydroid and zephyr

     

    now that we don't have to equip skills and have all 4 abilities (with sufficeint ranking on warframe) at all times ability synergy should be addressed, one skill shouldn't be sacrificed for another for such a "quality of life" issue

  18. worse happens when two heavy gunners are shooting at a defense pod im the closest one to both and I knock them down with an ability yet the pod is still taking damage, we almost lost, I haven't played a defense mission since..... because i'm out farming R5's....

     

    specifics: hydroid, tidal surge (from midair) into 2 adjacent corrupted heavy gunners , firing animation as shown above still deals damage

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