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XaoGarrent

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Everything posted by XaoGarrent

  1. Just be honest and say that you want everyone to suffer being one shot again.
  2. Yes, that is working as intended. Glassmaker was an unfortunate Nightwave. So was the infested one. Nightwave kinda went downhill after the Wolf of Saturn 6. The hitbox on Nihil's sword attacks is enormous, and I think he swings it off center to try to hit you when you jump away. Only the horizontal one can be avoided with a normal jump as well. As a result, you typically want to fling yourself off whatever platform he's currently targeting when he swings his sword by either bullet jumping or air rolling. Probably both.
  3. Grendel is really, really strong right now. He's a gunframe with an enormous buff for his whole team, and a 4 that bypasses shields and strips armor. His 3 is more for mobility (and memes) than anything else. He really doesn't need help right now.
  4. I guess that's something. Don't think it's a net improvement for Frost, regardless. Though I wouldn't be surprised if they aren't even aware they nerfed the functionality of the augment when they made this change. He's so forgotten at this point that I think the only other Warframe more neglected is Hydroid.
  5. The only benefit I can see is that it grants built in knockdown protection. The difference between new and old Ember is that old Ember would press 4 and proceed parkour around a map, and new ember just stands in the middle of Io and presses 4 repeatedly to hit the whole map. Oh, and new ember scales way, way better. Old Ember would be a dumpster frame in the current version of Warframe. To be quite blunt, the two are largely equivalent in terms of "passivity." Note that I'm not saying this is a problem, but I would like people to stop LARPing.
  6. I generally don't bother doing things with a success rate lower than 15% You're not doing a good job of convincing me that this is true. AoE weapons are probably the only reason playing Vauban isn't considered griefing by most of the Warframe community. They'd synergize with Vauban much better, too, if enemies were allowed to walk into a clear path before vortex starts pulling them, so they get sucked together in a ball.
  7. If you're using Pillage on Gyre, you're modding for absurdly high power strength, so high that it's going to be overkill once the armor strip is factored in. She's already stretched extreme thin, and while it is a two for one, you're inevitably going to be, again, robbing Peter to pay Paul. Nekros' Terrify is clunky, but it doesn't have nearly as high a requirement. It also doesn't help with survivability. What you're arguing is proving me right, not wrong: You're demonstrating how bad her build flexibility is at Steel Path level. This isn't even getting into the fact that a frame shouldn't be hinging on a subsume. So I take that as a no. You have no interest in addressing anyone else's arguments in good faith. Why didn't you say so earlier.
  8. Do you want to actually address my argument, or are you going to keep nitpicking tiny mistakes?
  9. The point is if you chum the waters to attract sharks to someone else, you shouldn't be surprised when more sharks show up, and also start eating you. Watching Mesa mains defend Peacemaker while cheering on Wukong nerfs was like watching someone piss into the wind, moments before it blows back on them.
  10. I literally made that mistake because Gyre's kit is so internally dysfunctional that I forget parts of it exist. Everything is robbing Peter to pay Paul with her: If you're maximizing her passive and ability crit, you're modding for electric and gimping your guns. If you keep all her abilities to do electric procs with her abilities rather than guns (this doesn't work very well BTW), you're not doing damage because electric is crazy heavily resisted. If you're giving her an armor strip with Helminth, you're not giving her something to help her survive stray hits. The point here is that Volt gets almost everything a frame needs, including survivability, from his abilities. Not only this, but he gives damage and shields to his team, as well. He doesn't get an armor strip either, but he's also got an ability you can dump without regrets, meaning he's got an open slot for an armor strip subsume. Sure, it makes his builds kinda tight, but Capacitance means he doesn't have to make the choice between doing damage and staying alive. Volt isn't even a super powerful frame, either. I think frames that do primarily electric damage need help in general. Volt is just solid enough to remain competitive, even if he's at the very bottom of the pack. Really, he's less a damage and more a utility pick. The fact you're focused on one mistake I made regarding the Gyre/Volt comparison means you don't have something good to argue in Gyre's favor. The forum meta is that when you're wrong, you nitpick one mistake in your opponent's argument, something that by itself doesn't change the validity of their wider argument, and act like it somehow proves you're right.
  11. I actually avoid using vortex against anything with armor, because it can actually impede teammates and drag rounds out. Sadly, because Bastille collapses into vortex, I'm forced to use it anyway, if briefly. Of course, I can only control my character, so there's nothing I can do about the noob Vauban players who insist on using Vortex over Bastille, on layered Steel Path Grineer maps. In which case, one teammate with a max range infa-vortex build can create a situation where three other people have to deal with tons of fully armored, ragdolled enemies pinned to walls, dragging everything out unless they have a Saryn or something that can ignore LoS. It would be a buff for EVERYONE if that stopped being a thing. At least with Slowva most people have learned not to bring her to defense, and she has other obvious ways you can build her that don't have this problem (or in the case of speedva actually speed things up). In the vast majority of mission objectives, enemies either approach a static objective, or they approach you. Putting line of sight on vortex would limit the number of situations where enemies can be pulled by it, but not pulled to somewhere useful, I. E. the center of the vortex. Line of sight detection be damned, enemies being sucked against and even into a wall and in a glitchy, hard to hit, hard to headshot, ragdolled state is not good. By the way, you should know exactly what I'm talking about if you actually play Vauban. I main him, and I hate this.
  12. I told the Mesa players who were crying for Wukong nerfs and screeching incoherently about "mUh AuTOmAtiON" that Mesa would be the next target of the community.
  13. I feel like adding line of sight to vortex would be a buff.
  14. Saryn actually has access to some of the strongest durability in the game. She umbralizes well, and synergizes with Gloom stronger than any other frame in the game. I don't even bother with gloom, I usually subsume something that gives more damage or crowd control over her 2 and then use a companion for healing, because Umbral Saryn is already tough enough. Mirage is maybe the only one you have a point about, but Mirage VASTLY outdamages Gyre. She probably outdamages every other frame in the game. And yet, the clones from her 1 still attract a lot of fire away from her, she umbralizes decently well, and she does still have a few helminth options to improve her survivability. Volt's 4 augment gives him excessive amounts of overshield, protecting him from everything but toxin, and it locks down anything that is not an Eximus on top of this. Gyre has a unique issue that Mirage and Saryn don't. She *needs* an armor strip. Mirage doesn't care, she just blows through armor, and Saryn does a strong damage type against the most common armor, and debuffs and primes everything in a three mile radius. Gyre has to use her subsume spot for armor strip, which means building around the absurdly high power strength requirement that pillage demands, if you want some amount of survivability with your armor strip. Gyre really doesn't compare to any of these frames except Volt, and even he still comes out better, because he has critboosting and mass shield regen available in his kit.
  15. Also, in addition to the last post, I'd like to add that the Zylok has other issues. Notably that it doesn't seem to be applying (multishot?) mods properly on the radial part of the incarnon form.
  16. They could have given each weapon three incarnon modes from the total pool of incarnon modes they've made, with the three modes chosen based on how similar or different they are from the normal weapon... Then allowed the player to use a smaller amount of resources to reroll or rotate through the three different incarnon modes. Let's say, Convergent - Synergistic - Dissonant -Convergent is basically a superpowered, upgraded version of the original weapon's firing mode, like the Incarnon Miter (which is great, by the way. Ammo count is kinda too low, but this thing is a blast to use regardless). This might require more incarnon modes to be created for some oddball guns, but that's not a bad thing. Just... More work. -Synergistic is a different firing mode, but one that covers a similar use case, or is complimentary to the main firing mode. I think the Strun Wraith qualifies as this, as it really functions like a Torgue rocket shotgun, especially if you get a multishot riven. -Dissonant is completely different, and may cover a completely different use case than the normal firing mode. It might also just be straight up quirky. This is obviously something like the Latron Wraith, where it's secondary fire completely diverges from the original. For bonus points, the equipped incarnon form alters the evolutions a little to better fit the theme and functionality of the choice. The main issue with this is that it would probably be hell to balance. Especially as now the *bad* incarnon modes are a potential trap that exists across multiple weapons. I don't think that's too much a problem, though, because most of the incarnon forms are at least very good, if not great.
  17. Originally they wanted to have the stalker ambush players in missions, but this was dropped for the obvious reason that trying to shove PvP into a PvE game is always awful and unfun for all involved. This idea was dead before arrival. Now I suspect they probably want to do Stalker mode like Kahl, especially since the version we play is only playable in Duviri, which probably tells us something about the nature of this Stalker. Notably, that it's not ours, and is an alt timeline version that's native to or related to the drifter's timeline, somehow. ...But considering how much a slog Kahl's missions are, as well as the souls-lite drag that is Duviri itself, I wouldn't expect much. The reason the devs stick to what's "safe" is because every time they do something else, it ends up being slow and boring. This is because Warframe's core gameplay isn't safe at all. It's the NEW stuff they're adding that's safe. Warframe is an extremely unsafe game, the entire game exists because the dev team decided "you know what, we're going to make the game we want to make, a weird sci-fi about space ninjas, and if it tanks us, so be it." Everything about Warframe is risky, at least from the perspective of the modern day industry. That's also probably why it was an surprise success. The problem occurs whenever DE makes something new, THAT'S when they play it safe. They make something that's slow, low power, by the numbers and derivative, and thus easier and lower risk to design and balance. ...Then there's Railjack, which went in the exact opposite direction... Railjack was INCREDIBLY ambitious and risky in concept, but was released super buggy state and was executed a bit awkwardly, so even though Railjack is the most Warframe thing the Warframe team has done in years, players didn't have patience with it. DE's problem is that they created a core game that is so good and became so ambitious and over the top, that they struggle to make anything new that can compete with what they've already created. What they created with Warframe was the exact opposite of "playing it safe," and it kinda worked against them because now everyone expects that new content is going to match up to gameplay and content that was risky and probably buggy on launch, but has had 5+ years of tweaks and upgrades. If you play fighting games, you might recognize this pattern from anime fighters. Every single time Arcsys creates a brand new title in the Guilty Gear franchise, they take big risks and challenge previous design conventions... This leads to a cycle where everyone hates on it at launch, but then loves it after 5 years of new characters, updates to old characters, new and improved system mechanics, etc... And then they release another brand new title, and again everyone hates it, because it's not the previous game... That they also hated when it was new. This is the nature of taking risks and experimenting: If you do, people begin to expect it and complain when you don't. If you stop taking risks and experimenting, people get bored with the shallow gameplay in new content, and demand something truly new. But then when you add the truly new thing, people complain it's not as good or polished as the old thing. Kind of a vicious cycle.
  18. Soulframe is another clone of a slow, stiff and awkward game that everyone makes clones of.
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