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Okaazkul

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  1. Immune to status effect, not damage. Not the same thing.
  2. That not a rework. That a downgrade. Like @BiancaRoughfin says above, full immunity to singular element is strong because there is not a lot of enemies who inflict combined element damage. And because it's a passive you can't really put that at a high value. At most it can compare to Caliban Wish-Adaptation so a 50% DR to singular damage type so it's not a lot and not really worth it. And 75% multiplicative damage as a passive to a frame already capable of gaining ~700% base damage is stupidly strong. I don't even know why he should need a passive like that. And again, we have someone who sleep on the current 3rd jump passive. I know it's not very strong, but I find it to be really handy in the Jupiter tileset and Entrati lab.
  3. I never say your rework was bad because you gave him Overguard. I says it's bad when you wanted to make that his main ways of tanking when the current version of Chroma is not design that way. I don't think any single of the most recent reworked frame have their tanking method changed by those rework. Buffed ? Yes. Given any when they have none ? Yes. But totally changed ? And what it's that argument : Because Wisp already give more max Health, Chroma isn't allowed to give a similar buff (that in some case is better than Wisp, mind you). And yes Chroma is a buffer. A buffer that use his buff to tank and deal more damage for himself and his teammates. The problem isn't the quantity given by one enemy, it's the accumulation. How efficient is that ? Let's do the math : Imagine you go to Adaro in SP in solo. You have to kill 150 enemies who are around level 132-136. The end of a mission reward 1000+(100*(min level - 1))+other cred reward. So in our case is 1000+100*131+4100 = 18 200 end mission creds You kill 150 enemies, so in average you trigger 16.5 times the cred drop, with an average enemies level of 134. So it's 16.5*10*134 = 22 110 end mission cred from normal enemies Compare to what a single Acolyte can give you (6750 cred if level 135 with 11% chance, so around 700 in average) it's a lot. Okay today they are better way to farm credit specifically (mainly Index) and your passive is less effective than those, but the fact than this passive can cross-farm in any node credit without a cost. And like I shown, it's equivalent to a double cred booster for free. I don't know why you talking about Archwing when 1) the only relevant place you can only access them are open world and 2) you don't even count Titania because you consider herself to cheat in terms of mobility. Yes, his triple jump is less powerful than frames than have been made for mobility, but that doesn't mean the current state is close to useless. And comparing it to abilities for frames that are build for mobility is, in a way, stupid because I can also compare Chroma mobility to weapon-platform frame that have no as-good mobility option (Inaros, Rhino, Hildryn, Xaku, Yareli). In general, comparing frame between them is a bad idea because, even when they have a similar playstyle, they work so differently at the end it doesn't mean anything. I mean we could compare Hildryn to Dante because both of them have a first ability exalted secondary, can help teammate survive and can nuke, but we should agree than if no one have done this comparison before there is a reason.
  4. Hildryn and her "casting with shield instead of energy" gimmick
  5. I will just give my opinion on some abilities that I use. That the neat part : When you want to use some combinaison of arcane but still need immunity to Toxin, Magnetic or Radiation, this ability is really useful, and also no need for Primed Sure Footed so it's also a exilus mod slot gain. Another thing, this ability work similarly to Mesmer Skin and so only scale with Power Strength. It start at 10 stack of Status Immunity so often this ability is sufficient to be fully status immune for a mission. It's a good way to gain a lot of Armor for Frost and Rhino, who both have a benefit for bigger Armor. And this Armor buff have the advantage to benefit both from Power Strength and Shield Capacity. Strangely those both frames have more than average max Shield so it's a big benefit for them. Also it can be use if a niche case when you want to use Rage/Hunter Adrenaline on a frame with Shield. This one is a weird ability, not gonna lie. But It have a specific use on Hildryn. You see all Helminth abilities on Hildryn cost 10x more, but it cost Shield instead of Energy. And Voracious Metastasis give an amount of Energy to allies dependant of the cost. So Hildryn, with this ability give 10x more Energy to allies than any others frames. Tbh it's not very useful in a lot of mission, but I like using it in Index to give full Energy to everyone and let them use their abilities.
  6. Okay, I see how Dante prevent damage, you can still work around with Combat Discipline when playing with an Hildryn player. Harrow can give invulnerability, but for a short time so it's not that big of a deal. But how Kullervo is preventing you for getting hit ? You can also add Frost and Styanax with their augment and Revenant for damage preventing frame that is detrimental for Chroma You know, I like the creativity, but tbh I find itto be a bad rework. Overguard or Shieldgate is not the only way to tank in Warframe, Chroma is design as a Health-Armor tank, let us keep that. I also find your credit part of the passive to be too broken, using your version of Chroma will basically mean you have a free double (at least) credit booster for no cost. You're version of Effigy does too much imo, I like the Exalted Sentinel part, let it just do that and it will be great. And for god sake, why everyone is sleeping on is 3rd air jump passive ? It's free mobility that doesn't change how to move and I don't know why everyone here look like they agree on the fact that this passive is bad. Yes it doesn't do much, but it still a useful passive, on contrary to... many others frames.
  7. I never understand why people consider this a bad passive when it's a free mobility bonus. When you compare it to Loki, base Excalibur or Rhino passive, Chroma passive is very great. All passive doesn't need to help for tanking or energy sustain or damage and when Chroma has already 2 abilities for tanking, one that give the biggest base damage buff currently possible and the fact that he doesn't need a lot of sustain, you don't really need more.
  8. It only append to me in Duviri SP Circuit against lvl ~1000 enemies. I find that to be very respectable. Could it be better ? Yes, but there is no need because it's already strong enought for 99.9999% of the content the game have. Yeah, that could be simplier. I totally agree, I would also like to use her entire base kit as well, but for doing that you need to scrap her current ult, because of the many flaws the ablity have, to make a new one instead of (trying to) correcting it. Or, if you still try to correct it, correct all the flaws and not just half of them. For me, never, but there was a short time after the arrival of the Helminth system when you could use this ability during Aegis Storm. An argument can be make when you are against Infested, but Condemn is better in this case imo.
  9. As a Hildryn main, I really like your proposed changes for her, all except one. I find this passive to be too complex for no real benefit. She is already the frame with the biggest shield in the game and it will probably still be the case for the next 10 years of content. Having 2 gating is good, don't get me wrong, but how will it interact with ability and mod that change the Shield gate, like Protea's 1 and Catalysed Shield ? And does Haven give the same property to allies ? I really like those ideas, having Shield affected by Armor will make sense of the big base armor she have. Having Pillage doubling in its stipping potential at the cost at losing her shield regen is a better idea that what we curretly have. But all those idea have a big problem... They will change (close to) nothing. Those change are good, don't get me wrong, but Aegis Storm is a flawed ability. Why it generate energy orb when Hildryn doesn't need them heavily compare to all other frame minus Lavos ? Why just CC-ing enemies with a big shield drain when you have effectively the same thing with Haven + Blazing Pillage ? Why dodging cost shield when Aegis Storm is active ? Why losing all my mobility option (Double jump, Bullet jump...) to instead have a slow jetpack ? Why the Area of Effect is affected by my height ? And even if those change take effect, what ability will be replace ? I think it will still be Aegis Storm. Maybe some will switch to replace Balefire Charger (like some people already does) but I don't really think it will be a majority. Hildryn is one of the rare frame that have more than one optimal option, other than just Nourish-Roar, from the Helminth, like Elemental Ward to cause Electric proc all around you when using your abilities, Vorasious Metastasis if you want your teammate to have no energy problem, Rebuild Shield or Condemn if you want another solution to regenerate shield, the new Eclipse will be a good solution to make your Shield even more tankier, etc. But to be honest, I'm just one Hildryn main with my point of view. Maybe other Hildryn main have another opinion.
  10. The main problem imho is that there is little to no reason to mercy kill an enemies if you're capable of dealing enought damage to just kill it with your weapon. Impact isn't useless but his uses are niche. You forgot about the crit chance bonus of Puncture. So it's already a little better now. Not ground breaking but still. Those two work in tandem. One bypass Slash when the other bypass Shields. I don't see a point to change this dynamic On the paper, yeah it's strong. But the reality is it's not that strong because it doesn't strip 50% immediatelly, he strip ~15% per half second up to 50%. So you need 2 seconds to have the full effect. And also this armor-strip still function multiplicatively, meaning if you already strip 50% of the armor of an enemy, Heat will strip 50% of what is left, so 25% in this case. Heat is for me the Jack-of-all-tardes status : He deal good damage, but still less than Slash and Toxin, he armor-stip but Corrosif is better for that and he can CC but Radiation can CC multiple enemies with one single proc for longer. The main problem Gas has is that his DoT doesn't scale with Heat and/or Toxin mod. That should be change to scale with at least one of them.
  11. If you have casted enought time your ult, when you cast the 3 to decrease your Immolation, it will/should go back very quickly to 90% DR, and the energy drain will be reduced to the original value. So spamming her ult and casting from time to time her 3 is the most optimal to keep up her DR. I personally play her with Adaptation, Archon Vitality, a blue archon shard for armor, the augment for her 4 and 3 to have energy and healing and 160% power efficiency. I have only problem with energy when I forgot to look at my energy even when I only have 300 max energy with my build.
  12. I don't see why removing the shield ammo cost of the balefire, it's not like you have not a immense amount of max shield and a button than can refill it entirely. And what could they buff on them ? Balefire Charger are slow weapon so boosting status chance will change nothing of their viability, unless if they boost it up to 100% and even then it would still be terrible to prime enemies. They can have a boost in crit, that could be nice but I don't see DE go from 5%-x1.5 to 20%-x2.0. A fire rate would be the best boost they can give, but because of the no need for crit mods, you can just use the gain space for more fire rate. The only solution pertinent is then to boost all of that but it risk to be too strong then. Yes.
  13. I like how people talk about exalted weapon like one homogeneous group, when in my honest opinion, there is currently 3 categories of exalted weapons : Ultimate weapon : Exalted than should be your most powerful weapon, based of their cost, in general a constant energy drain. You need to ajust your build to boost there damage, but also to use them more often and more longer. Thing like Excalibur's Exalted blade, Wukong stick, Ivara bow etc. should be in this category. But a majority of them are not enougth powerful to justify their cost if you just go for more Power Strenght. For them you generally have to go search for specific buff and/or mod to give to them their full potential : Ivara's bow with her augment and Hemmorrhage can nuke even in SP, you can have near 100% upkeep of Valkyr claw and be immortal with Equilibrium and Lycath's Hunt... Part of transformation : Titania's ultimate transform you in a little fairy using archwing, so you need to have weapon adapted for that. There are not particarly strong but the center of the ability is the insane mobility boost you gain. Same thing for Sevagoth, You're ultimate isn't center aroung his claw, but around his 4 new abilities you can use and mod separately. You need to build the exalted to use those abilities to there full potential, but all the potential are not just in the weapon. 4th weapon slots : A special case in my point of view are Hildryn Balefire Charger. For most people they are considered the worst exalted weapon. Yes they can lack in crit and statuts, but they don't see all the picture. See, compare to "Ultimate weapon", Balefire charger don't need as much effort to use as you wish, and so less need to build around, because of the lack of constant energy (or in her case, shield) drain. Instead they use shield as ammo and only consume it when you shoot them. And also it's the only exalted weapon that isn't an ultimate ability, so of course it's less powerful. In this case, it feel more like you trade an ability to have an easy access to a 4th weapon slot.
  14. Well, last time I seriously used Valkyr was like more than 5 years ago, so you right by thinking my knowlegde of her is a little rusty. Hum, maybe Valkyr can work very well with Voruna's ability. I will try that, thanks for the advise
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