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ObviousLee

Grand Master
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Posts posted by ObviousLee

  1. 53 minutes ago, EinheriarJudith said:

    that is fine for you. i find that i dislike slow casting speed/animation in fast paced games. it ruins the flow of fast combat. really didnt like how they slowed turbulence animation to make it more flashy.

    I agree on the slow casting being cumbersome, as well as turbulence. The new animation is pretty, but it takes away the defensive quality by taking longer to happen, but preemptive planning makes the cast time a non issue. Reflexive use....yea it's kind of an issue.

  2. 43 minutes ago, Datam4ss said:

    I find the cast animation of spellbind too slow and the cast itself quite inconsistent.

    Forcing the player to use natural talent and not having a casting style like Gara's 2 let's the ability down TBH

    I've never used natural talent on Titania, and barring the leveling process I've never felt the need to use it. 

  3. Yea I'm with @Maka.Bones on this one. Aside from tribute being single target, she's honestly fine. Might just be your build or how you're using her that's the problem, as I've taken her against everything the game has to offer and had little to no issues except when operating in stupid high enemy levels or a bug occurs. Try modding for high range and I'm sure you'll see she's not nearly as bad as you're making her or to be. 

    Especially since high strength isn't entirely necessary on her unless you're trying to out dps a mesa.

     

    Edit: I can show you in the simulacrum later this evening if you like. 

  4. 2 hours ago, BrazilianJoe said:

    She has one trick though: cheese the Ayatan Treasure Hunt.

    If course I completely agree that she is in need of a serious pass.

     

    Spellbind: make it instant cast.

     

    Tribute:

    Change to make it so that depending on the weapon shooting at the target, a buff gradually accumulates on Titania.

    Primary: accumulates Dust (accuracy penalty)

    Secondary: instead of Entanglement (movement penalty), accumulate Dampen - increase armor.

    Melee: accumulate Thorns (reflect damage)

    Companion: accumulate Full Moon (Increase companion damage)

     

    Lantern:

    I wonder if the Lantern ability could benefit from inheriting the Eidolon Lure mechanics could fix, or at least be a step towards fixing its uselessness. The distance of the Lantern to Titania should be bigger than the distance the Lure keeps though, IMO. When in Razorwing mode, the enemy would float below Titania, halfway between her and the ground, up to ability range distance. 

     

    Razorwing:

    Needs an afterburner a la archwing. afterburner would increase energy consumption. Needs to have vacuum.

    Agility Drift and Aviator should count when in Razorwing.

    Any amp aura for weapons should affect its damage.

    Razorflies : Titania should be able to harvest Razorfly eggs upon each enemy kill to be able to instantly respawn 1 or more Razorflies instantly when they die.

    Companions: should not be deactivated when Razorwing is active.

     

     

     

     

     

     

    You do know that sprint is an activation for the afterburner effect your seek, right?  And the augment makes it even more dumb?  

    Don't agree with the tribute change suggestion. Easier to make it just hit multiple targets. 

    Amp aura mods do effect her damage. 

    Not sure how I feel about companions being out as her ultimate keeps them safe and Helios still scans while she's in razorwing, but we can discuss that. 

    Instant cast on spellbind seems good honestly. 

    She's more than a one trick pony though. 

  5. I've been using her since she came out and I've seen very little of the issues you're mentioning. I'm not saying that they don't exist, but I am saying that they aren't as prevalent as you're making them out to be. 

    When trials were still a thing my Titania was able to go through the entirety of law of retribution in razorwing with no issues, thanks to my mod setup. Her cc is fantastic for spell bind, so I'm not sure how you have her modded but it's obviously trying to do too much at once. 

    I'll agree that tribute is bad in that it only hits a single target, and I suggest allowing it to hit at Max three targets would at the least make it useful. 

    Lantern isn't as bad as you're making it out to be, but that's not to say it's that amazing either. Easiest fix would be to make lantern lock in place upon cast. 

    Razorwing is honestly fine, with the exception of serious damage taken on wall collision. Other than that, perfect as is. 

    So please, don't compare her to zephyr? Titania steps all over zephyr in almost every single way except for damage mitigation from turbulence. 

    Titania could use some tweaks, but she's far away from unplayable. 

  6. 29 minutes ago, Horonelius said:

    From experience, I am fairly certain damage output resets almost instantly now.

    Which is why I said this is a knee-jerk response to people sweeping beams over groups of enemies.

     

    1 hour ago, Ozent said:

    I believe the decay after the change from firing to ramp per enemy turned to instant damage reduction to 10%.

    Funny. I experienced no such issues in either simulacrum testing or sorties. I'm thinking bug 

  7. 11 minutes ago, Trentiel said:

    Honestly. As someone contributing to the criticism. Let me say. Most of the beam changes feel really good. I'm a sucker for weird under-used guns, like the Embolist or Convectrix. These two guns were easily the bottom tier beam weapons before the change. I have Rivens for them both, so maybe that changes somethings. They're both 5/5 by the way.

    Afterward, I ran around doing T5 bounties on the plains melting armor with the Embolist and generally pleased. It's a good status rainbow gun.

    Convectrix? Well, I made a thread about it, that got merged halfway into the Beam-rework-megathread. I made, what I felt, was some really good criticisms. Convectrix is a practical joke gun. It's a gun that doesn't shoot where you aim... until about a second or so later. And the alt-fire sweeps when beam weapons really suffer from sweeping. People keep saying "beam weapons are precision weapons" and I really need to point to Convectrix as the rule breaker. This gun is not a precision weapon. It has side-grade Flux-Rifle stats, with double ammo consumption and a provably useless alt-fire.

    The ramp up mechanics work on guns that are designed to aim where you point them. On Panthera's alt-fire it feels really good, because you always get a satisfying grind before it zips through the enemy. The spool up may be a nerf, but I can live with it. I use Panthera on my Mesa to replace Melee. Glaxion, Flux Rifle, Cycron, all these guns fire where you aim. Or in the case of Amprex and Atomos, it auto-fires for you. Phage at the very LEAST has one beam that fires forward at all times. Are these guns good for Eidolons? No. But almost nothing outside of snipers is good for Eidolons.

    The Convectrix fundamentally cannot survive this change. The Alt-fire sweeps back and forth, utterly decimating its damage output. This gun, conceptually, visually, design wise is a really neat idea... that just does not work in practice. Period.

    Either the damage ramp-up has to change and every other beam weapon needs to be re-balanced around that, or Convectrix's beam mechanic has to fundamentally change.

    1. Increase the cooldown time on enemies. If I've shot an enemy target for a while, and this is about transfer of energy then that energy should not dissipate after 1 second. If DE is going to make the gun ramp-up per enemy, the game should reward this investment of time. At least make the cool-down on enemies proportionate to the amount of time they've spent under beam fire. (but that still wouldn't fix the Convectrix, because the sweep mechanic does not make consistent enough contact with enemies)

    2. I advocate for changing the Convectrix to consistently fire where you aim. The only way to do this, is to fill in the space between the two margins of the beam.

    y3DjBki.png

    Imagine the solid-light-pathways in Portal 2. But a wide cone / narrow beam.

    Not only would it be consistent with the gun's model animations and firing modes, it would be really neat and replace a provably useless firing mechanic. No one needs a gun that does not fire where you aim it. This is the kind of feature you'd expect on a gun designed to play a prank on its user. Say it with me "Convectrix is a practical joke gun."

    If you need any more proof that Convectrix is useless. Go look at the player usage numbers that DE showed during Devstream 107. Every other gun bumped up considerably in player usage. Convectrix though? Still ignored.

    Properly moded embolist is a monster. With a solid riven? It's a war crime in a can. Convectrix is in dire need of some love though, so I completely agree. 

  8. 7 minutes ago, Horonelius said:

    On one hand, the change fixes people basically waving a laser through a group of enemies to kill them all, but on the other hand the way this was implimented means that if you drift off target for even a split second, the damage resets.

    I can see WHY they did it, but HOW they did it was the wrong decision.

    you have a 100% mirrored up and down time. 1 second for full damage, 1 second to lose full damage.

  9. 1 hour ago, DoomFruit said:

    That's a blowtorch, which needs time to act on one particular target because it inflicts its heat over a relatively large area and by a relatively inefficient method of transfer (conduction with air). That might well apply for the atomos, which is described as a "condensed plasma stream" - kinda like a blowtorch, but hotter.

    A laser cutter works by directly projecting photons on to something (for more immediate absorption), and it's done over a much smaller area so the amount of time required for the beam to raise the target's temperature to melting (or boiling) point is much smaller. The only case where damage to the target would increase over a short period of exposure is if the target's a mirror - then what's happening is that the 1% which isn't reflected starts to cause localised heating, melts the surface, ruins its reflective properties and starts a positive feedback loop of increasing absorption. Most of the beam weapons seem to be described as lasers.

    If you're using a particle or ion beam, it works by physically knocking atoms in the target out of their place. There is no minimum time threshold for damage, the amount of material which you sputter away is a direct linear function of time... initially, but it will slow down as the hole gets deeper and material which you're removing gets re-deposited back into the hole as formless gunk (this is incredibly annoying when you're trying to use a FIB instrument to make fine structures).

    If you're arcing lightning on to something (amprex), well, you're passing a huge electric current right through it. There's no warmup at all involved there.

    Synapse might possibly be a proton beam now (because corrosive damage, acid is basically H+ ions in water), and I have no idea what the phage shoots. I can't make sense of virus rays.

    Gammacor and Quanta, there's no description of what they do.

    Finally, your description there refers to the torch itself, not the metal. You don't have to go through the whole mix setup (your analogy for the warmup) every time you move the torch across your material. You only need to do it once, when you first ignite it.

    But in any case, if what you're saying is truly the case, then we should need to go through the ramp-up process every time the beam shifts aim on the target. Because after all, a cutting laser (or even a blowtorch) doesn't heat up the entire object, only the part at which it's pointed.

    Ya gotta point truth be told. Regardless though beam weapons still feel like they're in a good place to me, and several other people I play with as well as those who frequent region channel. Not dictating that they are indeed fine, but it sure feels like they've hit a perfect pitch in where they fit into the game, with some modest sensible limiters to prevent eventual abuse.

  10. 3 hours ago, Fallen_Echo said:

    How about we stop water and oven analogies and accept that DE simply lied to us.

    7DRnBFe.png

    Theres simply no way this can be interpreted as ramp-up per target mechanism. Saying that this is a fix is nothing but a blatant lie and the whole mechanic goes against the horde shooter genre and warframes generally fast gameplay.

    A weapon what cant kill starchart level fodder mobs in a second is technically trash.

    The amprex was perfectly capatable of killing trash mobs in a second at starchart levels, not it struggles with it.

    I mean, that's factually false, but whatever makes you feel justified I guess.

    Not sure how you're modding where you're having trouble killing up to level 100 enemies (sortie enemies) but that's the ed cap for intended endgame play. Everything below that drops like flies. So no, DE didn't lie to us, your build is possibly bad or you're not too good at using beam weapons(which is fine, nothing to be ashamed about) but that's no excuse to throw out a blatant mistruth about DE.

  11. 41 minutes ago, Viges said:

    So you confirm that beam weapons are godly only at killing 150+ static enemies in Simulacrum. Thx :laugh::laugh::laugh::laugh:

    You realize that you're not making any kind of actual argument nor contributing to the thread at all, correct?

    Edit: and in what portion of the game are you likely to encounter level 150 enemies? I've been playing for years and barring obsurd meta cheese to circumvent survival's mechanics to push you out of the game after a certain point, you're likely to never run into enemies of those levels during normal or current endgame play.

     

    OT: So a couple things worth noting here are that fire rate increases ammo consumption and proc tic rate. You lose a decent amount of dps on rampup, so a basic counter to utilize is punch-through. It's not a perfect solution, but it's an effective one.

    Another simple point to make is there are frame powers to compensate (if you need it) to hold the enemies in place long enough for you to affect full damage onto the enemies. Crowd control effects remedy a lotta issues with spoolup here. As I said above with punch-through it's not perfect, but it is a remedy.

    As for the boiling water or saw arguments? They fall flat and here's why I think so: How do beam weapons scientifically work? You're force projecting one type of matter against another which means atoms are colliding with more atoms. Much like a cutting torch(easiest present day comparison) the super heated atoms collide with the surface being cut into which heats the material up in two ways: Direct heat transfer and friction due to collision. It is only after a certain point that one is able to (specifically on an oxy/aceteline cutting torch which I'm using in my example) to "ramp up" the heat output by adding oxygen to the mix which drastically increases the heat and friction output of the torch and begin adequately cutting the material. So, even in welding(again, specifically oxy/aceteline) there is a ramp up time for maximum effect to be able to take place.

  12. 3 hours ago, MunsuLight said:

    It's like you are supposing that I use Subpar Build.. That's insulting .. Just take a loot at all the people that complain about today's hotfix and understand that the "fix" is not good..

    Like I said both Atomos and Amprex got "rekt" by this new "per target" thing .. Before the changes the chaining damage was consistent on all target.. Now Only the Main Target takes the full "spool" damage.. How is that. .Atomos always worked that everyone got the same damage all around.. Same for the Amprex..

    I've tested Ignis Wraith against Lvl 125 Bombard (in the simulacrum) both before and after today's hotfix and the difference is major.. You were destroying and melting the group.. Now you don,t even destroy them.. and when you move your crosshair you are pretty much doomed.. I'm someone who is moving and Jumping a lot when shooting so it completely destroy my playstyle if I can't move the crosshairs.. If I move it, I just lose a lot of the ramp up damage...

    Maybe it's not that different for the Embolist or the Phage, I've not tested them..

    But it's bad that 1 DAY before a very good change , they already nerf some of the weapons.. Some clanmates that are playing the game since years are saying the change is bad.. Not the Ramp up.. But the Ramp Up "Per target"..  Some streamers already complained about it. 

    And yes.. I could have attacked you , like you did, but what is the point.. 

    um. I'm one of the people that's been playing the game for years. I say the changes aren't that bad. So that argument is now null.

    And i dind't specify YOU, although admittedly I could have clarified. It was more of a generalized statement about builds in general, so apologies for that.

    regardless, beam weapons still have massive viability, as they only require a whopping .2 seconds longer on target to reach full damage. Might mean one could idunno...use cc abilities that the game offers in spades? Just spitballing here.

    Opposition != personal attack, however this should provide clarification on the matter.

    Lots of people adore the zephyr changes. That doesn't make the zephyr changes good. Ad populem(bandwagon fallacy) does not make it so. So, my anecdote vs. your anecdotes=null.

  13. 1 hour ago, BloodForTheBloodGods said:

    What's your Phage build? I thought it was pretty subpar to the other beam weapons.

    https://imgur.com/a/xBKtP

    enjoy

    1 hour ago, MunsuLight said:

    And It got destroyed by today hotfix .. Every beam weapon in a Mission setting now feels similar to what they were before just because of the "Per Target" thing .. 

    I'm all about the ramp UP thing..  But Make it one time .. and not every times you move your crosshair to another target.. 

    i destroyed sortie 3 with my atomos before the hotfix.. Tested after the hotfix.. It felt horrible.. Sure in a simulacrum testing the change don't seem that bad.. But in a real mission settings it's just as it was before all these weapons change.. Before the hotfix.. the chaining damage was the same to all target.. Now it's like the non ramped damage except on the main target..  It's kinda the same with the Amprex

    I used phage and embolist in today's sorties, and they both performed perfectly well. It's honestly negligible if you're using a halfway decent to baller build. I can imagine it being somewhat punishing if your build is sub-par, but not so much if you're using a good one.

    1 hour ago, GinKenshin said:

    bruh, the embolist has freaking fantastic even before the buff, it was the best corpus killing wep in the game, period 

    and now it's even better!

  14. Just now, (Xbox One)Skullstachio said:

    Maybe the Phage should be given the "Zarr Treatment". you know, make it so that the Phage can switch between fire modes like the zarr when changing between Cannon & Flak modes except for the phage, the phage would switch between seven beams of widespread destruction or a singular beam of long range devastation which could have a similar toggle to the Zarr, this could improve the phages versatility exponentially with a bit of testing.

    It already does that. You hold RMB for all of a second to decrease the spread. Tap to tighten. 

  15. 59 minutes ago, Raspberri said:

    When testing on frozen AI enemies in simulacrum, yeah, beam weapons were still fine. But as soon as I made them able to move and come at me in mobs, damage just broke. As soon as a beam starts hitting a different target, the damage resets back to 10% and has to take an extra 1 second to spool back up to 100%.

    Nobody said anything about keeping the enemies frozen... 

  16. Just now, DawnFalcon said:

    Yea, my problem with simulacrum testing is it's mostly damage testing, not mission-sustainability testing.

    There's been weapons with great DPS in the past which wee rarely used because you just went out of amo very quickly. (The embolist used to fail both, so hey improvement, but...)

    It's my go to secondary for sorties now as well as raids. Pretty much I'm back to being a beam ho. 

  17. 3 minutes ago, DawnFalcon said:

    Isn't it still very low amo?

    Kinda Yea, but about twenty rounds is now more than enough to melt a 100 corrupted bombards go to nothing. So massive buff. I can show you in the simulacrum if you like

  18. 3 minutes ago, Stoner said:

    So that's what you call testing. Ok man, sure. 

     

    You're build literally is using 90% more ammo than mine. I'm not even sure why you keep posting here, I told you several times they should change the ammo pool to rifle because they are more common than shotguns. You're telling me using a fire rate mod is going to fix my issue? What... 

    Done with you.

     

    And I've sent you at least two invites in game to the simulacrum to show you that you're wrong, and you've not responded. I've sent you messages, you've not responded. 

    You want a change to compensate for your bad build, instead of changing the build. 

    I'm posting because you're dead wrong and want the developers to fix something that isn't broken that will affect me personally. So, either put up, or delete the thread. I've extended my knowledge on the matter to you and your seem to only want others to fix a non issue instead of fixing the issue(your build) yourself. 

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