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PrimedLaundrySauce

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Everything posted by PrimedLaundrySauce

  1. Ngl this doesnt open more options, this will just make raw damage options the most easy and best to use. Enemies base HP is going to be increased to compensate these armor changes, slash is about to become worse. Why take the time to strip armor through subsumed abilities when now if you deal enough raw damage or status effects you can potentially deal more damage than full stripping due to how corrosive vs armor works. This will allow for different build styles yes, but it is leaning way more towards just a raw damage meta where now something like slash is becoming less valuable depending on how much enemies health gets increased by. Innately now without archon shards, you can reduce enemy armor by 90% with 10 corrosive and 1 heat proc, 90% less armor on an enemy with 2700 armor is 47% DR instead of 90%, corpus shields have 50% DR rn so with enough status procs which is very easy now a days through weapons, sentinel weapons like verglas, and some abilities, the value of full armor stripping is about to become wayyyyyy less now unless a full strip is extremely easy and fast to do, which compared to just pumping enemies full of more damage and status armor stripping will just take more time.
  2. Dont also forget that for some ungodly reason operator arcanes still arent even tied to loadouts, so every time you want to use new ones you have to go into the back of the ship and swap em. This is the thing i want by far the most to come since i use different arcanes a lot based on which frame im playing.
  3. As much as these armor changes to enemies are interesting, you know this will only further shove a raw damage output meta right? 90% capped dr that is reduced so easily means next to nothing with what we can already do and a lot of people are just going to forego armor stripping subsumes cause of this when armor reduction through corrosive and heat is gonna be so strong, this also now makes people who run 2 emerald shards to strip through corrosive just go with 1 tau emerald to fit even more raw damage and the build ideas that people had to try and reduce enemies to 1% armor with 13 corrosive procs and a heat proc actually super good now since enemies will only have at most 8% DR at that point. I cant really say im opposed to the idea of the armor change but this is only further pushing an unga bunga build mentality which many people I know would prefer, death to viral hunter munitions lol. Also the magnetic changes are still worthless, and with cold now becoming significantly better theres no way to even work magnetic into being a good CC status type now when cold literally locks enemies in place and gives a really big damage vulnerability, and magnetic is still worthless to go for instead of just using raw toxin or gas which can just bypass shields entirely, magnetic can really only ever be useful if we had enemies that were purely shield based.
  4. If team wide immortality is an issue how come revenant's mesmer shield hasn't been touched? S#&$ makes it so you will take damage never in any level content, I have gone entire archon hunts without taking damage from just a friend in game passively playing revenant, and also makes surviving at level cap pretty trivial. Also the deep archimedea modifiers are fine as is, me and a few clan mates blew through normal and elite archimedea in less than an hour with pretty scuffed builds.
  5. Kahl was way better, I did every kahl mission and got the shard in like 10min. You can really only beat kahl in time with super optimized bounties and teams which is just a royal pain in the ass to get together when a good bounty is even available. I understand that people dont like kahl much but I dont see how people can enjoy running 30min of bounties instead when the bounties arent even that fun either.
  6. So I now noticed when trying to farm stela since we need 100 of it per ascent fusion that the murmur sarcophages have had a massive increase in their hp so now stuff like Limbo's Cataclysm and Xaku's Vast Untime now cant break them reasonable now, they have thousands of HP now. I know that before this update they broke with ease with these abilities since I got lots of it passively from farming voca and not needing to cast Vast Untime so much. I can also post a video for a stela farming guide from before this update that shows they broke with ease. I am really hoping this is a bug and not a way to make stela farming a massive headache to go along with ascent fusion. The video showing that sarcophages broke in 1 cast
  7. if you want to min max raw damage that isnt status then eclipse with a bane mod on the weapon is usually better, but that sort of thing isnt needed at all unless youre doing level cap content, but usually status builds are best for that anyways, or just use nourish instead to get viral procs for an innately strong damage multiplier. I dont understand what DE was thinking with this nerf.
  8. builds like that are still incredibly uncommon since more people would just rather use roar and not have to worry about swapping loadouts each time they face a new faction
  9. Enemies spawned from void fissures dont drop keys. The enemies that drop keys are fixed/specific enemies that you have to wait for more of em to spawn naturally.
  10. Normally i would agree with the omnia fissure for disruption, but as the murmur disruption is right now a fissure would be horrible in it since theyre already so slow rn and going long runs is really discouraged with the damage attenuation necramech demolishers
  11. The disruption mode has a major issue currently of very low enemy spawn rates, and not sure if that is intentional or a bug. This is currently making rounds feel extremely slow since most of the time you are waiting for stuff to spawn and get keys. These are issues too but seem to be fully intended is the damage attenuation of necramechs, which as is the damage attenuation seems to be the same as archons. Just like archons now this heavily discourages playing in full squads since the mechs become much healthier with the same level of attenuations so it takes much longer to kill them with 4 people as opposed to solo or even a duo. I think most people can live with the necramech damage as it is since there are set ups to make it fast but would like to see it be a bit better for full squads, but I really hope the enemy density issue is fixed in the first hot fix.
  12. Despite the fact we wont get to choose our loadouts. Has it even been discussed yet if the gear rolls is like duviri or do we only roll gear that we currently own?
  13. Why are both conjunction survivals getting a fissure? Why not Lua Disruption? Why not Entrati Disruption? I was super hyped when hearing about Omnia fissures since I thought this finally meant that disruption wouldnt be nearly as rare to appear as a fissure now and also have it be a way to crack my meso relics in a disruption setting, just to get neither now. Is there a reason why that neither were chosen? This could have been a great chance to open up possibilities with disruption optimization for relic cracking since what we currently have is so limited because we can go days without seeing a fissure appear due to how rare they are, but seems like they want them to be rare.
  14. For the most part with current tools in the game for survivability, DR just isnt that useful to subsume for. Unless you are playing a frame that already has such ludicrous damage to the point where some DR can help stay alive way better, say maybe banshee then it could be nice, but for banshee you could also use a different subsume and shield gate with it and can also provide another benefit.
  15. If you want survivability in disruption endurance you wont be using DR ever, shield gate, be invis, play rev, have a team mate rev using mesmer shield, or have strong crowd control. Playing like that makes damage way more valuable since clearing S#&$ fast is a means of surviving since then less things to hit you. The DR for the most part will never be used unless youre doing extreme meme strats as inaros or less meme worthy hildryn shenanigans.
  16. not to mention how thisll also effect PT, where roars value is diminished a lot since you should be using corpus bane mods in PT. I thought the original change to eclipse was to target arbitrations, PT, and eidolons, but I guess its more so to target eidolons and pt even though eidolons already have it bad enough now with arcane dissolution and not being able to crit lures.
  17. How come there hasn't been implementation for operator arcanes to be within loadouts? It is awful that any time we want to swap operator arcanes based on the warframe or gamemode we are playing we have to go into the back of the ship every time to do so instead of it just being something that can be preselected for each individual loadout. Would this sort of thing be difficult to implement?
  18. How come there has not been an addition to make it so operator arcanes can be chosen for specific loadouts? I assume many people want to use different operator arcanes for certain warframes and builds but having to change them every time by going into the back of the ship I play certain warframes or mission types is very cumbersome to do. Would this sort of thing be difficult to implement?
  19. You act like its ridiculously broken yet if it was actually fixed to be blast status proc it would be even more niche than it was and requires a lot of catering towards to work instead of average brief respite shenanigans, also that all methods of shield gating are obsolete compared to having a revenant with mesmer shield in party so to see blast gating be a pretty damn good option for survival when something like that exists its understandable to see that players wouldnt expect it to be nerfed into the ground while also still not fixing the actual unintended part of the shard based on its description. Also, players shouldnt be so hard punished for playing and testing out this new content then enjoying it and making builds, calling people dumb for doing so is also dumb of you. DE we all beg give us an unfuse option which could be very easily implemented since its the most fair thing to have in a game about making build where people want to experiment and test things out, making such a late game and weekly gated material be a permanent fusion when theyll always be subject to change is very harsh
  20. not a bug, warframe abilities like that not being able to target archons and TFO is intended sadly
  21. If flat added crit breaks why shards exist for that reason then emerald shards break that too since with just 2 of em you now give any warframe extremely easy access to full armor strip for 2 non tau emerald shards, or in some cases now make frames like saryn and hydroid really powerful since now their kits just innately armor strip whole hordes with ease which I'd argue is way more broken than what the topaz were doing. Id prefer if topaz shards got reverted to being a flat added crit chance since its a bit mroe interesting to build with but it would be reasonable to tone down the bonus, maybe just make the bonus the same values as reds but just make them additive instead of multiplicative so then sure having 5 tau topaz could still give 187.5 final crit but given how expensive and time consuming it would be to get 5 of those tau shards on one frame let alone enough to have several on multiple frames I think would be fine especially if emeralds get to exist like how they currently do.
  22. yeah seemed so, its a really sad nerf to see cause I was already making some builds around it just for it to be yoinked and glossed over it so now the stuff i was making and planning is worthless and for some reason we cant unmerge shards even though im pretty sure during the dev stream where they were first teased they said we could unfuse them
  23. Was testing out the Topaz Shards again now and it seems the critical buff they apply is bugged still where it displays much more crit chance in the top right than you actually earn, I killed 10 enemies in sim and then it said it applied over 40% crit chance from those kills when I only have 3 tau topaz shards equipped so it is displaying incorrectly, as well as it seems the crit buff is now much weaker than it was before so it seems the final crit chance buff is also bugged. I also tested them out on the hot fix just before this one and they were working perfectly find, proper crit buff being applied and getting the appropriate crit per kill too so I dont see how this hot fix went and broke them again.
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