Jump to content

DoveCannon

PC Member
  • Posts

    184
  • Joined

  • Last visited

Posts posted by DoveCannon

  1. 18 minutes ago, Raitlor said:

    @[DE]Megan

    On May 20th, patch 27.5.4 was released, and with it, Garuda, Baruuk, Excalibur (Prime/Umbra), Valkyr (Prime), Wukong (Prime) and Titania (Prime) all lost the ability to properly utilize crit builds on their innate melee weapons. For all exalted melee weapons, the previously functioning Gladiator mod set bonus stopped working, and for Garuda, she also lost the functionality of Blood Rush and Weeping Wounds on her talons.

    We have yet to hear any word on if this change was intentional and just unannounced, or if there is a bug happening here. If it is in fact a bug, we have had no word on if its even being looked into. Myself, I hope it is actually a bug, because I am sick of DE's ninja nerfs for frames and weapons that do not deserve to be kicked while they are down. If this was intentional, I would like to hear their reasoning for essentially deleting crit builds for all of these frames' innate melee weapons.

    I have not played since May 22 upon learning that these mod interactions no longer function. I would like to return to the game, but knowing that this issue is just the tip of the iceburg, and seeing so many other issues go unnoticed and unfixed really puts a damper on that. I've been here since 2013, I am a Founder, and I am very disappointed that DE continues to just push out new, disjointed content without caring at all about the existing content and its functionality.

    Seriously, how many times am I going to need to post this and get 50+ upvotes per post before you do something DE? WIll Garuda still be broken when her prime rolls around? Do you even care about these frames?

    @[DE]Meganwhat can we do about this crippling bug? Several of my favorite frames have been broken for months now. There has been radio silence on this bug from DE and all we can do is scream about it.

    • Like 6
  2. 3.0 did not effect it at all. The interaction of the Gladiator set bonus and exalted weapons was changed on 27.5.5, with no patch note indicating that it happened. Weather that was intentional or not is not clear.

    Also, please tell me where it has ever been stated by DE that exalted weapons were not intended to benefit from the Gladiator set bonus. Up till now the only thing exalted weapons can't equip is acolyte mods. So Blood Rush and Weeping Wounds not being equipable on them makes sense.

     

  3. Please look into shotguns and status chance. Having my favorite shotguns, all ones that could reach 100% status per pellet, now only be able to reach ~30% per pellet, feels very bad. In the dev stream we were told to wait it out and see it for ourselves before getting all doom and gloom. Well I've seen it for myself, it's far worse than I expected it to be. My Boar Prime, an already low tier gun, has been dumpstered because it no longer can do the one thing it was good at, mass spreading status.

    • Like 1
  4. It's true, simply taking out a gun lets her get some energy back quite easily. I just have always wanted Hysteria to have an option to not be invulnerable. I would much rather get energy back from Hunters Adrenaline and lifesteal than be invulnerable. The double energy was the only way I could see that being balanced. Also why it would be an augment. People who want to keep the invulnerability can do so at no cost, people who want the different energy and health management can slot in the augment.

  5. 1 hour ago, Tanayy said:

    Interesting rework idea. However, I would suggest you to switch the colour of your letters to white. Harder to read black letters on a black background.

    Hmmm, I don't think I changed the color of the text off of automatic, but I tried changing it now anyways. Any better?

  6. TL:DR Valkyr has been falling further and further behind, the recent melee rework hit even harder. A Valkyr main’s rework ideas for her abilities to bring her closer in line with other frames and make her more enjoyable to play.

    Passive: slight buff in regards to heavy melee.

    1: Rework to be a lunge / pounce similar to Hysterical Assault.

    2: Make Eternal War have a bit more involvement and player control.

    3: Remove the strange shield interaction and have it strip armor temporarily.

    4: Buff the damage of her talons and give a reason for the ramping energy cost.

     

    I’ve played a lot of Valkyr. When I was getting into Warframe years ago she was my main and realizing she had a prime got me back into the game. While I’ve enjoyed my time playing Valkyr I also recognise that here abilities suffer from a similar fate that older frames suffer from, 1-2 abilities being useful and 2-3 abilities being never or hardly ever used. In addition to this her two abilities that are useful, Warcry and Hysteria, can’t compete with the absolute killing machine that other frames are in late game. And a final nail in the coffin, the recent melee rework has pushed Hysteria, her most unique and my favorite ability in the game, even further behind with her claws gaining increased range (yay) but not getting a damage boost while every other regular melee received a small to major boost (boo). She is still a decent Warcry machine but even then that’s only making her regular melee weapons better, still can’t compete with easy to use room cleaning abilities.

     

    Over the past few weeks I have been reading many feedback posts about Valkyr and exalted weapons in general. I have come up with how I would like to see Valkyr reworked to put her in a much more fun place to play while not necessarily making her a room clearing monster. These ideas are a combination of my own ideas and ideas I have seen others mention. I do not claim to be a game balance expert so any numbers I throw out are just placeholders that I have guestemated in my mind.

     

    PASSIVE: BUFF

    • Keep knockdown recovery speed
    • Add either combo counter efficiency or heavy attack speed

    Her current passive is fine but it is lacking compared to newer passives that are out now. With her being known as the melee berserker it’s only fitting that she gets some boost to heavy attacks, either better efficiency or speed.

     

    1: LUNGE / POUNCE: COMPLETE REWORK

    • Valkyr jumps the targeted enemy within 50m, attacking once with her talons or twice if Hysteria is active.

    Ripline has always felt like a strange ability for Valkyr to me. A) It’s not very thematic for a berserker. B) The enemy grab is clunky and roots her in place for the duration. C) The movement portion of Ripline feels even worse than the enemy grab, killing her current momentum then beelining for the target location. What I propose is Valkyr’s 1 instead be turned into pretty much what her current Hysterical Assault augment is; quickly leap onto an enemy. This will both be a nice movement ability since she always wants to be in melee range as well as a good way to keep her talons relevant even if the player decides to not focus on Hysteria.

     

    1 AUGMENT: COMPLETE REWORK

    • Upon reaching her target all enemies within Xm are knocked down.

    With Ripline being changed we need a new augment. With this augment Valkyr would have some decent CC potential jumping from enemy to enemy. It might not be useful in every build, but could be handy for those who don’t want to use Hysteria but also want some extra survivability.

     

    2: WARCRY: QOL CHANGE

    • Warcry can now be recast while active to produce a new Warcry at her current location.

    Warcry itself is nearly fine as is. Even if it’s not changed Warcry is Valkyr’s current strongest abilities. This change will simply be a nice QoL update, allowing players to decide when to recast Warcry instead of needing it to timeout completely or run into a nullifier. This will also allow players to benefit from the almost forgotten enemy slow portion of Warcry since they could cast it whenever when surrounded by tougher enemies.

     

    2 AUGMENT: SLIGHT REWORK

    • Remove old Eternal War functionality
    • Now whenever Valkyr activates her 1, 3, or 4 all her Warcry buffs / debuffs are refreshed by 1/4th - 1/3rd total duration.

    This is where I think things will get controversial but please hear me out. Eternal War as-is makes Warcry into a very good ability. However it also turns Valkyr into “press 2 at the start of mission and never use another ability” very easily, which is exactly why Ember was reworked. My proposed change still allows for Valkyr to keep her Warcry up 100% of the time on her entire team but with a little more involvement required giving her another reason to weave her other abilities into her play. This also lets her keep Warcry up 100% of the time even if she’s not able to land killing blows on enemies.

     

    3: PARALYSIS: REWORK

    • Range and stun are the same.
    • No longer drains shields or does direct damage.
    • Now applies a slash proc relative to the damage of her talons, two if Hysteria is active.
    • Now reduces enemies armor by 50% for the stun duration.

    Paralysis is an interesting ability, but has always been left in the dust by Warcry and Hysteria. The shield drain part made no sense. Valkyr is not a frame who wants shields, so that part of the ability should be removed. The two big additions of a slash proc and armor reduction would make Paralysis a viable ability to weave into attacks. Similar to the proposed pounce / lunge using her talons, this will use the damage of her talons to cause a slash proc on all affected enemies; more reason to keep her talons modded well and gives this ability a bit of needed damage. The armor reduction will help her finish off tougher enemies. There’s already plenty of frames that can strip armor very easily so I see no problem with Valkyr getting a close range temporary armor remover.

     

    3 AUGMENT: UNCHANGED

    Her current augment is fine as is. With the proposed changes to base Paralysis it will give more of a reason to have increased duration.

     

    4: HYSTERIA: BUFFS / CHANGES

    • Keep the ramping energy cost, but as the energy cost ramps either increase other ability range from +0% - +50% or increase combo counter chance from +0% to +100%.
    • Change the IPS of talons to slash > puncture > impact.
    • Return the +10 mod capacity to the Hysteria stance. (This as well for every other exalted melee)
    • Either give her talons a damage buff or allow them to use acolyte mods.
    • Change one of her forward combos to have more forward momentum.
    • Change her heavy attack from a kick to a talon slash.

    Now onto my favorite ability. I think we can all agree that outside of the comfort that invulnerability gives, it is in a bad place right now. The ramping energy cost with no benefit means that unless you have 175% efficiency (or close to it) you will be hemorrhaging energy very fast. Not only that but with the lack of acolyte mods and getting no damage buff while every other regular melee got buffs, the damage is falling behind. The range from the melee rework is sure appreciated, but every melee now has similar range so it’s not that much of a talking point in my eyes. For being Valkyr’s most iconic ability, it’s in need of some love. While I don’t like the ramping energy cost, I understand it’s inclusion. Instead of removing it I say add something onto the ramping cost; give us a reason to stay in Hysteria and drain all our energy instead of forcing us to simply recast it every few seconds. Her talons need some love as well; after all that’s where the melee damage of this melee berserker comes from. The fact that her weapons do equal IPS is strange, since they are talons, they should be mostly slash. When exalted melee weapons were broken out to be their own loadout items, they lost the +10 capacity from their stance. This should be given back as it makes modding exalted melees much harder / forma intensive that regular melees. Next, they need some form of damage buff, either direct or indirect. The fact that her talons are exalted melees and drain energy means they should be at least a small step above regular melee. I suggest either a direct damage buff or be allowed to equip acolyte mods. I’d vote for the direct damage buff personally. While it would be amazing to equip blood rush to my talons, I almost like the fact that exalted melees are restricted a little in what mods they are allowed to equip. This means they have to be modded differently from regular melee. Either way something needs to change in regards to damage. And last but not least, the look and feel of some of her attacks. Right now all of her combos feel like they root her in place (outside of the slide spin). One of her forward combos needs some more forward momentum. In addition to this, her heavy attack animation is a downward kick, the same heavy attack for sparring melees. This should be changed to something involving her talons, the actual melee she’s using.

     

    4 AUGMENT: COMPLETE REWORK

    • Hysteria loses invulnerability
    • Grants 50% - 90% damage reduction (flat value, depends on balance)
    • Doubles energy drain and ramp

    Now here comes another controversial change, but please let me explain. With the existing Hysterical Assault basically being her new 1, it doesn’t fit as an augment any more. While it looks like a massive nerf to Hysteria at face value, it would be more of a gameplay changer. Currently Hysteria gives a huge amount of lifesteal. This, comboed with being able to take damage and having Hunters Adrenaline / Rage, would mean she would be able to maintain Hysteria much longer, regen lost life if doing her job correctly, and open up opportunities to use her other abilities. This combo alone would be very strong, so having double the energy drain is a necessary drawback to stay reasonably balanced. The fact that it’s an augment means that someone who would prefer to just stick with the invulnerability can do so with ease.

     

    These changes would help keep Valkyr competitive while not introducing anything game game-breakingly strong. People who like the Eternal War playstyle can continue to do so but with a little bit of involvement. People who like Valkyr for her Hysteria might now have a use for her other abilities while giving Hysteria a much needed buff. The synergy her other abilities have with her talons and having Hysteria active make it so someone who’s willing to use her entire kit will be able to fly all over the place with raging melee goodness.

     

    Valkyr is by far my favorite frame and it hurts to see her stay stagnant in mediocrity while new frames and reworks having power, ability synergy, 4 useful abilities, and have some place in the late game fights outside of “1-trick pony” fire and forget builds.

    • Like 1
  7. With multiple recent changes that have come to melee I feel like exalted melees are being a little forgotten and left behind. The main culprit of this in my opinion is the lack of their stance mods giving extra capacity. With Valkyr being my main this topic is very close to me. 

    Splitting the exalted melee off so they're their own weapon instead of getting their mods from your regular melee was overall a good change. Initially I hated it as I had made my statsticks with several forma but now I can recognize that it was a healthy change overall for exalted melees. The big downside however was losing 10 mod capacity form the stance mods.

    Exalted melees still can't use any acolyte mods, mainly blood rush. This isn't a problem on it's own but...

    With the latest phase of melee 3.0 we've seen most if not all melee weapons receive a low to massive damage boost. None of the exalted weapons however received a damage boost. This isn't a problem in itself except that exalted melee are not able to use blood rush. These two factors together caused regular melee to receive a large boost while exalted just stayed in the same place.

    Then with the latest hotfix true steel and sacrificial steel received massive buffs. This is great for melees that either want to focus on heavy attacks or for weapons that can't use blood rush. This sounds good for exalted but it's actually where the major problem lies. For example my Valkyr talons with all mod slots polarized to match the mods in it (except umbral forma) can't use sacrificial steel. While the buff to true steel was still nice every other melee can easily fit sacrificial steel into their loadout with just a few forma because they are getting an extra 10 capacity form their stance.

    All of this together feels to me that regular melee weapons are getting big buff after big buff while exalted melees are slowly being crippled by updates and not receiving nearly any of the benefits that other melee are seeing.

    I'm fine with exalted melee not receiving a damage boost with melee 3.0, they already have very high base damage values that can be boosted by power strength.

    I'm fine with exalted melee not having access to acolyte mods, still a strange decision to me but it's in the name of balance and I'm fie with it.

    I'm more than fine with exalted melees being their own weapon, this has been an overall boon for customizing exalted melees and regular melees on the same loadout.

    What I would like to be looked into is exalted melees not getting any extra capacity from their stance. This feels like an unnecessary setback to an already restricted weapon type that will probably continue to hurt exalted melees as new powerful mods come out and capacity is even more of a scarce commodity.

    • Like 6
×
×
  • Create New...