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Jarriaga

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Everything posted by Jarriaga

  1. At that point it's too late and unrecoverable for most people though. If you watch a movie where a character dies but was perfectly healthy and unscratched up until that point, and the next movie in that franchise takes place 5 years before you know the character is going to survive that movie unharmed even if they are falling from a space station. It kills all tension, attachment and concern for the past iteration of the character because you know this is not where their journey ends. Being able to go back feels redundant and unimportant at that point. Sure you can't picture the exact details of how things will play out until you experience it yourself, but you'll still have 100% full confidence on the character making it through no worse for the wear (Black Widow). This could have been a character you may have cared about and connected with had you experienced concern and tension in chronological order, but that is not possible at all when you get the option to skip and see where they are at that point in time. This is the "Is the Lotus going to die?" tension we had prior to TNW. It won't exist in Whispers in the Wall if players are allowed to skip because new players will see Lotus is alive and not evil at the tail-end of the journey, so going back to TNW will have no impact (And Erra, and The Sacrifice, and Apostasy by extension).
  2. I'm having a very hard time finding a good reason to jump straight to "book 5" without reading books 1-4 first. Why is there a need for new players to explicitly experience the most recent content when all content is new for a new player? Is it just so they can play with veterans? Doesn't that lead into you, DE, considering game design that accommodates both new players and veterans at the same time and thus dumbing everything down because new players can get to where veterans are day 1 and allowed to succeed?
  3. Correct. Warcry becomes a worse ability that gets negated and contributes nothing to your build (Defense-wise) the second Hysteria is activated because Hysteria makes you immortal. I think we should think of the ability as a whole and its relation to the rest of her kit when you take into account the energy cost, ability duration and casting speed for it. Hysteria backlash is reset when aiming your weapon ever since melee 2.999999.
  4. As I pointed out later on in this thread: Inaros may be useless, but he is at least better-designed than Valkyr by virtue of having at least 1 synergy between abilities and a cohesive theme that doesn't clash between build types. If damage and survival are your parameters for good or bad then Inaros is worse, yes. But he at least doesn't negate his 2 with his 4, which is bad design.
  5. It is when it is when it's inescapable rather than optional. I would even argue your example with Rolling Guard is not redundant because it applies to all frames when their "defensive" buffs get invalidated on top of clearing you of status. You are willingly sacrificing a mod slot for this convenience/safeguard. But Hysteria invalidating Warcry's armor buff is not a choice. More so considering the casting cost, animation length, and ability duration. Warcry is meant to be active for as long as possible rather than something you do when Hysteria runs out because Hysteria is cheaper to cast than Warcry to begin with. Agreed.
  6. That speed buff applies to all melee, not just Hysteria. For Warcry to have synergy with Hysteria it would need to give you a bonus ability/perk/effect that is --only-- granted when both are active or used together.
  7. Brainlet, listen up, cause I'm only going to say this once: 1) Hysteria exists before Enraged. 2) Hysteria can last as little as 15 seconds, and Enraged can last as much as 1 minute based on your mods and shards. Neither disables your invincibility regardless of how little or how long they are used. They both invalidate and supersede Warcry's armor buff while active. 3) The armor buff being there for when you're fighting without Enraged's invulnerability applies to both Hysteria and Enraged while inactive. You supposedly have nearly XYZABC123 of your playtime into Valkyr, yet you don't have a clue how she works. That's impressive. To summarize: - You first tried to invalidate my playtime. - After that failed, you tried to reason that Warcry's armor buff is somehow there for Enraged despite Hysteria existing first. - After that failed you tried to reason the armor buff is for when your are NOT actively using Enraged as if the same logic doesn't apply to Hysteria by default. You are grasping at straws and clutching your pearls. Warcry's armor buff and Hysteria's invincibility are anti-synergistic with one another by default. That is poor game design, and no attempt at you invalidating me is going to change that. This is funny as well. I'm absolutely certain you won't casually find a new criteria to filter out why I don't know how to play this game after I solo all Incarnon adapters.
  8. Enraged doesn't turn off your invincibility while Hysteria is active. It reduces your time in Hysteria, but not the invincibility buff superseding the armor buff. This is super, extremely obvious to anyone who puts two braincells together for a moment. You pretty clearly don't play Valkyr if you think Enraged turns off or disables her invincibility. (Your own words are a two-way street if you are going to attack my playtime or intelligence over my argument). You are clutching at pearls if you think a 50% armor buff based on your teammate's own *base* armor values (Not even modded value or Valkyr's own values) for every 100% power strength the casting Valkyr has is a "buff to your teammates" beyond the most pathetic and technical definition of a buff meaning +1 on paper regardless of how, inconsequential, ineffective, unremarkable and/or impractical that miserable +1 is in practice.
  9. I also got my second solo John Prodman poster with her. Also: Am I the only person here who doesn't see Warcry's armor buff being negated/superseded by Hysteria's invincibility as anti-synergy/counterproductive and thus bad game design? Because everyone who tries to invalidate my points by attacking my playtime/skill makes no mention of this point I've highlighted 5 times in this thread already. Is it a case of "I don't care; therefore it's not a real issue"?
  10. What I like or dislike is irrelevant. Every frame has 4 abilities plus a slide attack. You might as well highlight you can change her color palette while you're at it. This is hilarious after a profile check.
  11. Read the post just above yours. You're not helping your case when highlighting that she's a glorified slide attack with legs that negates the buff provided by another ability of hers due to her poor design
  12. I've done my share of 3 hour SP survival runs with her. Considering how weak current enemies are after the heavy nerf they took to EHP and accuracy back in February 2020 the ability to hit level 2K enemies doesn't make the frame any less mediocre or poorly-designed. Specially when taking into account the following point in this next quote: Explicitly highlighting you can use her slide attack as a saving grace doesn't help your own argument. It is cheese. A crutch. A forced behavior you do just to keep-up because of her dated design. You can enhance the cheese with Helminth. You can push even more cheese now that Diriga is a Panzer that procs 5 status instead of just viral. But it doesn't change that it still is not only cheese, but her only "functional" tool. At that point might as well replace Hysteria with a slide attack buff. (And again: Name any other frame with clashing ability design in which 1 of their buffs gets negated by another one of their own abilities superseding it).
  13. I don't think Oberon is worse-designed than Valkyr. He has synergies between 3 of his abilities and works as a jack of all trades. He doesn't excel at anything at once but his abilities don't contradict one another (Contrary to Valkyr).
  14. Hey! I'm not saying Inaros is functional, but you can at least tell his abilities were designed to feed off one another and that there's a design theme for him. There's even a specific synergy triggered when an enemy dies by Devour while affected by Sandstorm. In contrast: Valkyr invalidates her 2's defense buff when her 4 is active. I can't think of another frame that does this.
  15. Winner by no-contest: 1) Her passive is simply an Exilus mod. 2) Her 1 is nothing more than a Spiderman meme, and an extremely-specific meme that you can't even use in most tilesets if you want to be Spidercat. - This is on top of being a single-target ability that gets automatically replaced as a traversal tool by Void Sling for free by simply advancing through the game. 3) Her 2 only scales her base armor on top of having an extremely slow casting speed, low duration and poor scaling for the high energy cost. It's a neat attack speed buff but her "protection" via armor only applies to herself unless her mates happen to have high base armor to scale of. - On the topic of scaling: A full Umbral Valkyr (Prime) at 2047 armor (87.22% damage reduction) can get a 400% power strength bonus and would barely hit 92% damage reduction despite the mod investment. This is absurd. 4) Her 3 is only functional with an Augment. 5) Her 4 lacks the stats to compete with regular melee weapons on top of being castrated by her stance. 6) She has no synergies. In fact, she is actively anti-synergy: Activating Hysteria invalidates the armor buff from Warcry by virtue of making you immortal. Inaros at least has a synergistic design with his abilities and feed-off one another.
  16. Reb is publicly on record (Video interview) explicitly addressing bugfixing vs new content. There's a cost vs return analysis business-wise argument in there that will never favor players because the business model is "attract new players" over "retain players": Transcripts for those who won't watch: Taking her at her word it means the benefit of some bugs being fixed can't even compete with the dev's time investment. You can argue "hire more people" but that doesn't really solve the issue of cost because you still have to pay those new people you hire.
  17. Congratulations, Steve. It's refreshing to see hard work paying off.
  18. Please illustrate me: How else am I to interpret this sentence? it is boring to spam same melee combo over and over , with extra slots you can have some more fun and play mini DMC game One of the key reasons you can have stylish and varied combos in DMC is the fact enemy HP is high-enough to accommodate 20+ hit combos. This is balanced out by low enemy density. I don't think you are helping your position by arguing I am "overthinking" when referring to the most basic aspect of the franchise you yourself referenced.
  19. Killing a single Grineer in 20 hits does not sound fun to me. You don't fight 5-6 enemies at a time in WF.
  20. Reminds of that interview Pablo had in which he explained why buffing everything to Bramma levels results in the entire game needing a nerf by means of annoyingly-strong enemies that can keep-up with the powecreep. Thus: Outliers are culled instead of becoming the norm. But this reality is an unacceptable argument to those who want convenience, efficiency and powercreep at the expense of game design because they don't care about consistency or overall game health. Worse even: They can't fathom why anyone else would. Indeed. There are people so extremely skilled at Dark Souls that they can even beat the game using a Guitar Hero controller as their input. Imagine if the game was balanced around those players. What would it mean for everyone else? This is flat-out revisionist history BS. I cleared TSP an entire year before the introduction of gun arcanes and Galvanized mods. Don't pretend enemies didn't get a massive nerf before the introduction of TSP.
  21. It's for flavor. Flavor is fine. Not everything has to be perfectly convenient, and this is balanced out by you not needing more than 3 at a time for any given item.
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