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Raspberry

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Posts posted by Raspberry

  1. 39 minutes ago, Gabbynaru said:

    1. Needs some scaling, that's about it.

    This right here. I'd like to see the ability to put up multiple decoys and have their health scale much like Saryn's Molt does. Currently, they are near 100% useless if used for anything other than Switch Teleporting.

  2. I'm sure many of you have noticed by now, but every single Warframe up til now, except for Excalibur, has had an upper name length limit of 7. It's quite noticeable if you look at a name like Valkyr, which was shortened from Valkyrie, to fit that 7 character limit. I'm not sure if Revenant is the codename or the actual name of the 36th Warframe, but if it is the actual name, it's literally the first time ever, aside from Excalibur, where DE breaks that 7 character limit rule, which to me is an interesting decision.

  3. Somewhere along your journey, you will incubate Kavats. What's special about Kavats is that if/when they die in a mission, they don't lose loyalty. In fact, they can't lose loyalty whatsoever.

    Loyalty as a game mechanic just involves a damage multiplier your pet deals when attacking, and Kavats happen to be the weakest in terms of damage. It's ultimately a trivial mechanic since you normally rely on their "abilities" far more than their regular attacks, but the more you know.

  4. 8 minutes ago, Lockhart77 said:

    Let's totally skim over the part where it now does corrosive procs for each spore and can erase armor

    Except most enemies die too fast for the armor strip to be significant. The current iteration of Spores is excellent at VERY endgame but poor at the remaining 99% of the content.

  5. The ability icon is just convoluted and struggles to relay accurate information. I honestly have no clue what that 2 means, but your snow globe health will still be at that 100%, just no longer showing. Could possibly refer to the number of active snow globes present, maybe?

  6. @(PS4)MrNishiI understand how that can be viable for star chart, but that playstyle is laughably unusable in endless. Banshee has weak defense, so if any enemy is immune to her CC at  any time, she's vulnerable to being one-shot killed. Before you even enter that bubble, that Nullifier Crewman or any enemy taking shelter in it can easily kill you because Silence doesn't work through it.

    Needless to say, Banshee is one of the best endless frames as a support thanks to her Sonar, but she shouldn't be the one drawing aggro. Even in star chart, I notice that random Banshees tend to be downed first and most often.

  7. Mag's biggest issue is that shields are trash. What's shields restoration when all 1650 (450 base + 1200 overshields) of it can be instantly wiped out? I wish Crush would do more in the defensive department, or that Mag's shields themselves get some special function. Also, Polarize scales extremely poorly, doing all these little things like shields restoration and a linear armor removal, but they don't add up. Only the augment is really worth anything at high levels.

    My Mag playstyle at high levels is mostly her Pull + Magnetize combo to reduce incoming bullets within Magnetize's radius and ragdoll enemies with Pull if they could get a shot at me.

    1. Numo Traps (the ones that are basically Vauban's Vortex) often ragdoll affected players and enemies, flinging them far away instead of behaving like a mini black hole.
    2. M.-W.A.M. visually disappears when being ragdolled, often ending up eventually being found across the map with no explanation.
    3. AI-controlled Tenno specters sometimes bunch up and run around in small circles in a single spot, never turning in any points they may collect when this happens.
    4. Jen Dro's disguised form sometimes seems to tank an immense amount of damage with high damage resist when knocked down and at low health (also appears to be in a "downed" state during this time). This seems to happen even with fully stripped armor, but I could be wrong there. I haven't seen any other broker do this, only Jen Dro.
    5. Downed Raptor RX is often hard to use ground finishers on, possibly because it clips through the floor early in the animation (health bar is invisible), although as soon as the health bar reappears, finishers become much easier to execute.
    6. Raptor RX can also occasionally fly extremely high in the outdoor map (higher than the average Warframe's bullet jumping height), not sure if it does this in the indoor arena.
    7. Enemies seem to randomly teleport without the usual purple puff of smoke. I'm going to assume this is a bug, visually or functionally or otherwise.

    Also, this is somewhat unrelated to the Index, but while I was using Valkyr's Hysteria while playing on the Index, the game sometimes disables my melee block button for brief periods of time, often after I use Transference. When this happens, I don't know when the function returns by itself, so I spam click my block button until I notice Valkyr blocking again. While block is disabled, I cannot use her melee combo that uses the block button. I was not camping at all (it was Index, after all) or using macros, so I don't think it's an anti-AFK function that's causing this. FYI my block keybind is set to hold, not toggle.

  8. Although I find it baffling to see a player with no sniper but is otherwise "sortie ready", I do at least agree that a MK-1 Vectis/Rubico would still be a good idea just so every basic weapon category has a MK-1 weapon.

  9. 15 minutes ago, (PS4)ForNoPurpose said:

    much more those frames... Gara, Atlas, Inaros, Nekros... really any frame with a defensive nature, or just a good melee weapon like my favorite staff Zaw (an Oothla) can out damage that brainless faction.

    Wukong, Nezha, to name a few more.

     

    honestly the Poison gets to be a issue faster than the energy drain enemies.. at the hour mark those poison ticks can be lethal.

    "Just a good melee weapon" and you proceed to name a staff. A Zaw, even, which always has high base range on staves and polearms. But we never remotely consider swords or machetes to be meta, do we? Sure, they can be used to kill most enemies efficiently, but the amount of distance we must close just increases risk too much for most frames because of the enemies that can't be killed as efficiently (i.e. Ancients, Eximus, Nullifiers, Corrupted Crewmen, Grineer with Ignis).

    I do agree with your frame additions, though.

  10. @Koldraxon-732 Dual wield or not, the lack of range of most melee weapons is still not fixed. Glaives don't have this problem because they are throwable, gunblades can shoot, and polearms and whips have good innate range. But what about swords, daggers, hammers, fists, etc.? They're trash now, and they'll remain so without some sort of significant range boost. Or alternatively, more frames should have better energy/ability economy to deal with nullifiers and Energy Leech/Parasitic Eximus enemies.

    There are few frames in the game, probably about 10 out of 35, that can use low-range melee weapons in endgame (just Limbo, Rhino, Harrow, Trinity, Atlas, and Valkyr, maybe also Ash, Inaros, Equinox, and Ivara if only for Covert daggers). Most frames are either too squishy or too energy hungry, and melee-buffing abilities such as Volt's Speed or Saryn's Toxic Lash aren't good enough to encourage me to use something other than a glaive or polearm/whip.

  11. The answer is quite simple: there is usually too much risk and not enough reward when we equip the melee manually and temporarily throw away our ability to shoot our guns.

    The Factions

    Against Grineer, melee weapons usually lack the ability to overcome their immense armor fast enough before our Warframes become barbecued by Hyekka Masters, Scorches, and Napalms. Although this can be greatly remedied with most CC abilities and/or extreme damage-resist abilities, it's just so much easier to headshot the Grineer instead, especially Noxes which have incredible damage resist on non-headshots; equipping melee prevents us from being able to shoot, which is why spin attacking and quick melee are most often used: it's the closest we have to "dual wielding" guns and melee.

    Against Corpus and Corrupted, our melee weapons must be able to overcome the ever-frustrating nullifiers. 99% of the time, the best way to deal with nullifier bubbles is to shoot them. No melee weapon except the Redeemer and Sarpa can shoot, and even then, Sarpa is the only one capable of dealing with the damage gates of nullifier bubbles. IMO the damage gate is one of the most unwelcome features of nullifiers because it makes nearly every slow-firing weapon unviable for Corpus. Why take the time to shoot the drone holding the bubble when a high-damaging full-auto or burst rifle can quickly destroy the bubble directly? As for melee, it is basically impossible to hit the drone reliably because it's notorious for getting stuck on ceilings, especially on uneven tiles. It's hard to say if Melee 3.0's general base range buff will be enough, but as of now, Primed Reach is the only "solution", and even then, it only applies to weapons that already have good base range like polearms and whips. No point in trying to use fists or swords against nullifiers, the risk of accidentally entering the bubble while trying to destroy it is too high.

    Finally, when it comes to Infested, the universal golden rule is to always stay far away. The reason why Infested are one of the most hated in endless killing runs is because of their extreme numbers of Parasitic Eximus and Ancient Disruptors. Choosing to use melee against Infested often means sacrificing the ability to use 90%+ of our abilities because of the inevitable energy drain. Only a small handful of frames like Harrow, Limbo, Trinity, and Valkyr can still use abilities and melee against swarms of energy draining Infested.

    Melee's Current Endgame Advantages

    Currently, most of melee only takes a backseat to other damaging methods such as shooting or using abilities. The only times the Warframe endgame is actually friendly to dedicated melee are certain bosses (like Ambulas or Kela) or arena modes (mostly the Index; Rathuum is friendly to melee as well, but it's hardly endgame). Outside of endgame or endless, melee shines a lot brighter because our builds don't have to be designed to sustain health or energy for a long time, but because DE believes room-nuking melee tactics shouldn't be a thing anymore, Melee 3.0 really must bring something to make up for the losses. While they are at it, I do hope that they don't forget exalted melee weapons as well (mostly for Valkyr, Titania, and Wukong; luckily for Excalibur, his Exalted blade can already send ranged energy waves, which allows him to stay at range instead of being forced to close into all those hazards).

  12. Mirage is an inferior Excalibur regarding blinds, Ember is poor at DPS and survival despite being supposed to be a glass cannon, and Titania's only saving grace is her DPS and high status while all 3 of her other abilities are garbage (Spellbind is an inferior Hallowed Ground, Tribute is an inferior Metronome, and Lantern is an inferior Resonator). I agree that all of these ladies need a revisit.

  13. 1 minute ago, NeithanDiniem said:

    Long term runs aren't supported and largely not encouraged by the game, mostly because long term runs rely on cheese to even work. If you are looking for cheese-less long term runs, group or solo, you are going to be incredibly hard-pressed to find it.

    They do exist, though, especially in non-fissure Interception where killing is not required. I've also seen solo Prodman runs that didn't use Covert Lethality or Maiming Strike.

  14. 59 minutes ago, -N7-Leonhart said:

    This is a 5 year tried and true game mode. It's not even difficult to survive for many many hours, but you need to use a team properly (team-based game, get it?). That being said, it's not like it's total garbage to be solo either. With the gear and powers of these days, it's perfectly viable to do solo for 2 hours, but it's natural to need 4 players for maximum performance. Otherwise, why even bother with other people if they would not make a difference?

    Tried and true, yet you see Nekros or Ivara used in an overwhelming majority of solo survival runs, non-fissure. Tried for sure, not sure if it's true. Bombards and Napalms were "tried and true" for years, too, were they not? Yet DE decided that they were unbalanced and potentially overpowered, so they were nerfed in Update 22.20. Just because a feature is old doesn't mean it's in a perfect place.

  15. 1 minute ago, -N7-Leonhart said:

    It's part of the requirements of the game mode. The condition for you to stay is not only to be able to survive, but also to be able to kill everything as fast as possible to drop the maximum amount of LS. Otherwise, you can just run from them indefinitely. It's normal to run out of LS when you can't kill them very fast anymore.

    IMO being required to repeatedly nuke the map in a solo survival is extreme. First off, the mission name is literally Survival, not Onslaught or some other Horde Mode style mission. Second, I can very easily cheese non-fissure Defense with Limbo or Interception with Ivara/Octavia/Titania, and they're both far more rewarding than Survival since their rotation A's give relics while Survival's rotation A's don't. Reward-wise, there's already basically no incentive to play Survival outside of a fissure, so why discourage players even more?

  16. 2 minutes ago, Wiergate said:

    You're not, it's ben discussed at length before. One trick suggested by LifeofRio is to use Enemy Sense and similar mods (they stack) which he claims will increase the spawn rates if you move towards where you know spawn closets are likely to be. I don't know why it works, but it seems to. 

    He's also mentioned the increased spawns during fissure missions as an example for a fix. 

    Possibly he and other endurance runners are simply experiencing a sort of placebo effect in that they're so familiar with which spawn points are likely to be active that they can find them quicker with these mods. Further, there are plenty of places in the environment where enemies simply become oblivious to your presence  - slowing down the spawns - and they might be avoiding them intuitively by dint of experience. 

    Or they're right about these mods and detection range actually affect spawn density. I don't know, I don't code games. In any event, it's a known problem which needs attention. 

    I did run with Enemy Sense a couple times, and I did notice some red triangles just simply not moving, even when I shoot in their direction. I've noticed this kind of issue in 20 min poly farm runs in Uranus with a 4-man squad, and Speedva didn't help; we had to relocate our camping spot. Warframe is certainly known for wonky AI...

    2 minutes ago, Wiergate said:

    (Every thread like this is soon inundated with people telling you to git gud and kill faster. Ignore them, they are wrong and do not merit your attention.)  

    Yeah, I hope they don't swarm this thread. I don't know how to kill more enemies than they exist, and I'm sure they don't, either.

  17. 12 minutes ago, (PS4)OverlordMikey said:

    Maybe I'll sound "weak" for saying this, but maybe it would just be better to spend a full rotation (AABC or Twenty Minutes) exit and then re-enter the stage? I mean you don't really get "better" rewards for staying hours and so I feel the risks vs rewards of doing so is sub-optimal myself.

     

    5 minutes ago, seprent said:

    no clue but bare in mind zenistar was effected by the no hit though walls thing on the disk but it still hits things above and below it regardless of where the disk to enemy is just thought id give you a heads up if you didnt know that besides that the zenistar is still good for choke points at doors and hallways places where enemies condense or pass though commonly  

    what i know of long survivals is find a room where there are alot of usable doors enemies seem to spawn faster if you in those rooms since there are more places for them to come from but you probably already knew that and fisures are constantly up it just a matter of what they are when they cycle or when they cycle since its picking from several mission types and can pick the same one over again 

    fissures have benefits of adding 25% booster of each type as you go so some people want to use that since it doesn't stop stacking up (i think i cant remember) then eventually you get refined relics and so on so it rewards you for going longer but there is nothing wrong with going AABC or 20 it all depends on group, play style, and preference 

    I'm just bored since non-endless endgame right now isn't enough of a challenge. At this point, I might as well attempt to solo against lvl 1000 enemies, so I started to make plans on tackling endless missions. Unfortunately, the only survival fissure active for me today was a Corpus one with the new Scrambus being buggy and permanently nullifying my abilities. I had to leave because I knew I wasn't gonna get far with 0 abilities (death could undo this bug, but another Scrambus can just as easily readd the bug back onto me, and I can't kms an unlimited number of times).

    As for the Zenistar, well, I just simply don't have it. My login day count is still nowhere near it (I'm probably at 221 or so).

  18. Maybe I just lack some understanding somewhere, but it feels almost impossible to do a long endless Survival run solo if it's not a fissure and I don't use "cheese" mechanics to up my life support drop rate (i.e. a looting frame with Zenistar). I don't think I'm imagining things when there simply aren't enough enemies to kill and/or the enemies aren't dropping enough life support.

    Maybe I'm just not optimizing my positioning to maximize enemy spawn rates, but I think it's silly to "need" to learn spawn mechanics in tilesets just to keep going on an endless run. All other endless missions (Defense, Interception, Defection, Salvage, Onslaught) don't require us to exploit spawn logic. In Survival, there are many times where I just simply can't kill fast enough, and so I must abandon my camping spot because I'm losing life support faster than I'm gaining it from the enemy capsules. Even so, I often fail to find mobs when I wander off, so I just end up activating life support towers.

    Generally speaking, fissure Survival missions are easier because the fissures themselves can spawn in extra enemies, and corruption can marginally help me kill faster. The one problem is, I must hope that a Neo/Axi Survival fissure is active whenever I'm logged in in the first place, so often times, I just simply can't play at all.

    How do I successfully hit multiple hours on a non-fissure Survival without Desecrate/Pilfdroid/Prowlvara or Zenistar? And can DE please increase the frequency of endless fissures in general?

  19. It's not a consistent occurrence, so I'm pretty sure the permanent nullification is a bug (and I've already seen posts like this in the bugs section, but I wanted to give a heads-up here in Feedback as well). I've tried numerous common fixes for other bugs such as falling off the map, entering a Nullifier Crewman's bubble, or entering another Scrambus' aura, but none could undo it. I haven't yet tried fully dying, but I'm 80% confident it will work, seeing that it has worked for me before in Onslaught, where the portals used to occasionally permanently nullify abilities.

  20. I'm not sure what exactly I was doing when I got hit by a Scrambus aura, but the result is the same as yours. Three of my abilities just became permanently nullified, and I can't undo this from falling off the map, entering a Nullifier Crewman's bubble, or entering another Scrambus' aura. It seems I will be forced to waste a revive on something as stupid as a game-breaking bug.

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