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Cryone

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Posts posted by Cryone

  1. Quote

    but it seems to me that at 60 hours in, asking about "endgame" builds is very premature. Like "planning a retirement party for your newborn" premature.

    Not exactly. @p4rallax asked for the gear that helps to do star chart and then to farm better Prime items etc, but the path you are described is the one of many possibilities, that helps on his start to grind efficiently. 

  2. 11 hours ago, Endriago-Hunter said:

    Not saying your information isn't good, it is. But something A LOT of warframe vet's forget is the MR level and understanding of someone asking for help.

    I say this as someone who recently started the game and asked a similar question and got flooded with answers of things either A.) I was 5+ MR levels away from, or B.) out of reach due to clan/mods/part farming or didn't not understand etc

     these things often lead to frustration, and I've seen in people on the forums, in game and friends I've gotten to start playing. Warframe Vet's are very bad about this sort of thing.

    It is VERY likely that someone with 60hr's in the game is not at the point where he can get, or has maiming strike and Lesion and the other mods to compliment it. I highly doubt someone with 60hr's and on SATURN would be at MR14 for the Euphona Prime, or any prime at this point really.

    I understand why someone would give this information, and it is not "wrong" per-say, since everything you provide is good or great. But not for someone just starting hte game, at 60hr's and still on Saturn....come on.

     Frost, Hek, Sonicor, and Orthos/Tonbo/Guandao or even the Redeemer are all more realistic suggestions to make to a new player, since all can be obtained though the Market place and Frost is easy to get early on, but pretty much anything you touch at this point is going to MR fodder anyway. But Frost properly modded, with a Hek, Sonicor and Orthos is what got me through the star chart with relative ease.

    Warframe per se is not really friendly at start, it's not simple. There's a lot of information not to be explained, warframe mecchanics, resource farming, mod/weapon acquiring, some tricks and tips that might to be crucial etc., and this is the main problem to make some sort of posts for initiate guys. The question is: Why Vet's (or known person in general) should do that, if this information is already in free access? All you need to do is go to the http://warframe.wikia.com and look for what you need, already explained. As I personally think, that right input can give you much more comprehension of all things than spoon-feeding.

  3. Depends on your actual situation: your Mastery Rank, your resources, mods  ecc. I'm affraid that you still need to build all things to procede with upgraded MR (Mastery Rank). Still, it's up to you to choose.

    I'll list something that in my oppinion is the best loadout for current patch:

    Warframes (consider your request DPS/AOE DPS profile): 

    1. Mesa (Peacemaker Build)

    2. Equinox (Mend&Maim Build)

    3. Nova (M.Prime + Antimatter Drop)

    4. Ember (AFK World On Fire Build)

    5. Mirage (Eclipse buff build)

    6. Saryn (Spores/Miamsa combo build)

    7. Excalibur (Chromatic Blade Build)
     

     

    I'll stop with that, there're more, but for now i think it's ok.

    AND ANOTHER CONSIDERATION WITH CAPS LOCK ON: ONLY WITH THE RIGHT BUILDS AND MODS

    Weapon Loadout:

    Primary (Think you are going with shotguns as i can see, so my list of those)

    (Personally i'm silent/sniper archetype player)

    1. Arca Plasmor (cloudspreading energy projectile with high status and crit.)

    2. Corinth  (2 firemods: massive primary attack with 30% crit. chance, 2nd one is the blast rocket projectile with ~20m. range), fun one.

    3. Tigris Prime  (Tigris Prime, nothing to say).

    4. Vaykor Hek  (Good semi-auto shotgun with mass. radiation status proc. from syndicate, good crit, good status (25% both).

     

    Secondary: 

    1. Akstiletto Prime 

    2. Akbolto Prime

    3. Pandero

    4. Euphona Prime

    Melee:

    Same thing as Primary, depends on your archetype, but nowadays the meta is going on with Polearm/Whip type weapons with high crit./status, Condition Overload and Maiming Strike mods.

    1. Lesion

    2. Orthos Prime

    3. Aterax

    4. Scoliac

    In my oppinion those examples are great to describe the part of the endgame equipment, but to consider that this is only my oppinion, so you are free to do some experiments to discover all that fits your playstyle. Wish you good luck!

     

     

  4. Ultimate updates. There's Road Map (Spoiler) of what is gonna be released in 2017 and early 2018, including IPS (Impact, Puncture, Slash) damage and Khora (new warframe). From this info it's clear that there's no plans on Volt any time soon, but....(butt), not at all. We already know (from the latest workshop) that damage 2.5 will have the second part, that one of the status and elemental damage types rework. Soooo, from all words that have been spoken, and some thoughts i pressume that damage 2.5 (3.0) can significantly improve (or not) some of the status procs and possibly can (partialy) be a thing for Volt and Volt players. 

    Hope that the best is yet to come, we will see. For now wanna wish all a Merry Christmass and happy holidays!

     

    ROAD MAP

    Spoiler

     

    WORKSHOP

    Spoiler

     

     

  5. 14 hours ago, Cytobel said:

    Frankly, too many 'Frames have "Exalted" weapons.  That's no more a solution than any other Band-aid would be.  Without adjusting his base stats for the purpose of bringing him in line with current game reality there's no point at all.

    Look, if we go by the previous trailers and try to hold to abilities that appear to be (at least superficially) the same, we can make something work.  None of that will occur so long as Volt is sitting in a messed-up position statistically.  He's in a low-armor, low-mobility, "not CC" position without the ability firepower to kill or control enemies.  In this he's a waste of a cell slot.  Hell, he doesn't even bring mobility to the mix.

    Volt is SOOO fast that there are only 5 slower 'Frames in game.  He's so blisteringly fast that there are 10 other 'Frames just as fast as him.  Ignore the 18 other 'Frames behind the curtain that move faster and thus gain more from Speed than Volt ever will.  Look at the mechanics of Speed, how you're trading energy for a BRIEF buff to movement.  Consider the utterly average 150 energy pool.  Laugh (because there's no point in crying).  Volt packs Electric Shield, which does so much for him that you cannot dismiss it.  Shock has gone from the worst 1st ability to the best, and now is hovering near the bottom again due to inconsistency...  As such I understand why people think a catch-all fix like an exalted weapon might do all the things.

    REAL FIXES

    First, base Volt goes up to a 225 energy pool at max level.  Normal and Prime Volt go to a sprint speed of 1.3 (so that Volt really IS the "fastest", aside from a teleporting Nova, but that's okay in my book).  I've been toying with the idea of Volt's passive only loosing half it's stacks per expenditure (drop from 1000 to 500, 500 to 250, etc.) in order to give him a more "electric eel discharge" feel there.  By the numbers this roughly doubles the damage output on the passive, but it'd work more smoothly and prevent accidental wastage somewhat.

    Next, make Shock gain a multiplier to damage for proximity to target, up to a 3.0x multiplier, and give it the ability to be constant-cast.  Remove the corpse targeting entirely (or don't make corpses cound for the bounce limit), and prevent the ability from aiming itself until it's struck THE PLAYER'S initial target point.  Now Shock fits what we've seen in The Profit trailer and would have a bit of extra oomph to overcome armor at close range.

    Third, Speed.  If Volt's sprint speed jumps to a 1.3 then all we need here is a base duration of AT MINIMUM 15 seconds.  I would recommend that scaling with Strength-builds be looked into as well, but that's as much a seperate issue as the harm it causes to team play to have a sudden and unannounced jump in mobility.  The only other thing is an interaction between Shock and Speed needs to be added.  Hmmm....  Shock and Speed.  It'd need to be some sort of shocky-speedy thing.  A speed shock thing.  Something that brings speedy shocks...  AHA!!  Ball Lightning!  Srsly tho, when you're Speeding along and cast Shock at a group in front of you, you should form a Ball Lightning behind your Volt headed in the same direction at the same speed as Volt.  Base it's damage off of the Shock's damage.  Let it roll into a group you just immobilized with a Shock as you sail overhead, raining death by lightning!

    Fouth, Electric Shield.  Here we have only one thing on the ability proper:  a Shock-charged Electric Shield needs to proc electricity on things that make contact with it.  That's it.  For the Riot Shield, NO cost-per-meter please.  I'd be happier with a 3 energy-per-second than that.  Most improtantly though, I will NEVER use the Riot Shield so long as it slows me.  Remove the mobility penalty or it's a dead mechanic.

    Finally we have Discharge.  Many people are talking about Duration being the spread mechanic.  This is because many people aren't seeing the basic issues with Speed, but ARE noting problems with Discharge.  In this situation, I don't mind a spread based off of either Range or Duration, so long as I can bring the ability to bear effectively against a large-enough area.  The DPS "buff" did nothing but nerf Discharge because of the damage cap.  This would be fixed by cutting base damage to 450 and removing the cap entirely.  As to the interaction with Shock, I'd have Shock stack on the DPS output for the chaining from Discharge.

    ----------------------------------------------------------------------------------------

    There we go.  A working Volt, no abilities replaced.  A Volt that uses what is in his kit more effectively, brings more to the table for a new player, and doesn't need a massive, drawn-out rebuild.  Hell, none of the numbers I've written need to be worried about particularly.  If they're over the top, then they can be toned back.  If they're under-performing they can be scaled up slightly.

    A stupid easy fix that could be done in a matter of hours.

    I've stated this over and over.  If I had direct access to a dev I'd bend thier ear with this instead.  If nothing else I'd love to hear why this isn't an appropriate fix from the horse's mouth, as it were.  I COULD ACTUALLY WORK ON COMING UP WITH BETTER THEN.

    Like the idea of Shock - Speed synergy, reminds me of Dota 2's Storm Spirit, Ball Lightning ability (Spoiler). It could even help to charge passive faster, same mechanics that has character in Dota. Still kinda sceptical about some kinda of realisation of that, too much efforts for ol' man Volt. The problem is Volt is kinda the past, in the past he wasn't that good, even pre-status system, there's been the time he was totaly useless vs. infestation because of electrical damage type (shock, overload, in some manner + damage from shield), but, but he had his shield + synapse + amprex + beam type weps and other high crit. base weps (i'm high % of Lanka and Paris Prime user) (except Flux Rifle, still useless :( ) and freaking awesome crit. multiplier + damage stacked by infinite number of shields, and that Rainbow damage was freaking hilarious with the shield. And Overload, was the overload, good only on Venus, and Corpus tilesets, 2 seconds Jesus Stance, and almost everytime probably you were down or killed during the cast, almost same story nowadays. Unique difference from there to here is that after Status damage type was released and if you are been able to cast OVERLOAD, you could STUNLOCK pretty large area w/o tesla coiling, and damage cap, and for almost infinite amount of time, recasting it everytime. Now, with the Volt rework 1.5 (not even complete in 2 years) we have guarantied 4 sec. of stun and damage cap that draws away not even in sec, after the fixed duration of the CC. That's why i couldn't understand the logic, why does VOLT is not CC frame, that he was gone to Status mechanics release, why now we changing his spec? Electricity is not the strongest damage type in game if not combine in something, with this damage type we can only shred corpus only in regular Star Chart missions. Physicaly Volt can't be a massive damage dealer if not with the gun. He's not Mesa, he's not Nidus (scaling), he's not {add Waframe Name here} ecc. He never been nice, he'll not probably be in those conditions. 

    TL:DR
    Volt in the past vs. Volt in present - CC frame (after status release) vs. notDDnotCCGunplayer (reworked).
    We have plenty of ideas, I wrote some of them in the past by myself, we will see in the future how would it turns around. Untill then i'll continue to play to reinvent and post feedbacks.

    Spoiler

     

     

  6. Just to update:

    "That was a pre-final result of the change, but:
    We previously announced changes to Discharge in this thread. But after further testing, we found that the changes were a lot more powerful than anticipated (we’ve included a video below). As a result, Discharge has not been changed yet. We will continue to work on Discharge improvements before releasing them in a future update. Sorry for getting anyone excited prematurely for Discharge! We appreciate your patience. "

    Spoiler

     

    So afterall we have only reduced cost on Current Shield from 1 energy - 1 meter to 1 Energy per 4 meters. Discharge future still remains under question mark.

  7. So, new info's out about Volt. 

    PSA: [PC] Upcoming Changes to Gara's "Mass Vitrify" (Bonus Volt Info)
    "Bonus Info: We also have some exciting adjustments to our recent Volt changes. As you may recall, we were still actively reviewing the Damage aspect since the day we made the change (Prime Time with Steve explained this!)We have decided to remove the damage cap and raise the damage per second of Discharge, improve its synergy with Shock and we are also halving the energy costs of carrying around Electric Shields. Volt should now be given a bit more protected movement (albeit it with some energy cost), as well as just simply deal more damage overall! "

    Is that Victory? Hope it includes almighty X, Y spreading, and some tweaks to Speed. After that for sure i'll be satisfied.

  8. 10 minutes ago, Cytobel said:

    Thank you.  I can agree with people being able to enjoy different things.  Even if I feel revulsion for the skin, I respect that someone else can like it.

    As I've said, I suspect that some of us (read: me) might have better recieved the skin if the tweak had done things FOR Volt, rather than continued the trends of the rework.

    Sorry if I'm being overly abrasive to people who don't deserve it, but right now this is not something I feel good about.

    It's ok. There's always to consider: Many men, many minds.

    But one thing can be sure, Syandana and Hammer (especially HAMMER) cosmetics are really done badly. (still in my oppinion)

  9. 18 minutes ago, Cytobel said:

    Point the first, dropping a "tweak" like this one AND a lumpy, misshapen skin can be viewed as insulting the Volt playerbase.  This means that the Devs were prepared for caustic language.  You call someone out for something they had to know they could recieve, just as the Devs had to understand that they were open to just this sort of response.  It's a moot point.

    The attack came in the form of a snarky, flippant remark about someone's attempts at coloring the skin, not your pressure to have the poster remove the comment.  It's early, so reading or grammatical mistakes are likely to occur.  Fact is, I suspect that you didn't even understand why I called this an attack.

    As to the "Proto Skin" bit, that's sweetly misguided.  The Proto Skins came from models in Dark Sector.  This skin does not represent ANY form of work from that title, which is or could actually be a positive sign!  The problem is that the skin is in a COMPLETELY different cast from both the Proto Skins and Delux Skins.  I think the problem people have is that DE didn't revamp, they renamed and dropped it anyway, DESPITE the fact that the naming convention they chose was inappropriate AND the skin was objected to.

    I can understand the logic that went into this decision (waste not, after all), but this recent tweak, the previous rework, and the way Volt is being handled in general (he lacks any roll definition or useful damage, and his limited CC is under attack) suggests that Digital Extremes isn't sparing any real design thought on Volt.  Couple this with the skin and you have a volatile recipie.  I'd argue that the skin would be better recieved if we had the feeling that DE cared about the feedback we've given and Volt's performance in light of the current generation of 'Frames.

    Some posts ago, there was a Tweet from Scott. He comfirms that Volt's not CC frame, so apparently they have some thoughts about it, but for sure we need to wait till they figure out what to do with Volt himself.

    And about skin...There're 2 camps as always, someone likes, some no. As I mantioned previously: personaly, i found something in it, that makes me think that it is not total mess, there're some interesting parts of it. Not in love, but still no hate.

    Tweet:

    Spoiler

     

     

  10. 3 minutes ago, PrivateRiem said:

    That's really close to what DE did and then reverted due to community outrcry.This would also be prone to griefing with people just running in front of other people to force them to keep the buff.

    Limbo had the same problem, hated by everyone about Banish, still they figured out to add roll out options to exit Rift. For this kind of problem i'm sure that there's some solution

  11. 12 minutes ago, PrivateRiem said:

    You think the energy drain will depend on what? Range? Strength? It'll probably be based on both efficiency and duration like other similar abilities, which will make it even harder to make balanced builds.

    I like my speed at 20 seconds, it's not too short as to be annoying. Also how do you make an energy-drain-based buff apply to allies? Wouldn't making it have infinite duration with very high power STR annoy the hell out of people even more?

     

    Can't we focus on actual QoL buffs and fixes first, then discuss these kinda things?

    Actual QoL is consisted on reworks and tweeks, so at this point we are free to share some ideas that may be considered or discussed. So, the question is: Why can't we have Speed as individual buff for ourselfs? DE kinda tried to do it with the first wave of rework, introducing the beacon on Speed casting (everyone, that wished to have buff, picked up the beacon)? The second one: Why this mechanics can't be improved? 

    What if on Speed activation Volt leaves a trail (ye, ye, like Nezha's Firewalker) that can be crossed by other players to get the speed buff? (and with Augment can stun npc's). Nezha's Firewalker dispells, Volt's gives buff! 
     

  12. 13 minutes ago, PrivateRiem said:

    If Speed becomes energy drain based instead of duration, we'll go from infinite speed to finite speed, as it'll eventually run out, and will lock Volt out of gaining energy from allies.

    Increasing the base duration would be significantly more useful.

    Can't see this as the problem, there's still orbs and efficiency builds for it. You can still save your energy and gaining it from other sources. Despite Volt main, playing Nezha some times, and energy draining Firewalker is pretty much an example, you can still toggle your ability, have your energy and continue. In my oppinion there're much more reasons to have this ability mechanincs, then burn your energy on recasting it.

    And for the last, having one less ability that depends on duration, opens alot of versatility to build Volt.

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