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(PSN)xSweep66

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Posts posted by (PSN)xSweep66

  1. Logged in. Did my focus tree. Checked out the void shells a bit. Hopped on Ukko to test void sling. I don't think I finished the mission, I think I closed the game after "slinging" around the map a bit. Void sling doesn't feel any better to control (as was advertised).

     

    Infact...I'd say that they really missed the mark pretty badly. I've been wanting void dash to be client side for years. Void dash felt bad if the ping with host was bad. Void sling feels like bad ping, but all the time.

     

    Edit: come to think of it... this is really just a nerf. The original iteration of void sling had the claim that we would get more control by "slinging" early to the marker as it propelled forward. Now it propels forward too fast for fine control (fine control was NEVER needed mind you, just adjusting your angle against the ground achieved this with very little practice).

     

    Now it's just a clunky version of void dash that is essentially mechanically identical. For both dash and sling: You aim it, and go. But now sling has an artificial cool down between moves.

    • Like 1
  2. I keep all weapons save for the baseline forms unless that particular weapon has been heavily invested in. I kept my 6 forma Gram and 6 forma Pyrana even if I'll likely never use them again. I keep weapons of all non basic variants too, such as Sancti Tigris as well as Tiggy P.

    The same is true for Frames. I kept my 5 forma Mesa, 4 forma Atlas and 6 forma Chroma. I never actually even use my Mesa Prime. In situations where I want Mesa, my normal Mesa is way more than enough to ever need to justify getting my Mesa Prime on the same level. 

  3. It just feels bad that the majority of my best Rivens have +Crit Chance. That used to be fine because you'd get the damage from a higher Crit Chance being multiplied by Blood Rush for greater Crit tiers rather than lower Crit tiers with a higher Crit Damage multiplier you got from CD.

    Now it's just a dead stat. Crit Damage is still being multiplied though, so...why isn't the CC multiplicative to keep it in line with CD? It really doesn't make sense to just kill a stat and an entire family of mods for seemingly no reason.

  4. This is less about the Phantasma and more about a QoL commentary for console players concerning secondary fire (default as right analog stick).

    Using a weapons secondary fire on a controller can be a little awkward. It works great on weapons that use it to change fire modes (ex: Tiberon P). It works reasonably well on weapons that fire differently as a secondary fire mode (ex: Amps).

    But on the Phamtasma it feels off due to it being a charged shot. It just doesn't feel good to press and hold down the stick and try to aim. Aiming is already mechanically more difficult on a console. I swapped secondary fire and primary fire and tested for the Phamtasma's feel when the charged shot wasn't constricting my aim and it was just miles better. It made the super fun weapon actually feel as fun as I knew it should feel. Of course this isn't a realistic option because every other weapon would then require me to change my controller settings back and forth. As a bonus, I also didn't really whoopsy pillars and other objects because of the stiffness associated with aiming it when fired from the default configuration.

    I know that there will likely be many players who don't have this same sentiment. I'm fine with that. 

    I think what I'm asking for is an -option- in the settings to be able to force toggle all weapons with a secondary fire mode to behave more like the Zarr or Tiberon P. I know, super niche. Not likely to happen.

    Just wanted to get my thoughts out on the subject. DE has shown way more respect and care for the console players QoL than other developers tend to when a game is supported on multiple platforms.

    On more personal note, I have pain in my hands due to my career. Console gaming is almost entirely pain free for me as opposed to PC gaming. Using the secondary fire on weapons repeatedly can get rather uncomfortable (read that: painful) on a lengthy game night if I happen to be spamming R3. Learning to Eidolon hunt was literally a painful experience. 

  5. 1 minute ago, Letter13 said:

    Try refreshing your router/wi-fi/modem. Unplug each for a minute then plug back in. Might be that your router or modem got into a funky state.

    Not OP, but I've done a full modem/router reset.

    Judging by how abrupt this was (everything working in game, then suddenly not working) I'd assume this is either a regional issue or something on DE's end that's only impacting a handful of us.

  6. 49 minutes ago, blaes said:

    imo there are 2 ways to solve this problem : either make it a sprint, or a marathon.

    sprint : give us the possibility to manually ramps up the damage, with a simple, easy to understand way. for instance "damage dealt with toxic lash is added to spores damage". that way, we can quickly get it to relevant damage no matter the enemy level, but it falls off immediately if there is no enemy left. that make spores a short burst very interactive ability.

    marathon : just let it ramp as currently planned, with each tick and enemy, but when the last enemy affected dies, make it slowly decrease over time (a certain number of base tick lost every second). that way, if you're a bit careful, the damage meter never completely drops off, instead it will slowly decrease when there's some slack before ramping up again when action is back.

     

    in any case, the "recast spore to burst them all" is a bad idea imo, since it's pretty easy to pop them with weapons (especially AoE weapons), and unless it deals the equivalent of a huuuge number of ticks at once, it'll be better to just wait a few seconds for the enemies to die to the DoT and not decrease your damage meter.

    I think either solution here is absolutely better than the current proposal. 

    For the second iteration to work out they would have to remove or rethink the detonate on command mechanic. I'd propose to keep the detonate mechanic in place so Saryn can't simply run wild with mega spores everywhere because this limits her recasting potential, but rework it to cause the detonation to lose (ph)half of their current stacks. This would give it a different way to interact with her Spores in a satisfying way without the frustration of rebuilding stacks from scratch.

    This might be to much, but it would be super amazing if tuned properly: maybe even have the detonation cause a Viral status effect. This leaves Saryn with armor stripping spores, while keeping her team Synergy in place with viral. Sure, they'd need to reexamine Miasma, but I think that's already the case.

    Another option: recasting spores no longer detonates them, instead consuming half of the available damage to form a new culture. Regarding the above suggestion for a viral proc, instead work have Miasma apply a Viral proc only to enemies effected by Spores (however have this effect take place regardless of range). This keeps the interaction and synergy while also prompting a reason to deplete stack power as a tradeoff for more Viral effects. Miasma keeps its range and mechanic for handling damage and stunning enemies. Throw in the stack decaying while not active and always have a recasting consume half of her damage stacks and we have a powerful ability that can't just simply run out of control.

  7. I could very well be wrong, but I don't think it will work as well I'm practice as it sounds. Sure, they'll annihilate everything at low level, they already do. But every useless weapon and ability can already delete everything just by looking at it.

    Consider cheese Equinox on Io. She wipes out low level Corpus at hilariously long ranges. The style of just simply turning Maim on and forgetting about it falls off pretty quickly. Only does Maim become relevant again when you start detonating the stored damage.

    Saryn will also store damage. But unlike Equinox who scales based off of enemy health (so higher health/shields means scaling appropriate to the level), Saryn will be at the mercy of time and enemy density. She will scale the same whether it's low middle or high level. Her starting spore damage and the life expectancy of the average enemy in Warframe gives me doubts about the consistency and efficacy of the new Spores. At least before the rework we have some control over scaling which comes from actually interacting with them rather than just waiting for them to work on their own.

    Interesting to think about: Equinox scales faster and more powerfully of your team is skilled and powerful. Saryn will scale slower if your team is skilled and powerful. That sounds frustrating.

  8. As a dedicated Saryn main, some these changes are good, but come with a concealed nerf.

    I see some other Saryn mains thinking these changes will be universally good. They won't be.

    As it stands Saryn is a frame who already can scale infinitely. To do so requires an interactive play style and a bit of knowledge. Simply using Toxic Lash or a properly built spore popping weapon can achieve far more power than her new Spores will be capable of. I'm sorry, but waiting for a timer to tick up your damage will not give you stronger spores than the current method of interacting with them does. 

    I love DE but this they are employing some cheap tricks here. Touting 100k ticks that are endless is hype without merit. Maybe in a test tube it'd be better, but in actual game play you will be constantly left behind trying to build a weak little culture that will fizzle out when it can finally develop enough power to kill trash mobs at higher levels. Then you'll need to start over. EDIT: Kuva Survival comes to mind, even if you can manage to get a great culture going, by design you will need to leave it behind and start a fresh one at the new life support station. At some point in the mission the spores will become a non factor. How well these new spores scale in these situations remains to be seen.

     

    Our frame is going to become an armor stripping machine, sure, and press 4 to win. In other words, boring and not nearly as interactive as she currently is. 

     

    Also, enemy spawn rates will prove to be the deciding factor for her new spore kit, especially in a team. I am extremely suspicious that the spores will function as little more than an armor stripping gimmick since they'll almost certainly not be maintainable.

    She's not even going to support her team in any meaningful way outside of armor stripping (which is covered by other frames as well as CP). At least old Saryn has access to Viral, which is helpful for the entire team against any faction and doesn't overlap with other frames or team compositions.

    • Like 1
  9. 39 minutes ago, (PS4)Crixus044 said:

    Hello Aidan,

    I know I'm not in the context of this message, but i will give something actually informative on it. I've been playing this game a long time and I'm a very visual and mathematical guy. So far, 99.99% of my predictions based on upon workshops of what will happen, have happened exactly as I predicted. So with my history in mind, I believe my post to be of large importance to you and the DE team.

     The molt change is really nice and probably the best part about this. I love the speed buff as it makes molt's purpose actually evident as a defensive procedure. Toxic lash being a closer second in approval as having it work on more weapons than melee is nice for using her in weapon restricted missions. Miasma getting viral damage makes sense and i am for this change because the viral spread is still there, while having miasma become a supportive dps power. I love the increase in duration as it makes mobility essential to her, which is good and viral spreading would not be hard.

    The problem lies with the spores acting this way. I am very happy you have removed that spore turret molt combo, as not only was that too popular, it wasn't even her best use and because it "worked ok" players were wasting her better techniques as the reliance of molt and spore was all they needed. It was a tactic that was didn't do anything really unique except save energy, that wasn't really a problem. An enemy did exactly the same job as molt. If you walk around a bit and do the same thing on enemies, grab an ignis, hit up a defense and you'll notice your tactic will work just as good, if not better.

    My problem is with 2 things. Firstly, the scaling is false because while it scales infinitely, the rate will be killed off by itself. It's the cascading effect. If the spore scales, then it will either scale too slowly to matter and will not do anything substantial and die off, or too quickly and kill itself out. What i mean is that if the scaling spore damage will overpower the enemy's health, it will kill the enemy itself, spreading that to others and killing them too with even higher damage, creating cascade of kills. While this is nice in idea, it will kill out the spores and with it the scaling, because this cascading effect will keep going until there's no more enemies for it to reach, in which case, the spore dies out due to a lack of enemies at the time of spread. Then, you'll have to build back up from scratch, which will eventually take too long to do, and then saryn becomes a wash with slow scaling. At 5 minutes in, which is very low levels, the enemies were still taking a little longer than needed to die. I can only imagine a level 100 heavy in action on this tileset.

    Even if you change the mechanic of enemy deaths spreading the spores, the spore will still kill itself out by over powering the enemies faster than you can spread it yourself. While star chart levels won't see the effects of this, in higher levels, this will become all too evident. The time required to get her to the levels needed will be deemed too slow. In lower levels, she'll become the super nuke because the cascade will be very very quick. This was evident in your stream, that even at solo play, which had no more than 8 enemies, the ball couldn't be kept rolling because the deaths were too fast and far in between, thus the kills were there, but the scaling was not. I think the highest you got to was 500 and it took all the enemies present to get there, then the spore killed itself off.

    Plus, since it scales off of ticks and enemies hit, enemies will eventually out scale the spore, which will happen very quickly and stop saryn entirely. Her kps wouldn't even match up to endgame missions, mainly onslaught. If you reduce the scaling according to one faction, it won't stack up for the rest. If you make it too little, it won't get the job done. In missions with breaks in between, like interception or defense, she also loses her scaling every round, making it harder to maintain.

    Secondly, by removing the toxin spread of spores, you have removed the saving grace of this possible change and taken away the entire purpose of using toxin with her, which is part of her theme. Now with this, what's the point of Toxin? It's nothing more than a small damage boost and a theme trick. Miasma doesn't need Toxin, spore doesn't carry it, and the sources don't do a substantial amount of it. There's really nothing in her kit that needs or benefits from toxin other than a small damage boost and neat effect to pass the time. Maybe condition overload lad, but that's it.

    Toxin spreading spores was good in that it scaled off of damage done by toxin dot at the time of the spore being popped, which spread partially to other enemies. This didn't scale any more than the weapon you were using, but it was consistent, at least for those that understood it, which is not something to be ashamed of. Complex mechanics are not bad. Any mag main knows this to be true. Just needs some decent explaining.

    The toxin spread means that you have 2 methods of the spores dealing their damage, which is your damage input and saryn's damage input. This means you get more dps towards your spore which is a plus to help push the scaling mechanic of the spore without it killing itself, because in lower levels, the spore's damage will be most prominent because the toxin will not be there to get, but in higher levels, the toxin damage is gonna help get your spore the kills to spread even with a spore damage less than the enemy's health, which stops it from overpowering the enemy, thus it prevents the cascading effect and prevents it from killing itself off, because the toxin itself is taking up some of the dps required to kill, so when it spreads, it won't be too strong for the enemy, and when the higher level enemy does come that starts out scaling the spore, you'll have the toxin effect in to help.

    It's a win win.

    Also, I'm not a fan of the venom dose getting changed to corrosive, as its buff is made useless when armor is stripped with the exception of infested, but if the teammate wanted corrosive, he would've built for corrosive, which a toxin based venom dose would help all the same, while also helping the guy using viral and the guy using toxin.

    Just my critique and prediction from an old vet with a mind solely focused on warframe. Thank you very much for reading.

    This is by far the best response I have seen regarding the rework. Particularly Spores. The scaling damage is cool and DE clearly intends for her to maintain or even improve her DPS potential. But removing the Toxin interaction baffles me. 

    The switch from Viral to Corrosive actually really hurts Melee Saryn with Condition Overload.

    Currently we can cast Toxic Lash, Spore an Enemy, strike the enemy and spread two status effects. Lets skip to the next enemy. The next enemy will have his health halved as well as a toxic effect. That's two effects for Condition Overload, as well as one of those effects halving their health. 

    Someone please correct me if I'm wrong, but that's roughly 500% more damage when considering Condition Overload and the Viral status effect. Not to mention you're doing that 500% more damage AND you are hitting with a Toxic Lash buffed melee. Pretty powerful and very easy to execute.

    Now if we look at the potential of the rework...you'll instead find that next enemy with a Corrosive process only. Sure it might have stripped a tiny bit of armor (the value of this is debatable, the value of Viral is not), but now you're only doing 60% more damage as provided by Condition Overload, though the buff from Toxic Lash may be a tad greater, the actual damage is significantly lower.

     

     

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