Jump to content

Andele3025

PC Member
  • Posts

    2,189
  • Joined

  • Last visited

Posts posted by Andele3025

  1. 51 minutes ago, (XB1)KayAitch said:

    The what line?

    With the old 2~2.5 combo assumption (and better stance control due to less animation locks) 40k~ish line (or 50k with sac of focus school to not use drift). Even right now a ramped gram prime (without prime fever strike and a comfy slot) should have fully ramped/has 50k sustained dps, however thats pre stance modifiers, closer to 70k with.

    51 minutes ago, (XB1)KayAitch said:

    I mean, sort of, it made all the melee weapons good, mainly by making range no longer scaling so low range could still be effective.

    Also by squishing the floor and ceiling of damage closer while also removing a total damage modifier from the calculation.

    51 minutes ago, (XB1)KayAitch said:

    Kitguns aren't weapon variants, they're modular weapons you have to farm, build, grind (without catalyst), gild, grind again to level. They're supposed to be a step above most secondaries, and they are. Zaws are right up there too.

    No, they are regular weapons that you can simply noobtrap/waste resources on. Also they are much easier to obtain than primes and should (like zaws right now are when one discounts op arcanes) be a step BELOW any prime, they are random trash piled together with pennies and horse glue and can be obtained at extremely low MR, as such 100% shouldnt have the current 70-90k npdysjpt dps (gaze being the exception at 48-63k depending on setup/economy you go for) and probably shouldnt even breach 3/5ths of that.

    51 minutes ago, (XB1)KayAitch said:

    But, these were supposed to be high end weapons worth the grind and they were.

    Sauce on that. Because 1) they sure as hell arent obtained end game as getting them is merely a cheap no MR lock rep sink/a good kitgun is reasonably obtainable by MR5, a minmaxed Catchmoon or Tombfinger at worst in their 5th week in at MR 8~9 (aka semi-casual play)  2) they are made out of leftover junk instead of by the orokin 3) the raw difference in a optimized vs unoptimized kitgun shows that if anything they ended up in end game via devs not playtesting nor crunching the numbers on their weapons.

     

  2. 17 minutes ago, Tiltskillet said:

    Noxes also get difficult to one shot relatively early, presumably for the same reason.

    Ah damn yes, all the "flat damage per instance across second cap" mobs have the same anti true damage bs (nox, if you could finisher em juggers armor instead of core & eidolons, etc), sorry forgot about it since most enemies with it cant be finishered in the first place and the tendency to just head pop noxes.

  3. 14 hours ago, Tyreaus said:

    What I mean to emphasize is: the reason they changed Covert Lethality was because it could handle any level content, whereas with huge numbers and the scaling back of EHP, there is some point on the scale that it won't.

    DE also flattened scaling, making the level where a raw finisher stick cant kill a enemy near impossible to reach (well not really, its merely somewhere in the 4.8k level range for the average weapons if fully modded and optimized/critted up) since the good finisher sticks have: stealth damage bonus, weapon finisher multiplier+crit multi, finisher damage multi and base damage+elementals as multipliers resulting in obscene damage.

    Hell even the worst weapons (ironically daggers being among em even post CL) should still oneshot anything up to level 200 that isnt a corpus terra elite eximus (since cte have overbuffed base stats/lie about their stats for level and eximus for some god forsaken reason have dr against true damage).

     

  4. 10 hours ago, Jiminez_Burial said:

    Just another example of why weapons should never have been 'balanced' by Rivens.

    And they, according to DE, arent. Now we should just make sure DE enforces their own words (and possibly fix rivens form being gacha trash, that one could almost call turning the game pay2win, into something more functional, less RNG and more ""long term"" progression/a few weeks to 3 month long perfectly tweaked corrupt mod style thing).

    Also OP, no, weapons should have never breached the galatine prime/tigris/tenora/pandero line. Melee rework went softly into actually fixing the weapons with the biggest gaps, but kitguns are still in their meh scenarios as good as top end non-kitgun secondaries in their best case scenario (aka 30% more damage without any of the downsides, catchmoon having taken months to actually behave more like its shotgun cousins/first one to kinda-sorta-not-really get a nerf that got compensated by exilus slot).

  5. 1 hour ago, Yperkeimenos said:

    So ....bad DE.....fix it now.

    Alternatively, make Hema worth the farm instead of a worse sybaris with 2 cool gimmicks that dont gel with the weapons stats (too low accuracy and too high burst recoil to be accurate headshot gun, too high burst delay and heal only on headshot to be spray n pray infinite bullet hose).

  6. Multishot could also (hypothetically) be split up into multiple stats (with each mod having at least 2/3 of em):
    Extra shots as flat value, Extra shots as % value, Damage % of extra shots, extra shot ammo efficiency (since beam weapons already have modified base ammo efficiency it should be possible to make it a stat unless beams secretly just have 10x the ammo and the UI displays it with one decimal point shift).

  7. 3 hours ago, Kainosh said:

    My control is still there tho.

    Because you didnt use anything but mash button and auto target in the first place so, yeah and?

    Quote

     Attacks like Stinger and Hooks  require  you to hold Targeting.   Its not exactly "manual" turn on/off.....You MUST use it to perform these attacks.   That makes it a "built in" feature of said attacks. 

    They require you to press it as a modifier. Just as block combos. You dont have to actually fight with lock-on on. Again please read comments as this is the 3rd such redundancy.

    Quote

    That is exactly what I said.  Read all of it.

    No, you repeated my point while acting as if making a distinction.

    Quote

    This "hitbox" can trigger it too soon, and, if enemies are not grouped up nicely, you can easily miss that guy you aimed for.    That is why I prefer Warframe's version. With no "trigger" hitbox.

    No, the difference is warframe dashes dont end on hit unless you use lockon and like wasting time and damage thus. Its like the EX streak when you target a enemy far away to cleave through ones nearby. Doesnt change the point that Calma on TR was cut apart and stitched together without a part of the hitbox it had.

    Quote

    I do. I just thought that you don't.

    As you sent this:

    I though you expected ALL enemies to be damaged.     

    If you wanted it to trigger upon contact with 1st enemy, you should have said so.

    Oh god you're really corpus brain repod. They werent effected at all. IT HAS NO HITBOX ON THE PART OF THE SWORD SPIN. AND UNLIKE STREAK IT HAS NO NEED FOR A TRIGGER BECAUSE IT CONSTANTLY DEALS DAMAGE (like EX-Streak, tho tbf the gif has its start corrupted so im not sure if you can see the fact that the sword and body, while enemies well within melee reach, clip right through the bombards). Imagine if Stinger or KCs slam didnt do damage to enemies right infront of Dante.

    • Like 1
  8. 1 hour ago, Kainosh said:

    Hmm.

    Went and tested a bit.  No autotargeting,  used TR and then GT Tekko.

    I still can land hits perfectly with TR Heavy blades.  GT Tekko was harder to consecutively land tho, as almost all of its combos move you past targets after first 3 hits or so.... Had to "dance" around a bit.   Ah, no range mods in both cases.

    Doesnt matter, hitboxes and mechanical keyboard steer got gutted thus reduced player control.

    1 hour ago, Kainosh said:

    IBTW, Autotargeting and "Target locking" is also used in DMC and you cant even turn it off.  And its used to prevent that "moving past target" thing.  Its just a better solution than being able to move during combos IMO. And I believe in Capcom too....guys know their sht alright.

    Except that there is no auto target in DMC and lockon is player press controlled as a modifier much like block can be used in Warframe and can be released without any effect on a attack after the input got recognized (which is why you can do multi grabs with Nero in 5 while juggling a third enemy and keeping a 4th one with HS taps or PL rocket up). It wouldnt need to exist at all if DMC used a crosshair/mouse aim and upshifted higher angle camera, much like pause combos it exists as a console compensation feature.

    1 hour ago, Kainosh said:

    If you target something behind the crowd, it will dash past almost* all enemies, hitting that "back" guy.
     

    No, it does the strike on the first hitbox connect. Unlike in DMC5 where (the non ex) Streak has a small frontal hitbox, you can actually see the hitbox of Calma was big before it got part of it chopped off (because of sloppy animation stitching).

    1 hour ago, Kainosh said:

    So no, Streak has no damage hitbox on its "dash" part.  Dash part has a human sized "trigger" hitbox, that, if entered by a demon, triggers Cleave move that deals damage.

    You do understand that hitbox (well technically hurtbox) doesnt mean something deals damage, just that it area for other body to trigger a effect. E.g. throws (or pulls) in fighting games. So yeah, Streak has a full frontal hitbox which triggers the horizontal slash JUST AS I SAID IN THE VERY LAST COMMENT. You missing the point and then repeating it wont change the fact of melee 3.0 butchered melee mechanics and that you have no place to note on it "being fine" because you werent using them in the first place.

    • Like 1
  9. 1 hour ago, Duduminador said:

    not burning because of it, but it's accounted for what is happening to the gameplay atm as well.

    Almost every little change made to the melee and parkur system for the past 'years' is at fault for making the game feel less engaging, less responsive. There are less animation transitions, less obstacles, less feedback to the player, everything resumes to resgistered damage numbers on screen and a clusterf of buffs toggling on and off, not even the Warframe abilities stop player novement now. At this rate the difference between firing at a mob and meleeing it are gonna come down to animation alone, while the player character behaves like a wet ice cube sliding agross a flat polished granite surface.

    Except that being locked in while moving while the "static" combos force move you forward, moves that once (justly) had slowdowns on movement instead of root, ability to keyboard steer some dashes, etc all made combat MORE RESPONSIVE and the animation lock trash used as glue for 3.0 is the opposite and just encourages you to spam slide attacks because they have all the benefits of any attack chain that doesnt have forced slash procs with no drawbacks.

  10. 20 hours ago, Kainosh said:

    That specific move from TR works like Streak from DMC series now.    You have to use it from CORRECT distance.

    https://www.youtube.com/watch?v=XxmzoxAfOOM

    Its boring if it hits everything on its way. That would be a dumbed down, no skill move IMO.

    You do know that RQ Streak has a frontal hitbox all the time, right (since even the video shows so), which is used to trigger the horizontal slash? And that Calma did have its hitbox as a cone infront of you for the whole slidespin before 3.0 but now is literally just missing a part of its hitbox because of where the move was cut apart to be restitched together. Its also why August mesto zaps your camera left/right and doesnt actually move in a straight line anymore.
    Not only did you make a completely wrong comparison by not knowing the mechanics of the game you compared the issue to but missed basic facts anyone who used the stances attack to any reasonable level before would know (not that i can blame anyone for not using old pause combos as WF doesnt do keydown/keyup timers well and scales em with attack speed).

    21 hours ago, Kainosh said:

    Ah.... You mean that slight movement you were able to do while attack animation plays?  You want to be able to slowly move around while attack animation plays?

    Is that it?  

     

    Yes, player keyboard based diagonal movement proportional to the camera, again, slide attacks still have it. Same way for return of stuff like sprint influencing dash distance.

  11. 11 minutes ago, (PS4)NemitheNem said:

    Which are, depending on the weapon, mandatory mods.

    Doesnt matter if they are "almost mandatory" as only Pressure Point is a true mandatory mod for a melee weapon (however it too isnt actually used on tool weapons, which is a sadly small category when it comes to melee compared to primary and especially secondary weapon options as tools like pox and zakti).

  12. 3 hours ago, Kainosh said:

    If melee steering doesn't work with "WSAD melee aiming" option enabled, then its a BUG.  And AFAIK, it was reported many times.

    Use mouse until its fixed. Or keep suffering with broken kb controls.....Your choice.

    Except for the little fact of NO, thats not how that works as keyboard steer ALWAYS worked with mouse aim on AND STILL DOES ON SLIDE ATTACKS.

    Quote

    It was removed for a reason.   That "1 extra meter of dash distance if you hold W".... It happened due to stacking movement glitch.  That's not even a "tool" or solid "mechanic"...And it doesn't require any "skill" to use..... people used it to compensate for their inability to calculate distance to target.

    No it wasnt, proof is that its not gone completely from the game, just from stances that got butchered and isnt a glitch any more than dodge roll keeping momentum is. Your inability to know the distance a sprint gap closer vs regular gap closer vs slide tapped gap closer isnt the problem of people that actually know how to use said mechanics when they have the option to do so.

    Quote

    Dunno. I use stances and combos just fine. New Gap closing moves give me enough combat mobility to not need any slide spam.  And its really fast to switch combo types, so I don't feel any animation locks or restrictions.  

    Except moves lost keyboard steer (or in some cases like TRs pause combo, got their hitboxes gutted). You not being skilled enough to notice what a animation lock is and how the loss of control impacts gameplay isnt my problem.

    Quote

    Autotargeting feature is used in many skill based melee games as basic feature.    Its not a PvP game, so autotargeting is a preference option. Not a "skill" factor.  It also has its drawbacks that make it unsuitable for some weapon types.

    And proof that you have no place in the discussion as you arent even using any of the relevant mechanics and just autotarget mashing.
    P.S. No, its a basic console compensation feature, not a game feature/mechanic on its own.

  13. 9 hours ago, (PS4)NemitheNem said:

    On speed alone it out does Primed Fury at 4.4 per drain, and gives us that sweet sweet combo chance on top of that.

    A gold mod should be between a silver and a platinum mod, so 40% speed is right on target. But it should not be  better than a platinum mod.

    You are missing a crucial thing here. Slot efficiency is as important if not more than drain.

    Now to be fair, in the case of quickening its a slight overperformance in slot efficiency too but thats only relevant when one adds BR and Berserk into the calculation.

    Quote

    Now then, corrupted mods, these are a little...on one hand they what you need to finish off the build, on the other sometimes it seems odd that sometimes the corrupted mod doesn't give you as much goodies as a non corrupted mod despite having an extra cost.

    The non-damage weapon corrupt mods do need buffs.

    Quote

    But here's the thing, a riven mod should never be worse than a regular mod, but often they are for low disposition weapons. 

    A riven should also never be better than 2 regular mods, not be tradeable, get a better select aquisition route and they should have stat locking and their value rng ranges removed or made tweakeable, sadly its not in DEs financial interest to make them actually healthy as a "customizable corrupt mods".

  14. 14 hours ago, Kainosh said:

    I absolutely can steer my dashes and vertical flips with mouse. 

    Mouse, not keyboard AS I SAID. Slide attacks keyboard steer works perfectly fine but certain attacks in stances lost the ability to do so FOR NO REASON (while a rare few gained free movement which should have been the default instead.

    Quote

    And...I don't need to increase dash distance....because I hit reliably with what I have.  

    DOESNT MATTER, you not wanting to use tools doesnt mean everyone else should lose them.

    Quote

      I don't have any problems hitting stuff exactly where I want, with what I want.

    Nor do i because #*!% using stances unless there is a status proc because slide attacks kept all the functionality without any of the downsides like animation locks. Tho seeing how you're arguing against skill in melee id guess you use auto lockon so thats also a non-argument.

    Just because you dont understand the value of mechanics doesnt mean they shouldnt exist.

    • Like 1
  15. On 2020-06-03 at 4:11 PM, Kainosh said:

    No they did not. 

    They just changed control inputs, and you failed to get used to these.   Its a You problem here.

    DE actually cut apart stances and stitched them together wrong while removing subtle features from them.
    Just compare old vs new TR (spoilers, ani locked dashes on new TR dont have their distance increased by sprinting/speed, you cant keyboard steer during the 3 vertical flips of august mesto AND lost its free movement during non-dashes); L2P.

    • Like 3
  16. Allow me to TLDR: "DE gutted the stances, removed unique stuff (slowdown, sprint speed influencing dashes, etc) and glued them back with animation locks."

    And yes i agree, personally going by new control scheme id like TR to return closer to its old self (forward, static, forward block respectively) with all stances forward combos always having full free movement (and in TR case, August Mesto getting back its partial keyboard steer and sprint/nonsprint distance modifier, like slide attacks still have).

     

    • Like 7
  17. 23 hours ago, (PS4)ForNoPurpose said:

    Right then.. the best setup for every weapon is 2x speed mods and 2x range mods.

    I will go announce this to region chat.

    I mean, yes, PP, PF, PR, Zerk, SLB, Blood, Oran and PFS (or Buzz kill on pure slash) end up with the highest kills for dps on almost any mission short of going more than 1h 20m+ on kuva flood survivals where replacing it with Weeping or it and FS with 60/60 mods ends up better. You're increasing the area of your strikes from a 12 to 16m diameter tends to result in more kills per swing to a point where anything that isnt a 2x current damage mod is worse (which short of a riven isnt something that any single mod can achieve efficiently).

  18. 10 hours ago, (PS4)ForNoPurpose said:

    However it is still better than primed fury in nearly every situation. Most people do not double stack the two because even a unranked berserker is better than fully ranked primed fury. 

    Likewise if 2.5 is the best SLB can do, people would only ever use it over reach to save mod capacity. Nothing would really change.

     

    Except both of these statements aint true. You do stack em because attack speed already was a high DPS stat (not to mention kill count per area and stance comfort) pre melee 3.0 and has since become THE SINGLE BEST modifier for melee with 2 big multiplicative modifiers removed.

    Reach equally has a massive effect on kill count per area and most setups that do want more than 4~m total range (which is most weapons with current SLB) want AS MUCH AS POSSIBLE. Giving 2 P Reach for a very low upkeep req just doesnt make sense, nor would changing it to be a % mod despite it then being comparable to zerk.

  19. 10 hours ago, (PS4)ForNoPurpose said:

    Ok one being a % and the other flat has no bearing on how good in relative terms they are to their respective group. This isnt a compairson of one to the other, but a comparison of the relative benefit of each.

    SLB is worse than Primed reach

    Berserker is better than primed fury.

    There in lies the issue.. holding to %vs flat is willfully ignoring that.

    If for example both were flat bonuses and using a base 1.0 speed weapon

    Fury = + 0.3

    Primed fury = + 0.55 speed

    Berserker = +0.3 to 0.75 speed

    You see the issue? One is flat out better when the conditions is met. And primed fury is a login locked mod, it should be much better than it is.

    Berserker is better than primed fury assuming no slows and stacks with primed fury unlike other speed mods. Its however worse if you get slowed because it multiplies the new speed instead of sharing its space in the calculation. You cant even truly compare it to fury and co.
    Thus why i said if its raw stats benefits were to be compared, one would need to make SLB give 160~165% reach that multies ontop of P Reach, which unlike attack speed which is a low number % mod, actually would have a mandatory/BIS effect aka is dumb to do.
    Meanwhile if one follows its stack trend for when it caps out its stats, it gives 2.5 which is nice (and unlike zerk which still gives a reason for PF to be equipped no matter its bonus, it being a cheaper almost as good PR is a good use case).

    TLDR: half a meter bonus means consistent with zerk while accounting for how each stat works/is balanced

  20. 3 hours ago, (PS4)ForNoPurpose said:

    People people. If we are being fair, berserker is better than primed fury when fully stacked.. why not let spring loaded blade also be better than primed reach when fully stacked.. let it stack 4 or 5 times! 

    Because the 2 arent truly comparable in raw stats effect other than stack value.
    Berserker is a total attack speed multiplier which means depending on other modifiers it can be either better or worse than fury (as people that didnt know how to dodge roll or put on primed fury yet cried about initial ghoul slow clouds demonstrated).
    SLB sadly isnt a % reach modifier that stacks after regular reach, but just more flat range (it should still stack 2.5 times like berserker tho).

  21. 6 hours ago, (PS4)ForNoPurpose said:

    If it drained hp instead of energy, had no invulnerability, and had stagger and knockdown immunity..

    Hell just removing the invulnerability would be beneficial as could build for rage. Currently you can only stay in hysteria if you with arcane energize.

    Perma hysteria is still a functional build even without energize (tho not that efficient in terms of power for investment even compared to using her for a finisher setup and god forbid comparing to warcry frame-stick for weapon), which is all the more reason why its dumb that its "downsides"/mechanics dont encourage you to actually fight with it more than just a lovetap for hp.

    8 hours ago, (PS4)Lei-Lei_23 said:

    Personally, I would prefer Hysteria to be a damage reduction exalted melee ability with a DoT health drain on Valkyr’s health. It would encourage Valkyr to be more melee-centric and consistently attack with Valkyr Talons for lifesteal. I’m sure this was suggested quite a bit in years’ past, but anything is better than invulnerability only usable for cowardice or as an “oh-****” command. Valkyr’s initial design was as a feral berserker, she should be more suited toward that role for Hysteria.

    Maybe with further works down the line with her Enraged augment, we’ll see Hysteria’s core functionality changed. We can only hope.

    Keeping it as a mechanical invul but effectively just DR/staggered conditional damage tho has several advantages (and rage wouldnt be really needed to be used at all on her prime in said hypothetical as base pool is enough for warcry and riplines as long as one doesnt drop to low efficiency) as far as future proofing goes tho and in theory should keep her from falling into the "stack DR for meta" hole.

×
×
  • Create New...