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Gawizard

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Posts posted by Gawizard

  1. I like the idea, Adaptation exists though, the damage gates would be nice because it would stop that one bombard whose gonna end up on Faze with his sick ogris one shot trick shot compilation. Adaptation does that too but to an extent; it gets better the more you use it.

  2. I feel ya mate. Rivens are Great thing but in its current state, its more of a gamble with your time. worst part is that selling stuff thats rather unpopular would have you get shamed by everyone for having ok prices because they want to low ball it. The Flipping game in the 'Riven Mafia' is a scumbag's dream; Buying rivens for 10 times less and selling them for 10 times more. this is exploiting newer riven traders. Wish they can change rivens to benefit non meta weapons (like the rubico [My favourite sniper before eidolons came and @%$(ed everything up}, amprex, Vectis and the Kohm) and give light to weapons that no one would ever use. There used to be a time when if i got a random riven, id go out of my way to get that weapon, build it for the riven and try to find an optimal build for it, i did it with the tonbo and now look what i have
    unknown.png

    unknown.png

    Now id just endo them since there are some weapons that cant be saved.

    • Like 2
  3. 2 minutes ago, Kingsmount said:

     

    Slash-  Flesh Rend:  Bleed damage directly to health as is.  Chance to "Cleave",  dealing damage to very nearby enemies within 1-4m.

    Piercing- Armor Piercing: A portion of damage bypasses armor, and reduces max health.  Piercing damage gets innate punch through.

    Impact- Shield Shatter:  Impact damage reduces shield maximum and a portion of lost shields is dealt directly to health.  Impact-stunned enemies are disoriented instead of ragdolled, open to finishes and stunned in place.    BLAST damage can be the damage type for people who want to ragdoll enemies.

    1) You just buffed slash
    2) Radiation and Viral had a baby
    3) Magnetic but physical. Finishers are nice but its finishers, they dont "finish" the enemy

  4. Honestly Thumpers have the mobility Raknoids can only dream of but yeah. for balance a Mobile enemy should be easy to damage (not the same as easy to hit) and not be tanky. A trifecta of all 3 makes the thumper an annoying enemy to fight and at least giving it an obvious weakness would make it better. Since its designed like a tank, its only fair that it be able to hit. make the body be affected by the current DR we have now, make the legs take more damage. Another thing to add is making its thumps remove any abilities affecting it (i think mag bubbles affect them) and probably cause the player to ragdoll if they are affected. That way you wont have to worry about the DPS meta clearing through content without making things more tedious. (with DR)

  5. 21 hours ago, OricSharp said:

    First, the current Stance Polarity system is designed in such a way as to encourage the use of particular stances with particular weapons, so as to get an extra hit of mod points, and these stances are neglected as a result.

    Forma exists.

    Honestly, i think you can solve the majority of your problems by formaing the stance polarity on your weapon. However, Brutal Tide does Brutally suck.

  6. 10 minutes ago, (PS4)PS_90210 said:

     I want more difficulty in this game, I can't really say anything because my playstyle is literally just a whole bunch of cheese (ember wof ash invisible mesa dps) 

    But I don't think it should come in the form of nerfing the warframes and limiting them, I think they should come in raw difficulty, as in things that are actually interesting to fight, and has difficulty (Jackal, the big raknoids in the vallis) No DR, but things where you actually have to try to kill them. The wolf, you unload, and everything else, you kill everything by pressing like 2 buttons. Instead of having that, maybe some enemies should be like mini bosses with their own mechanics, NO DR THOUGH

    Nullifiers, all I have to do is run into their bubble, and melee them down, and I have my abilities back in like 5 seconds

    i agree, adding more variety to enemy weaknesses would make for more interesting gameplay, just like the ravager from destiny 2, one would instinctively go for the head but the weak point / precision point being placed on its weapon that allows for one shots makes it more fun.

  7. 47 minutes ago, MBouh said:

    Well, actually saying slash is always more effective is oversimplifying the question. It is especially neglecting damage modifiers.

    For example, if you take a bonus damage of 50% (puncture against ferrite), then puncture bonus damage will be better than the slash proc up to lvl60 grineer heavy gunner. Maybe even higher.

    As for shield it depends on the ennemies but the same will apply.

    you dont see a lvl 160 grineer dying to a 30k puncture proc. Slash is universally better. Would rather see ragdoll physics be altered so the take damage on impact (archwing has it, why cant a lancer hurling at mach 3 from my sonicor experience the same?) and puncture deal more damage against enemies. it makes no sense to recreate procs to make other damage types better.

  8. On 2019-04-05 at 6:12 PM, DiabolusUrsus said:

     

    • Keep combos simple to execute and get rid of directional (INCLUDING FORWARD) inputs.
    • Stop combos from rooting players in place or slowing them down.
    • Get rid of combo stat gimmicks. Warframe does not have the balance and appropriate mechanical depth to support meaningful combo variation; the only purpose a combo needs to fill is making the combat look cool and feel responsive.
    • Keep it simple. Trim out the silly pirouettes, hops, rolls, and flips. Combos should be snappy and utilitarian, not comically slow and clunky.

     

     

    I agree with the first point, but the reason i use melees more than guns is because i can do more varied attacks rather than press m1 to do damage, plus adding flair to combos makes it a more attractive alternative. The stationary combos are really meant for unleashing high damage in a concentrated area, if you made all combos fluent and mobile you get the the Brutal tide combo for sparring weapons and i can see what youre coming from about the slow and clunky part but that's mainly tied to the attack speed animation. Heavy swords are meant to be a big thing to swing around, dont expect dagger like attack speeds.

  9. Honestly, If DE added more enemies that stops warframe abilities or reduce damage output (corpus Nullifier and Ancient Healer) we wont be in this state where they are solving DPS with innate damage reduction. (a hard example is the Wolf, the DR is dumb). That way target priority would probably matter instead of a mesa just pressing 4 and clearing the defense point with no care in the world.

  10. Anyone wants to give their current opinion and or suggestions about the gunplay in Warframe at its current state? Personally i wish more weapons saw the light of day. I get that not all weapons should be able to one shot an eidolon limb but at least make them strong enough to be used in a sortie 3 with a riven and perform moderately ok. Also rivens in their current state is a joke, Destiny did that better with year 2 integrated weapon rolls.

    • Like 4
  11. This shouldnt have took me this long, but i've tried to show how the system would make a single pistol appear
    if you look at the status chances for the akstilleto prime
    unknown.png

    it just manages half when all 4 status mods are installed on each individual pistol, so instead of 100% viral and corrosive, it would be 50%corrosive and 50%viral now, i didnt take in consideration multishot but given that status is spit up between bullets you wont be gaining status per bullet. this also means that your probability of getting corrosive and viral to procc at the same time is around 25% assuming if the viral and corrosive are greater than the IPS and other mods. I can calculate for crit with the aksomati or akvasto prime if you wish.

    EDIT: i reverted the accuracy values.

  12. 1 hour ago, NotDaijoubu said:

    Even for a slash weapon, status duration is more or less useless imo because it is not a dps boost. It does not change the damage per tick, just the total damage from all the ticks. You use slash because you can kill something in 5 seconds or less without resorting to armor stripping. If a slash procs took 8 ticks to kill, wouldn't it be better to use a different build or a different weapon?

    If status duration affected the frequency of ticks, that would be a dps increase. I'd actually be interested in a mod that increases the frequency of ticks but not the number i.e. 1 tick per 0.5 sec for a total of 3 seconds instead of 6.

    I agree with you on the slash tick affected by stat duration. Would make my -sd rivens useful since you can get like all slash ticks in like 1-2 seconds

  13. 7 minutes ago, (XB1)Zweimander said:

    Status duration on slash weapons is actually a straight DPS boost matter a fact so I would not say it is useless. My Sobek riven has SD and it makes it even stronger especially when you consider the damage and multishot it has as well. So it is not a useless stat, it is just a situational one.

    Im Assuming that the Slash being "a DPS Boost" Part is due to the target surviving long enough for the status to deal its damage but i can agree on your point is situational.
    But then again, isnt the point of the game is to kill as fast as possible while looking as good as possible?

    • Like 3
  14. 1 minute ago, peterc3 said:

    There's nothing to bring back.

    Hard no on the loot. You failed that mission. Your loot is gone. Why should you get a second chance at it?

    Its just a suggestion i can give, things that are subject to change by me or you guys. My main point is to make them more prevalent in game play.

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