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atejas

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Posts posted by atejas

  1. If DE were worried about individual frames being able to tank too much damage, they would have nerfed Wukong or Assimilate Nyx already. I don't care if Inaros can afk sortie 3 for 10 minutes instead of 3 minutes, the actual good thing about this mod is that it makes frames like excal, harrow, and khora feel like they're not made out of paper at sortie 3 level.

    14 minutes ago, Klokwerkaos said:

    I don't know man.  Try putting it on an umbral nidus which is nigh unkillable already even without a link.  Then add this in, swap it for hunter adrenaline and swap one of your arcane grace for arcane energize and you're basically allowed to be afk without a link, add a link on and lolwut?

    It's a waste of a slot on Nidus because, like you said, he's already basically unkillable and gets several consecutive free lives.

    4 minutes ago, Klokwerkaos said:

    The only reason to bring a tank in a proper group is to control the battle field so the squishes don't go down so they can clear the horde.

    The frames that 'control the battlefield' in Warframe are cc frames. Limbo controls the battlefield. Inaros doesn't die. Tanking in warframe is, by itself, basically a selfish niche.

  2. 32 minutes ago, Neyar said:

    Can you please disable/remove the lasers on the Orokin defense arbitration tileset? On a normal mission it's irritating enough to have someone press the friendly fire button, but on an arbitration it really screws with things. I just had to restart the most recent arbitration three times, because someone went straight to the lasers and killed most of the team/operative and failed the mission before the first wave had even started.

    Thankfully it didn't count as a failure and I could restart, but it's really frustrating to perma-die this way. 

    The lasers shouldn't do team damage at all, but as with many things, arbitrations have exacerbated issues that have existed for years.

  3. It's really great that Arbitrations added a way to farm endo and ayatan sculptures in bulk, but now I am really feeling the shortage of Ayatan stars (amber stars in particular). If there were a way to reliably farm these as well then the endo economy would be pretty much complete.

    My suggestions:

    - Arbiters NPC that sells the other Vitus rewards also sells cyan and amber stars (bundles of 2 for 1 and 2 essence respectively)

    -Maroo's weekly mission gets replaced with a mission to recover a cache of 10 amber stars and 15 cyan stars each week

    -Enemies in arbitration have an enhanced chance to drop stars

    In addition, now that there's a reliable way of farming endo, please consider changing the sortie rewards -- removing the 4k endo reward and either increasing the rate of drops for rivens, or adding another reward (like 2x radiant eidolon shards possibly)

  4. 24 minutes ago, Palizar said:

    Defence missions take to long....way to long.

    This is mostly because of pathfinding issues that have been around for years. DE needs to either fix them, reduce the round counter for defense, or set defense arbitrations in smaller maps like Hydron. Taking more than 30 minutes to do one ABC rotation is unacceptable.

  5. 51 minutes ago, Delixilion said:

    I can only assume this is a bug, but Revenant can enthrall just about everything. I was doing a mission and a Stalker began to hunt me, someone in my squad was able to Enthrall the Stalker, and when it got Enthralled, it was frozen in a meditating position, and we able to kill it in under 3 seconds.

    Unclear if it's unintended or not but he can enthrall most bosses too. Makes him a pretty decent boss killer tbh.

     

    EDIT: Some suggestions on the new update:

    - The projectiles from the death pillars seem minimal in terms of damage. They would be much better if they would enthrall enemies upon hitting them since converting dead thralls into new thralls is a key aspect Revenant needs to not feel punished when allies kill his thralls.

    -The cast time for Reave outside of Danse Macabre is still too long considering it's a get-away ability.

    -Giving one charge of Mesmer Skin to allies isn't enough. Have him add about a third of his current total mesmer charges (with my strength, I get 12 charges, so one reave would add 4 mesmer skin charges, which seems reasonable considering what other team defense frames like Gara or Nezha can do).

    -The fog effect from Mesmer Skin is distracting, especially now that it applies to allies as well

    -Passive is still useless.

    Otherwise, a good update and a pretty decent frame. But he could be legit great with some relatively simple changes.

  6. Zephyr's tailwind and divebomb got merged into a single ability, and changing Iron Jab (which is pretty awful rn) into a slightly similar pole vault/slam combo.

    Defy is OP enough as is, it doesn't need a buff. If anything, I'd suggest merge Defy and the suggested specter spawn ability and make it so that whenever Wukong takes lethal damage with a specter active, he swaps places with it and gets an invuln grace period.

  7. 6 hours ago, Leqesai said:

    Do you even need cc with this augment? I was hitting groups of enemies for over a million damage with it a couple of days ago. Tbh it is borderline overpowered. Even out damaged a saryn in onslaught with this thing.

    Strangledome is mostly helpful for defending objectives, Khora herself doesn't need it but the reduced aggro helps a lot on excavation/kuva survival/defense etc.

  8. 2 minutes ago, (XB1)GearsMatrix301 said:

    Sounds like they intentionally did that so you aren’t stacking the damages from whipclaw, combo mult, augment, and strangledome 50% spread.

    Right, I'm fine with it not stacking off enemies taking the 50% damage spread in general, the problem is, even when enemies are caught in close enough range that one whip crack hits them all, it doesn't stack. Which imo feels unnecessary or unintended.

  9. 59 minutes ago, (PS4)NemitheNem said:

    Not sure how I feel about that, because Venari is 'free' to start with, plus the lifesteal link mod.  Add in that resummoning Venari is only 25 energy--It would be very cheap status immunity/damage reduction.

    Maybe if it was only when Venari was over 90% health, that way it wouldn't be a constant thing, but it would be enough to take the edge off some stuff.

    With the other lifesteal mod you can full heal venari with one melee hit, so it's not like it would be hard to keep all the buffs up. But Venari already needs too much micro for an ability as it is.

    The simplest change I'd maybe want to see is to change the passive bonus depending on Venari's posture. So attack gives you the current speed buff, protect would give you the old armour buff passive she had, and heal could give a small passive hp/s restore or something. But it's not a big deal tbh.

  10. 3 hours ago, Madway7 said:

    With people speaking of Devstream 113 I was reminded that they removed something without stating why (I think).

    His 2 used to have an added effect (the parts on the back), but it was just taken out afterwards.

    w0bxBiOh.jpg

    M8BlJHBh.jpg

    The Eidolon tendrils are still there when you cast your 2, but they appear to only show up clearly on your left shoulder and they're generally much harder to make out against the smoke.

  11. 1 hour ago, MrMysticalPotato said:

    3 - no delay - have had no issue using it effectively

    The cast time is fine with natural talent but NT shouldn't be mandatory. It's basically similar to tailwind or tidal surge, but those abilities have an instant startup, so there's no reason for the delay on Reave.

    6 hours ago, NEUDRIVER101 said:

    The reason I went ahead and mentioned how good Reave+Thrall is. Is because of it's potential cripple enemies at higher level where it's no longer easy to kill them. When you Reave through Enthralled enemies they lose a guaranteed 40% of their max health, this is very useful for when you need to take out heavier units at higher levels but wildly unnecessary at lower levels where your thralls will die to anything anyway.

    Reaving enthralled enemies does way more damage than it needs to (considering it's not meant to be a dps ability) but heals much less reliably than it should. Really bizarre ability.

    • Like 1
  12. 36 minutes ago, MarrikBroom said:

    Can I cast while doing the twirlly dance?  Am I being full on first world problem here with this?

    Aiming and casting at a target with the lasers active without first killing them would be really awkward and though....imo the thrall curse should just spread automatically when Revenant or an ally kills one of his thralls.

  13. 51 minutes ago, Kymaeraa said:

    My idea for this is either 1 of 2 things:

    1. Increase the cap from 4 to 6, this doesn't seem like much, but it would help a lot.

    2. Make the cap scale with power strength, like Mesmer Skin does.

    In addition to an increase on the cap, I would also suggest:

    Enemies are enthralled when they are attacked by a thrall or when they attack a thrall.

    When an active thrall is killed, the affliction has a 60% chance to jump to the nearest enemy within 10 meters for the remaining duration.

    Make those changes, increase the cast speed and enthrall will be a much better part of his kit since it won't punish revenant when allies kill your thralls or you use your 4.

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