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Traumtulpe

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Everything posted by Traumtulpe

  1. Gas is capped at 10 stacks and doesn't scale with either Heat or Toxin mods, as such it is defacto a defunct damage type, and obsolete until reworked. If you've ever used a status weapon, you'll likely have seen something like 400 status procs on any given enemy - Gas would deal 2.5% the damage due to the 10 stack cap, then ~1% damage due to no scaling from elements, then 0.5% damage due to health type resistances. This is ridiculous.
  2. Similar issue here, can't craft higher tier lenses - the foundry just gives me an "unknown error".
  3. What a clown. Here's a 1.4m bleed proc by the way, no arcanes (neither on the weapon, nor on the frame), no abilities, no priming, no riven: And here's the Lex Prime, also no riven: In case you don't know, those have around 3m HP at level cap (Steel Path, obviously).
  4. I like how you're unironically using armor strip, and priming, and Sonar spam (and I'm sure you have a Riven on those Ether Daggers), and you're standing here on your soap box tellimg me "melee was totally fine". You could *literally* do level cap with a Stug and your setup. You could do level cap with a goddamn mining tool and that setup. You could kill enemies with bullet jump and that setup (though there's no rivens for your feet, unfortunately!). Ridiculous. You *do* know that a gun can kill those enemies with a single shot, no priming, no abilities, right?
  5. Personally I'd like it if we had the option to choose either behaviour - say, if you aim glide while you press the ability, it does the upwards push, if not you just fall down as usual. Or the other way around. More annoyingly, the ability is bugged to cause hard landings from miniscule fall distances, Or more specifically, hard landings are bugged not *not* trigger based on fall distance, but either "time spent in the air" or "velocity".
  6. Between the big melee nerfs (and gun buffs), and the introduction of Tennokai. I'll redirect you to this thread for details: Oh, that's odd. I was going to link my thread about how guns are superior to melee in every way from not that long ago, but it seems DE stealth deleted it! Well I guess it served its purpose, since DE addressed several of the issues I raised...
  7. You just awoke from a coma, didn't you? Welcome back! Just for your information, there was a period of time while melee was entriely obsolete, but that's thankfully behind us now. And no, turning on all the auto targeting and lock on features, and just holding down the melee button while I am literally stapled both to the ground, and to my target, is not an option. If you actually try to play the game you'll notice stuff like your warframe doing both an attacking, and a moving forwards animation, while you actually move to the side. Looks like dogwater, and the sad part is, a couple years back DE themselves actually did way better.
  8. I can only hope that DE, at the very least, considers letting us use the "forward combo" by pressing left or right instead of only forwards. It makes no sense that pressing sideways would trigger the neutral combo (which usually catapults you forwards, and in most cases completely prohibits sideways movement) - unless this was done to "hide" the fact that the warframes legs now always "walk forwards", even if it is actually moving to the side.
  9. All purple shards is obviously the stronger option - you can get ability strength from mods instead. That being said purple shards are currently bugged.
  10. The "!" means you got a "double red" crit. You'll proc slash mostly when your target is immune to radiation procs, in that case all radiation damage is ignored for the purpose of procs. Bosses have special damage reductions that aims to prolong their life, and make you deal roughly the same damage regardless of equipment - though elements and removing armor still matters! You really should be using Tennokai on the Skana (I recommend Discipline's Merit), those heavy attacks take chunks out of everything. Also the Iron Phoenix stance's forward combo is great for proccing Tennokai. For the Torid I prefer a corrosive setup over Hunter Munitions, as long as you put 2 green archon shards on your frame for 100% armor removal.
  11. Yep, 8.1 seconds duration speed Volt player here, I spam that skill faster than you can backflip. On the plus side I only have 25 meters range, so if you keep a respectful distance you won't get the buff. I do think an opt out for buffs is a good idea, not just for speed, it can also mess up your elements for example - because I also buff everyone with electricity damage, and if you happen to have an innate toxin weapon with a cold mod (to get viral), I turn your Hunter Munitions viral gun into a magnetic toxin one. You're welcome by the way ^^.
  12. Any weapon that has access to a particularly fast stance, bonus for special heavy attacks, forced slash on heavy attacks, good hitboxes on said stances, and exceptional crit stats. Really, the value of a fast stance cannot be overstated, it's the difference between a free heavy attack every 1.1 seconds, and a free heavy attack every 4 seconds. That being said, here is what I currently enjoy using: Free heavy attacks every 1.4 seconds (base), absolutely massive critical stats - the Skana was terrible at killing groups due to it's 0.6 follow through, but with Melee Influence (and on Saryn) it is a complete monster. Free heavy attacks every 1.1 seconds (base), 0.8 follow through and forced slash on it's heavy attack. You can also make it deal Corrosive (from the Arcane) and Radiation, by replacing Weeping Wounds with an Electricity mod (or on Volt!) - great for killing anything resistant to Slash procs, like bosses. Sinking Talon also has pretty wide hitboxes. Nepheri also doesn't need Melee Exposure (because of the Slash procs), so you could use Melee Fortification or Melee Vortex (with a Magnetic primer - which could have Primary Obstruct on it!). Don't have an R5 Melee Vortex yet, but I'm sure it'll be great.
  13. What for? Also I seem to recall that there's a sentence in the EULA that says you're not allowed to sidestep a ban by making a new account, so if you request a merge you might just get both banned.
  14. The +2 corrosive cap shard does *not* work for the companion, by the way, I assume thus that the topaz one will be fixed to similarly only get procced by your warframe.
  15. I have no clue whatsoever what the effect is supposed to do, or does do, after reading all of your descriptions and patch notes. Does it now infact give me 5 shields for every blast proc I cause, as it says on the thing? Or does it something else entirely? Okay, after reading some comments, it apparently *does* do that now. Doesn't that basically make anyone with a rapid fire, blast proccing weapon invincible?
  16. Also melee stances got cut into pieces and stitched back together all weirdly, for example the gunblade shooty stance had a melee slash added to the first attack in it's combo - luckily that instance got reverted after revolts on the forum, but many other stances weren't so lucky (Wise Razor...). In fact a lot of stances we currently have aren't even finished, they have the same combo in multiple of the 4 slots (neutral, block neutral, forward, block forward). I guess DE just gave up halfway through.
  17. Same. Though I don't see why decoupling the animations would be unrealistic, we had stances that did this in the past.
  18. How would you feel about the option to crouch in order to perform the attack in place? Personally I like having attacks with flashy movements - if I also have the option to attack practically instead.
  19. That's precisely what the difference of neutral combo vs forward combo is for, is it not? The neutral ones can have big animations and big damage, while the forward ones can have lighter attacks that mostly involve the upper body. If you look at the combos and their multipliers (and the forced procs before most of them got deleted anyway), the forward combos were clearly meant to be weaker.
  20. I don't, unfortunately. However I can assure you that it looked much better than what we currently have. With enough attack speed, the legs just flail around in their attack animations during movement (where you are even allowed to move) - it would be vastly better if they just walked normally. You are correct with your "turret tank" analogy, that was basically how it worked. It might not have been perfect, but again, *vastly* better than what we have now. And, also again, you always had the option to not make use of the "turret tank" animation by just not moving sideways - no movement input resulted in pretty much what we have now.
  21. That's 2 good stats, one useless stat, and an okay negative. Also no multishot unfortunately. I'd say 60-150p.
  22. Unfortunately I can't make a video about stances prior to 2.9, since I have no access to past versions of Warframe. As for current stances, you can just try walking sideways while attacking with them, it evidently doesn't work, and in the cases where you're actually allowed to move for one attack out of the entire combo, your legs keep pointing forwards and look super janky. Like I said, you're free to not care about this stuff though. It's fine if you just activate melee lock on and mindlessly attack, I wouldn't enjoy that at all though!
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