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PollexMessier

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Everything posted by PollexMessier

  1. I usually agree with obtrusive parts being made auxiliary but I'm not a fan of this one.
  2. You can buy all the items individually (and the armor in it's own separate bundle). The overall discount of the whole bundle is only about 80 plat so if you own any two items from it or just the drone it's not worth getting buying the pack. But I do think bundles should discount you on items you already own from them.
  3. In practice most of the frames that are built like glass cannons just don't scale at all, and become just glass in more difficult content. While there's a few frames that deal absurd amounts of scaling damage AND come with damage reduction. I'd agree with you, if warframe actually had the balance between frames that you assume it does. But it doesn't. There are frames that deal massive amounts of scailing damage, and have good DR, and some other utility like stealth or CC on top of that if not both. And there are frames that don't do any of those things. I don't think Eclipse's DR should be nerfed for helminth at all. It would only really be an equalizer. If DE doesn't want you to stack damage reduction abilities, they have the capability of not allowing you to. They already do this with other abilities. Just giving glass cannons good DR isn't going to break balance when frames like Baruk, Styanax, and Octavia exist. Glass cannons simply don't cannon hard enough to make up for their fragility at higher levels. And even with 95% DR this would still be the case because enemies will eventually out-scale that and still one-shot you. Especially with these frame's typically abysmally low base defensive stats. The 75% cap is DE preemptively ruining an option before they give it to us because they THINK it would be broken otherwise, when in reality the game would be better balanced if they didn't. So is the 30% cap on the damage side which has been talked to death already. I don't see this ability getting used much as a subsume at all with the numbers they gave us.
  4. Kulervo can be fought during any spiral his hold exists in (Fear, Anger, and Sorrow). Provided you're in duviri experience, not lone story, so you can go do side objectives. If it's one of the stages, it won't let you do it as a side objective. If it's not a stage, then it will. Do all the stages up to when you're able to take the orvius to fight the worm, if it hasn't shown up as a stage objective by then, don't take the orvius yet and just go to the hold to fight kulervo before spawning the worm. (I don't trust side objectives giving you rewards after you kill the worm because some of them just don't)
  5. Genuinely a pleasant surprise. I hope they continue on this trend and abolish the idea of timed exclusives entirely. Feels like all the negative feedback on Heirloom really had an impact on their marketing strategies and I'm happy to see it.
  6. I really want to put something on Gyre for better survivability. Pillage would be a great addition to her. But her whole kit synergizes with itself too well to justify removing anything. Initially I thought coil horizon would be worth taking off but that thing deals stupid damage, has way more range than I thought it would, and does really great area denial.
  7. Well the person I quoted said there was a weapon pack so that's what I was reacting to. But I figured as much. I was hoping the weapons would have their own pack since the armor does. They should. It doesn't help that nothing in the pack actually says it's part of any pack when you look at them individually like bundled items usually do. If they were setup in the market properly I wouldn't have bothered asking.
  8. I hope they do it for all of them eventually. Also, worst take I've ever seen you have. Disappointed.
  9. Energy economy is more about ways to generate energy than to reduce cost. Of which there are many options. Worst case just pop an energy pad. I always have them in my gear in case of emergencies. There's not many frames I think max efficiency is really necessary on. And the few that I do, their energy economy issues extend far beyond the point where the current energy efficiency cap would help. Particularly Gyre and Ember. Those two burn though energy like they need it to breathe (Cus in a way, they do), and no amount of efficiency or energy generation seems to help much with it. Which is hilarious cus both of them have a way to generate energy from just casting abilities. They need help. I don't struggle with any other frame energy wise. I can almost always find an energy upkeep method that works for them.
  10. Ok thank you that clears things up. 75% DR is basically nothing in this game. They might as well have just removed it entirely for all the difference it would make. I'll still get randomly one-shot with a 90-95% dr ability active in missions that aren't even steel path. What would be the harm in just keeping the DR at 95? Making frames that are lacking in the defense department, with no real benefit to compensate because the vast majority of damaging abilities don't scale well to high levels, actually usable without abusing shield gate? Man what a disaster that would be.
  11. My bad. Chain of misinformation and didn't do my due diligence. Thought it capped at 75% but that's just the starting value before power strength. 90-95% is good and what I was asking for. I'll probably be using it a lot for that provided the duration isn't obliterated. I do think they overshot the damage nerf still tho.
  12. I kinda like the idea. But I think only swapping abilities between their respective vehicles makes sense, and as many have already said, the usage of these is just too limited to bother implementing it. And for warframes, nearly all of the available abilities from them are ether outclassed by an existing subsume, way too overpowered for a subsume, only make sense on the thing they originated from, or are just unuseably bad. Let's go over them. Odonata: Energy shell: Volt's shield.... yeah not happening. Disarray: Entirely useless Seeking Fire: Outclassed by Thermal Sunder, and maybe breach surge. Inconsequential amount of damage. Repel: Might actually be good.... except it's a 4th ability so it's never gonna happen. I'll be pretty much entirely disregarding the possibility of 4th abilities from everything else. Elytron: Bloomer: Single target damage ability... like we don't have enough of those. Would never get used. Also outclassed by Smite. Core vent: Literally just Disarray again Thumper: Actually kindof compelling. A bit of AoE CC and damage centered on a specific area for a duration. Chyrinka pillar fills the same use cases tho. Thumper's only advantage over that is range and all the AW abilities with Aoe would have to have a significant range nerf anyways so that can only be speculatory. Itzal: Arch Line: *J. Jonah Jameson Laugh* "Are you serious?" Penumbra: The afk leachers' favorite ability. Pretty much useless to anyone else. Cosmic crush: Would I love this? Absolutely. Would DE ever do it? God no. Amesha: Watchful swarm: This is literally just Mesmer skin... Never gonna happen. Benevolent decoy: The single most overpowered point-defense ability in the game. Arguably Amesha's signature ability. No chance. Warding grace: Worse Gloom. Voidrig: Necraweb: Like.... maybe? High upfront aoe damage with a lingering slow area. Really the most reasonable ability so far. I don't see anyone really wanting to use it but it could potentially find some niche. Stormshrowd: Iron Skin that scales with enemy damage... Yeah no. Gravimines: Just bad. Bonewidow: Meathook: I could see an argument for this working with the parazon. Would be kinda cool if not for the ridiculous chaos of rag-dolling an enemy on the hand of your warframe. It works for necramechs because they do all of their animations one-handed and are quite a bit larger than warframes. It would just be too chaotic to use on a warframe. Shield maiden: Dependent on a physical object that makes up part of bonewidow's body. Not a very good ability anyways. Firing line: Outclassed by several other enemy grouping abilities available from helminth. Now, Would being able to subsume warframe abilities onto vehicles be nice? Maybe. But necramech energy works differently than warframe energy so there's an argument to be made that some warframe abilities would be overpowered on them due to the difference in energy economy. Particularly abilities like.... Nourish. And not a lot would be very helpful in archwing without substantial range buffs.
  13. If eclipse's damage reduction was actually usable as a subsumed ability, than maybe that damage nerf is justifiable.... But unless you keep the DR at 90-95% that damage nerf is unacceptable. 75% will do next to nothing on the frames that actually need a good DR subsume to survive. We're just kindof completely lacking anything of the sort rn and it's kindof annoying. I'm sick of sticking pillage on literally everything to not die because I don't wanna use 3 mod slots and an arcane to have a functional shield gate build. You guys can't even balance glass cannon frames to be actual glass cannons and 90% of the time their damaging abilities are about as useful as any other frame that also happens to have a busted DR ability or two. If you could, Maybe this would make sense. But as the game is, and always will be, this is a stupid decision.
  14. Oof that sucks. "Linking" accounts completely erases the data of the non-primary account. I'd wait and hope DE does something about migrated accounts being blocked from the merge option. They really need to address it. Cus your only option for cross save right now is losing one account or the other.
  15. Is there a reason you can't merge them? Link and merge are two different things.
  16. I don't really like the idea of using randomized loadouts to create difficulty. I loved Circuit's randomized loadouts because Decrees largely supplemented a lot of the trash weapons. You could get garbage weapons and still be melting enemies if you got good decree rolls. That's what made the random gear fun. And they re-roll fairly frequently. Here tho a bad roll is just "guess you ether get carried or don't get these rewards this week, sucks to be you" That's not difficulty. That's a slot machine. Maybe if the default mod loadouts were actually made by a sensible human being it wouldn't be so bad.
  17. Hmm. It is kindof hard to come up with something less pointed that's not a bit too long-winded, without changing a lot of the post to match. Something like "Much needed changes to Exalted weapons if stat sticks are removed" maybe A lot of these points are just changes that exalted weapons have needed for a long time regardless of what happens to Pseudo-exalts. So the "if stat sticks were removed" qualifier feels a bit bad. But that context is needed for some of the points to make sense without re-writing some things.
  18. I fully agree with all of these points, which is a pretty rare occurrence on posts like this. But I don't think that title is doing it any favors
  19. Erm Nobody said anything about steel path being some "special club only the best are allowed to enter". The whole point of the topic is that steel path is too hard grindy to enter, and it's barrier to entry should be lowered. So, literally the opposite. Aside from my MR requirement suggestion which I emphasized was more of an optional side-suggestion and was meant as more of a tradeoff to the currently ludicrous grind. And I have a pretty lengthy reasoning for, but I felt going off on it would make it feel like my main point when it was really more of an afterthought. Also, Given incarnons are currently the best weapons in the game, I'd classify incarnon adapters as "good loot". So that's also just wrong. Also Arcanes for that matter. And without steel path you basically don't have access to weapon arcane adapters as far as I'm aware. Aside from a really limited amount available from the trader in duviri for some reason. But they cost pathos clamps sooo depending on how you feel about the grind for those that option might as well not exist at all. Unless DE made them available for plat which... I wouldn't be surprised if they have. I haven't been keeping up with the game that much to have noticed.
  20. Unless you count arcanes and incarnon adapters as content. Also I was running SP relics yesterday and almost always got a full squad instantly so ether you've never even tried and are just speculating, you tried once in the off-hours of the game and got bad luck, or were trying to run a slow fissure like defense or something cus people avoid those ones like the plague.
  21. I'm strongly of the opinion that unlocking steel path should just require clearing Void Mot. And all necessary junctions to reach void mot + the minimum amount of mission clears needed to reach said junction on each planet to prevent skipping via Taxi. With the caveat of if you wanna do the steel path version of any individual node you have to clear the normal version of it first. And maybe, maybe have a mastery lock on it of 10-15. I know a lot of people hate mastery locks, but I think this is fairly reasonable personally. Anything more than that is too much. And it's especially unreasonable that they keep adding nodes to the list. The Zariman in particular I feel is completely unfair because it adds a huge grind wall to accessing steel path that didn't exist prior to it's addition.
  22. They really need to make all armor strip abilities just have the same list of enemies that they do and don't work on. Maybe give some of the more single target ones a longer list just for balance reasons but I'd rather they all just work on the same stuff. It's impossible to keep track of this inconsistent crap and there's no reason for it to be like this.
  23. They can't drop any of the relics Varzia is carrying. That's what Aya is for, which does drop from the relic packs. They also definitely don't drop the Baro relics, which you didn't mention but I felt were worth including. I'm not actually sure about the railjack exclusive relics. But I doubt it. I hope not. that'd be bad for a number of reasons.
  24. The shield the hound generates with this precept doesn't just block enemy projectiles. But yours and your allies as well. Given Hounds are very mele focused... this effectively puts an impregnable shield around any enemy your hound is currently attacking. This makes the precept actively a detriment to use. Which is really frustrating cus that extra magnetic damage would be really nice. But as it is the ability is so detrimental it's almost gotten me killed a number of times, and has gotten some defense objectives destroyed, because my hound decided to playfully hug the most destructive enemy in the hoard. What's extra frustrating, is I've found reports of this issue dating back 3 years. Fix this. seriously.
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