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SneakyErvin

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Everything posted by SneakyErvin

  1. But it isnt, since it includes no building blocks, it is an empty space. Or do you see an empty lot as a building IRL too? Or the bin with unassembled Lego pieces? The frame, the weapon(s) are simply the foundation.
  2. Nevermind that you building for "engaging" arbitrations also brings you to a point of more likely going down, which puts pressure on your fellow players since they cant refuse to pick up resurrection gems. Which in turn reduces their defenses and increases the risk that they'll go down aswell. You are in the end extremely selfish in this situation since you are effectively negarively impacting everyone else in your group. A player building for fast clearing doesnt, since in the end you will get the loot and the drawback was simply you couldnt participate as much as you like. But here you are straight up aiming to make it harder for up to 3 other people all in order for your personal fun, which might result in everyone losing their loot. That to me is bordering to griefing or trolling territory. And this is before considering that you might actually be the host. Given your wording in your previous post you also arent a fan of people built to go long, so chances are you'll ditch when you get to the bored point even if they can carry the rest of the match. So you suddenly end up forcing a host migration, which might result in the others straight up failing, all because of your opinion of "fun". And yet here I though you were advocating consideration towards other players through builds, while your own ideas and actions are the ones that can actually hurt others the most in PuGs. So again, you are of the mind that it is your way or the highway. Just because you dont enjoy efficiency others are actually not enjoying efficiency and somehow only make themselves sufffer. Is it a man? Is it a bird? Is it a rock? No! It's Savior Complex Man! I very much enjoy efficiency in farming, hence why I havent burnt out after soon 7 years and thousands of hours spent on the game. Others (you including) might not enjoy it, and that is your full right. But dont go an expect that you are the norm and see everyone else as in the wrong. There are options for all of us if we dont want to take the chance, and that is going solo or inviting likeminded people in order to always end up with what we want when we play. I for instance wouldnt join a pre-made you make, since your idea of fun isnt the same as mine, so I wouldnt enjoy it and I wouldnt want to ruin it by doing things my way in your pre-made either. But the moment you set foot in a PuG you are saying "I'm OK with whatever", same as me. If I were to end up in a Arbi PuG with you I couldnt hold it against you if you cant pull your weight or I need to res you, since I freely joined a PuG where that might happen. Do I think your approach is correct? No. Would I tell you in that PuG and yell at you? No. Because I decided to jump into a PuG so the fault is fully on me in that case. Pretty much all RPG have those options since no game forces you to do the highest levels. You can play Diablo, Grim Dawn, PoE, Borderlands etc. at the difficulty you want where you can use as little items as possible and kill mobs. Same lack of progress as here when doing so. I mean there are very few games that dont allow it when they have replay value, since nearly all will have a low level option. Modless isnt a build. You are at that point asking me to do what I asked you if you asked from me i.e not playing the frame at all. Since you are not improving or building around anything he provides or improving any style he plays. My point is I could build him without strength or true offensive stats and still practically 1HK everything, the exception possibly being Demolysts on the SC. Skill 1 = guaranteed orange crits. Skill 2 = guaranteed bleeds, overguard, immunity some direct damage and combo. Skill 3 = spreads 50% of all damage inflicted on affected targets, damage to health ignores armor, damage to shields damages shields. Skill 4 = AoE damage hotspot that inflicts slash, spreads the slash overtime and damage to enemies linked to the target hit through his 3. Even when not making use of his #1 he annihilated SP with a ranged +100% build. And that strength was only there to cap his curse. So expecting anything on SC or even in arbitrations to stand to his damage is not really realistic. So a build could easily be based around efficiency to allow him to use his skill as the caster frame he has the potential to be, while likely also extending their range for that playstyle. Simply to make farming more efficient by killing more mobs at a time.
  3. It should affect the Halo since it is a debuff placed on the enemy that reduces outgoing damage, as opposed to a buff on the frame that reduces incoming damage. So 80% less damage should be produced by the enemy before it hits the Halo. So if the mob would hit for 5k it would really only send out 1k damage, meaning 100 bleeds through the Halo and is then mitigated by shields/armor/adaptation etc. Uhm no, that is quite far from pretty efficient. And also far from not breaking a sweat. Just as he even says in the video, he needs lots of stuff to even be able to kill to start with in order to get the buffs from the arcane. Not to mention he also makes use of primers at those low levels in order to help the MK-1 kill. It works well practically everywhere. Not really the same thing since he was simply bugged and a bug got fixed. We've had very few actual nerfs that havent been the result of extensive use by the community. Thermal Sunder, Catchoom, Multi-Contagion spam, Vex Armor, Bramma, AoE overall, Wukong/Clones/Specters etc. Then you cant really have an opinion regarding contagion since you simply dont know how powerful it actually is. It is practically an AoE gun with limited ammo that has a trigger requirement because it has no reload either. It is a weapon that can 1HK the heaviest SP Demolishers/Lysts, which is the opposite of useless. What is stupid with 2x jump though? Tap-tap or tap, I mean, what is the real difference? Complaining for the sake of complaining or? Removing the RMB interaction would not be a good solution either, since that would prohibit you from slam attacking when you want and end up in turd territory like a few of the sword and board weapons that have projectile areal attacks. Those weapons feel horrible with their single jump and quick melee trigger.
  4. Because it isnt an answer to the question asked. And if you are going to further customize, then it isnt a build, it is a build in progress. Since the free slots and capacity does nothing while you are already in a mission. So those slots and capacity fill no role or purpose in the end. You could for instance, with that build add multishot, crit and more radiation, it would be the exact same build since it would do the exact same thing, shot enemies and apply radiation while dealing radiation damage. The difference is only that it could be used in higher content and in more rotations to leave you more wiggle room. For arbitrations as you use as an example for the "build" you are effectively sabotaging for anyone that ends up in your group, especially if you are the host. Since you are not able to push with your build, so you are prone to be a host mig forcer when you wanna leave, when most players at baseline will very likely want to run a couple of rotations so the hour for the mission isnt completely wasted. That is a massive assumption and misconception. There are many builds where I invest very little in offense, they are also builds I take to the SC if needed, with nothing specific in them aside from TTL to make them viable in SP. Those builds dont change the triviality of SC, since the base of the build itself trivializes SC, the modeless base as you refer to it. And those builds are simply used in order to increase efficiency when doing SC. I can for instance do nothing with my Protea, Garuda, Saryn, Banshee, Ember etc. to make them effectively worse at SC, since nothing in their builds really increase their actual power, since practically everything is just QoL modding outside of their TTL choices. Their power comes directly from their kit. The main difference is that my Saryn recently changed in order to be able to guarantee corrosive procs, but that has zero impact on SC since the skills already kill there without extra strength added. So you really dont have a problem with any mode, you have a problem with people not enjoying things the same way as you do. But your idea of fun is also in a minority, so expecting that others would do as you do is highly illogical when setting foot in something like a PuG of a looter game. It isnt about "SP builds" since these builds are simply builds done way back and then added to in order to allow them to also do SP in order to be able to keep enjoying the playstyle of those frames/builds. You get pissed for people speeding up exterminate? The mission most people group for simply in order to make it go faster? Why are you even grouping for it if you want it to go slower? Massive you problem right there. You just sound so extremely entitled while refusing to realize that you are in a minority spot. Somehow thinking your style is the norm when it is what would be considered an extreme minority within the community. And again, you have a problem with people wanting efficient runs, not any mode in specific. Maybe WF just isnt the type of game for you? edit: Also, like my newest favorite frame Kullervo. I cant actually change him from 1HKing SC, even if I go with neutral everything he will still instakill whatever he touches, even if I could equip him with a modless wooden butterknife. So what do you want me to do there? Not play the frame? Same practically goes for someone as old and outdated as Ash and several other frames.
  5. Roar+augment on Kullervo is an amazing combination for his Overguard. Auto max stacks of puncture across a large area of mobs, that also fall over in the process. Takes alot of stress away from OG when needed and increases final crit chance further. Since he has so much health and armor naturally along with massive dps buffs for melee I stopped at 3 violet crit damage shards on him and used the last two spots for yellow cast speed. This give you great opportunities to cast quick roars as needed. edit: And with the recent changes to finishers the knockdown is a nice addition for some free finisher kills if you want.
  6. I'd have problems classifying my loadouts based on categories, since most of my loadouts have 3 seperate configs for a frame. Which extends their usage across several modes. My Frost Prime for instance would clock in as static, bossrush, endurance, sabotage and multi-point. The only thing he cant do is get around fast or avoid spy crap. Though I would likely still bring him to certain mobile clearing missions, like defection, since S#&$ that is frozen wont attack anyone and you can place conveniant globes at chocke points to slow down enemies that chase.
  7. No MK1 Braton would not. I said without breaking a sweat. You dont need armor strip to "kill alot" with contagion if you've actually built a weapon designed for contagion. It kills as fast and effective as any ranged AoE weapon pretty much. But they dont unless enough people use it and bring it to light. Just as how Chroma went under the radar for years, all the way up to his popularity increase with Eidolons. And specters/clones going unnoticed up until the popularity increase of Wuklone. Which are all a result of high usage data. It already does/did crazy damage without the HA exploit. Hence why there was never a real reason to use the HA exploit, since you cant kill things in less than a hit in the end. So more and more indications you talk about an item you have probably never used, or bothered to actually build for. Your example still includes RMB as part of the command, so you'd be in the same situation of accidental wall latching not matter how much you remove from the manouver aslong as it requires any time of air-time and RMB in combination. That you've died versus the boss during recast is with a 99.99% probability due to getting hit by toxin at the wrong time. Since it is practically the only explaination in this case. Zero need for response time if you recast before it reaches zero since it has a quicker recast than the old 1.33 gate and it is removed and recast with the same button click. Rhino is more likely to get caught in between recasts if you have an augmented skin, since button click 1 removes and discharges Iron Skin and click 2 is required to reapply it. Not sure how it works now though when it is OG, if the discharge results in the OG immunity window or not. And a tip for those that play frames like Kullervo, Nezha, Hildryn or Rhino. Subsume Roar on the first 3 and use the augment on all 4. That gives you an additional 80% DR and knockdown on demand that applies to OG, shields and health all the same.
  8. But you havent answered it. I've asked you what the purpose and goal is of the build. If your 3 mod argonak takes say 10 rounds to kill mob X in arbis, is that your purpose and goal with the build, needing 10 shots instead of 8, 6, 4 or 2, or 12, 14, 16 etc? Or is the goal to simply clear arbis? If so, why not build for efficiency in arbis then? Is the goal to just be able to clear A? Why is that a goal? What does that goal bring you? What is the reason you only want to reach that point? Do you get more out of the mode that way, and what exactly is it you get out of the mode in that case that you wont get out of the mode by being more efficient? It seems you have some issue with making things "too easy". Which makes it sound like you never go beyond rota A, since if you build for something further, rota A is less engaging than needed for you, no matter what content you do really. Wouldnt it be better to build for a rotation further in that lets you have more engaging gameplay in a single session even if it trivializes the starting rotations? You'd still reach the engaging content that you are looking for. There is also nothing odd in taking a "Steel Path build" to arbitrations, since Arbitrations are set up in a way where staying longer is incentiviced due to the time gate and RNG nature of the mission types available. So if I wanna stay for X amount of time in arbis a "SP build" is likely suited for that since the damage output of the enemies will quite quickly be roughly the same, since those do not beyond the level increase of mobs. The difference is the eHP of the mobs and the density really. So even for a star chart mission, bringing a "SP build" would be viable if I wanna stay for X amount of time, since again, the damage scales with enemy levels, not SP specifically. So it seems you have less a problem with "SP builds" and more an issue with endless builds. So is running endless now the wrong approach to the game aswell?
  9. Ugh that reminds me of old Dark age of Camelot crafting where you wanted a specific quality percentage in order to push damage and durability above that of most random drops. Or how the upgrade systems work in some game. "Oh you want to upgrade a level? Oh well here you go with a level degrade instead, enjoy!". I far prefer WF heh.
  10. One thing I'm curious about. People that think crafting times should be removed, have you considered what would be put in their place to make crafting a time sink? Since no game out there has instant free crafting. Imagine instead of hitting up a 1 minute craft for 20 refined ore or crystals you suddenly need to spend 3 seconds for each single one, like done in classic RPG crafting systems. Sure the long times for crafting frames and weapons might suck, but it is also there instead of needing various rare materials in order to craft them at all. In other games you might farm the blueprints, then you also need to farm some very rare components, or sit several hours in real time to refine the needed amount of materials, unable to do anything else in the process. Not to mention the time you spend in most of those games to get the needed skills in those crafting professions in the first place. In the end, you wont get a system free of time sinks, so be careful what you wish and ask for.
  11. Not sure if mentioned yet but a big difference between hitscan and beam weapons is that ammo drain is lower (0.5) on beam weapons, or on most atleast. This is likely due to the need for damage to ramp up before dealing maximum damage.
  12. Can also confirm they still take damage since I use them daily to farm extra morphics for bile on 3 planets.
  13. He's definently my favorite right now. Teleport at will which increases final crit by absurd amounts, hitting like an A-bomb, free slash together with overguard and healing, insane damage spread on demand, free heavy attack bonuses from his passive, crapload of armor and health, and he looks awesome (and you can remove his knives for more fashionframe options). I've replaced his 4 with Roar and Nourish for different builds/weapons. Wrathful Advance is also fun on Chroma and Rhino.
  14. Will do when I get around to it. It reminded me of those old "jumping jack" toys with a string you pull to get their arms and legs to flap.
  15. It is very much extreme since the arcane is quite the opposite of useless. I mean ffs it 1HKs some of the toughest mobs in the game without breaking a sweat. The reason it was fixed/nerfed quite recently should be enough of an indication of use since the actual old nerf hit it. I'm refering to the interaction description on the bloody arcane. Not the hidden activation that was recently "fixed" which produced more damage. Exactly, it isnt. Do you uhm really need to ask that when we talk about a trigger that invloves having to aim i.e the same interaction as latching onto a wall if you are too close to it in the air? Like... really... you ask? OK I'll answer. You stand close to a wall, you 2x jump in order to use contagion, you hit RMB (or whatever aim button it is on a controller) and you latch onto the wall and instead of throwing the arcane you end up doing a melee manouver down from the wall you just latched onto. Have you ever even used the arcane you claim is "useless"? These are things you should know if you've actually used it. That argument makes zero sense. If you recast freely before the last stack falls you still have near 2 seconds of invulnerability from your always maxed shields. And what "enemies won't wait for you to stand still" means I have no clue about. So they dont wait... soooo they uhm... continue to shoot you. OK... sooooo that means those enemies will trigger your last stack and give you that extra second no matter what. What exactly is it they are supposed to wait for in order to trigger that "perfect situations" of yours? It is when you do not wait that you get less than the 3 seconds, but you still always have 2 seconds in those cases and Mesmer is far far far from a 2 second cast skill. It was possible to manage it even under the old gate system where he had 1.33 seconds, even before the stack loss immunity was added. So no idea what you actually try to say or argue here since again it makes absolutely no sense whatsoever. Do you play Rev at all? Have you ever touched the frame? Yeah I think the problem with Rev is if they nerf Mesmer as it is now his kit wont provide him anything that makes him stand out. And people that act as if his immortality through mesmer skin is new are either new to the game, to Rev or both. He's always been immortal, more so than he is now even, it is just that his old setup wasnt designed with SP in mind, where the density is so thick. Right now he needs to rebuff after roughly as many seconds as he has charges, or well slightly further in between rebuffs than that, but still. In normal content and in arbitrations etc. before SP was introduced, he could go full rotations without ever having to rebuff since enemies were fewer, so less random shots that would hit him and so on. And you could also Enthrall and Reave to keep it up. The recent buffs to his Mesmer Skin did nothing in content below SP, since it lasts just as long in there now as it did before. I practically stopped maining Rev due to SP, since it was too much rebuffing back then because the enemies ate your skin in a matter of seconds. And aslong as there are frames with far higher damage output along with either fully passive tanking or it weaved into normal gameplay, nerfing Rev would make no sense. Even my Dagath is built in a way where tanking is passive and not given much thought as I play. As opposed to when I play Rev, where I actually need to monitor his stacks and rebuff accordingly as a seperate part of his gameplay. Dagath just casts and kills and her tanking is at the maximum potential it can be at all times. I've actually dropped out of groups due to that #*!%ing augment since it completely screws up builds. One of the worst and most intrusive augments ever made. And it doesnt even work on the things you actually want it to work on when playing Rev.
  16. The foundry has for me been one of the best things with WF. I came here from MMOs with manual crafting. I've wasted less time in WF over the course of 6 (going on 7) years than I did in WoW over the course of a month, or a day in ArchAge or Black Desert more or less. Here I just start things up and then I can go do whatever I want in the game, aswell as log of and do something completely unrelated to the game. It really only comes down to having to wait early on, since at that point you craft a multitude of things with few to play with as you wait. But after that point you will practically always have something read to use as other things are cooking. Oh and I've spent less time in WF over these years than I did before I could even start playing my Doctor in Star Wars Galaxies.
  17. While AoE is fun, it kinda removes all threat in the game and makes it hard for DE to produce new content that is somewhat balanced. At which point they instead more or less remove our progression, and we get steaming S#&$e like Kahl missions, or the Nihil and Exploiter Orb encounters. Which is why it should likely be reduced both for weapons and frames to make the game more healthy overall. Our power should likely be reduced overall, but DE just wont put in the work needed, which would be a rework of the whole damage system really. DE have simply just let it go while other games do it constantly, so they've practically let the ant hill turn into a mountain. The problem in WF is that it is just that single encounter that kinda allows for it, and it practically only applies to the bonus version of the SP version. In other cases the only reason you'd swap over to a single target gun is if the boss has an arbitrary weakpoint mechanic so you must hit a very specific spot. If not you likely turn them into red mist and pulp with whatever AoE gun or melee you carry with you. The old damage attenuation also resulted in needing single target, but not any single target, rapid fire or pellet more or less. With the changes they made to it anything works. What WF would need has been suggested so many times over. Heavy units with massive resistance to AoE while also rocking weakpoint locations that you need to take out to kill them. That would allow for AoE to run crazy to kill trash, but also require people to actually stop and consider what enemy are in the middle of everything else, while carrying atleast 1 weapon to take out those priority targets. Guardian Eximus were a step in the right direction, but they have nothing to put up against you if you play melee, since you will likely go through them as if they werent there. We'd need a mix of them and the glassmaker enemies, it would create a priority target that left unchecked would significantly slow down the kill rate of trash, while giving that trash more uptime shooting at you. Another idea I've had for heavy mobs would be a necro or spawner. Also a very durable unit that hangs back and reanimates dead enemies into something tougher aslong as it is left alive. Would certainly fit for a potential infested expansion or a void related creature. Also heavy units that add immunity to damage types for allies would be a good solution aslong as they are also hard to kill and requires priority focus.
  18. I guess Wally also represents them cos he loves to touch ki.... ooops.
  19. The main point I'm trying to make is that no damage is transfered, that a new damage instance is calculated. You might want to call it transfer, but that is not how it works mechanically and should not be refered to as that. The reason is because if it was a transfer it would hit for nothing, since it would be mitigated by armor etc. since it is not true damage that is dealt. The reason Curse for instance can actually transfer damage is because it has its own rules, it ignores armor as part of the skill and transfers damage dealt to health directly to the health of cursed targets. So hitting a corpus on a corrupted tile with a toxin damage attack while having it curse linked with a grineer, you likely will wipe out the grineer aswell since it will ignore the armor, and if you hit a grineer with an attack of any damage type and have corpus linked to it, all the corpus linked will likely die since their health will get targetted directly as curse bypasses the shields since shields of the main target were never damaged (since grineer has no shields). And if you attack the corpus with non-toxin and you have grineer linked, the grineer will take no damage if you dont destroy the shields and start hitting health. That is just not how the spread works on the arcane. So it rolls a completely new damage instance based on your modding and not your attack. This is important since the main attack that inflicted the status might have benefited from stance multipliers, a direct debuff on the target or similar, which will not apply to the new instance, it may have also attacked a completely different armor type, or shields, or health directly, resulting in different modifiers for the total damage outcome of the elemental portion of the parent hit compared to the newly produced instance.
  20. Useless is an extremely extreme exaggeration. It has been used extensively since the nerfs that removed spam casting on it, which was years and years ago. It still wipes out whatever it hits (or doesnt hit for that matter). The latest nerf did zero to the arcane if you used it as intended. And using it in tiny rooms is not exactly a problem, the main problem is using it near walls due to wall latch, which would end up in the same situation with your "simple solution". No... just no... no you really dont. You are guaranteed 1 second invulnerability from losing a charge, then you are also guaranteed whatever seconds you gain from his natural shields of 925. Which would give you around a 3 second window to recast it in total. So he needs rolling guard as much or less than Rhino and others, which is pretty much not at all or less than not at all. He used to need it before he got invulnerability and the gate was a static 1.33 sec thing. But nowdays, even if he happens to get scrambed or nullied he still has a long ass shield gate.
  21. I think the latest melee changes/additions again show DE's DEsync in DEsign. They placed limitations on AoE guns through various methods, limited ammo, smaller radius, fall off, self stagger and so on. Then they go and release something that practically makes melee cover twice the area, with no self stagger, no ammo and no fall off involved. All you need to do is build slightly different from before, sacrificing some single target to gain massive AoE. Not that single target has ever been weak on melee, so making that small sacrifice is barely noticable either. And this is without even considering the optimal weapons for this, or looking at the single outlier that makes it all batS#&$ crazy. This is also in addition to the normal melee hits of the weapon that already cover a decent area with no ammo or self stagget. Some reaching up towards 10m and hitting fast.
  22. It's not that simple. This problem applies in high levels too and it just isnt efficient since you spend massive amounts of time on killing 1 target at a time just trying to charge up so you can actually start clearing things properly. Very noticable in SP survival, or getting ready to pop keys into Conduits etc. This is mainly rooted in the bullets hitting too hard, so multishot is never accounted for, while the whole incarnon charge system is based on accounting for multishot, hence the small gain per actual hit. Not a problem to the same extent on the OG incarnons, since they have perks that increase the charges gained per hit that lands. Not to mention how backwards it is with shotguns, where you benefit from a less accurate approach from further range, since more out of the several pellets have a chance to land headshots while also having reduced damage due to distance to target. Meaning that even if some of the pellets land on the body, you gain a crapload more charge than you would with a shot at close range that lands all pellets straight in the head fruit. So just because we can kill each single enemy with a single shot it doesnt mean it is good or enough, if it was we'd practically all run around with sniper rifles etc. since they do that very thing. It just doesnt work when you face 50 mobs at a time and the life support is based on that, or when you need to charge up a weapon to kill the heavier target that barely takes a dent from your single basic shot. I mean, even Torid runs into problems building charges at times, since some mobs are too weak to allow you to build charges, since it wont account for your multishot. The headshot requirement is also a massive hindrance versus a whole faction pretty much, since most of the mobs in infested missions have no proper head or weakspot. As mentioned by @Aldainboth kills and headshots should build stacks. And the best DE could do is make it so a headshot kill would consider your modded multishot even if only a single bullet/pellet lands and results in the kill.
  23. Does it not work at all or is it the one that makes Archwinged frames and Titania in Razorwing look like thay have a spastic meltdown? Since I remember almost making my friend die from laughter a few times back in the day when pulling of some emote in Razorwing. So long ago that I cant recall which one it was.
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