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(PSN)de_sch0sch

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Posts posted by (PSN)de_sch0sch

  1. vor 15 Stunden schrieb [DE]Danielle:

    Unfortunately, due to an error on our end the pack will release in the EU region earliest on December 12th. We apologize for the delay! We'll let you know when you should be seeing it appear to claim your free goods if you are a PS+ member. 

    Verdammt! Never the less, thanks for the update.

  2. Usually endgame or post game is refering to any activity that is available, after one's cleared a games regular content(story). These activities usually comprise of grinding either gear, from various sources or prestige in form of ranks, titles and cosmetics. Pretty much all of this is available way earlier in Warframe than it is in other games.

    Endgame in Warframe for me is sorties, grinding for primes, plat, focus and building my operator towards solo tridolons.

  3. My goto is Excal Umbra with Naramon focus. Who is undyieing with Nikana Prime and Daiyku, carrying arround Hikou Prime just for the lulz. Usually acompanied with either a Helios Prime with Deconstructor Prime or an Adarza Kavat for MOAR crits.

    Works fine for almost any content.

     

    For some reason I can't link the cat and sentinel.

     

    Edit: Forgot the Exalted Blade setup, usually with light blue (whiteish) energy color (electricity)

  4. vor 4 Stunden schrieb Diavoros:

    Stalker spawns with rank 5 Lich are interesting, however remember the last time we had a tough random spawn, people actually feared that the Wolf could spawn just to mess up with mission if they weren't rocking a wolf killer setup all the time.

    Dont mix up fear with annoyance. Wolf was just a hell of a bullet sponge.

  5. The wiki helps a lot here. Asuming a 100% status chance, with 0 multi shot for simplicity with a 100 damage weapon (10 / 20 / 70 IPS spread) each hit has a 10 (I) / 20 (P) / 70 (S)% chance to apply status. When elemental statuses are are added, the weightening of the physical status types wheighening is multiplied by 4.

    Same weapon as above, with a 90% elemental mod installed: 10 / 20 / 70 (IPS) + 90 element -> Status chance probability: 8.16%(I) 16.33%(P) 57.14(S) 18,37%(element)

  6. I'd not reccomend going for a heavy attack build (unless the weapon comes with forced slash procs).

    Your best bet probably is a weapon with high slash and at least 20% status. With this you can reach 100% just by using weeping wounds. I'd go for either gas or corrosive with 90/90 mods (depending on faction), CO, (primed)fury and/or quickening + primed reach. This leaves you with 1/2 slots to work with. Possible options are : PPP, combo duration extender if you are not running Naramon(e.g. Blood rush or Drifting Contact), +slash(120%) or 1/2 elementals to boost CO.

    Could be even worth considering faction mods, not sure how the math works here.

  7. vor 21 Minuten schrieb Telfaroth:

    After test; it is complex to do a stealth and mercy attack with other button than the attack melee. I have the melee to my mouse button because I need the mouse and the arrow keys when I want to do stealth attack. I have no more button for a new sort of attack.

    I understand that you would like that button 'X' is related to the parazon but; It is better that 'X' stay related to non-combat action instead for sure.

    At least; let's  let's us choose the key binding for this action so that it can be 'X'or 'E' .

    I actually like that we now have the option to perform a finisher/mercy or not. I did not like the old, forced finisher on unaware targets.

    • Like 1
  8. Before Broken War was comparable to the Dragon Nikana statwise, so the Nikana Prime is was superior. It's now closer to the Nikana Prime but still slightly inferior to the Nikana Prime due to lower base damage and crit damage multiplier. But it reaches red crit teritory easier than the Nikana due to the higher crit chance, so you could say it's more comfy to use.

     

    TLDR; It's a game, pick what you like and have fun. Both are good, Nikana has higher potential but also higher requirements.

  9. Am 17.11.2019 um 10:44 schrieb Arkandae:

     Killing blow is 120% more damage and I still don't see many people using heavy attacks

    Because it's just base damage. If you compare killing blow with amalgam organ shatter you get more out of amalgam organ shatter the moment you have a 54 or more cc on a heavy attack.

    Am 16.11.2019 um 01:34 schrieb Koed:

     BR grants 720% CC.

    BR grants up to 660% CC at 12x combo, BR stacks are combo counter-1

  10. vor 6 Stunden schrieb Xaero:

    Exalted Blade feels completely useless. Can the stats buff help? Not sure.

    Pros:

    - waves (which don't even add to combo counter).

    Cons:

    - status-oriented (and status is now inferior to crits);

    - stance gives no capacity;

    - limited access to mods;

    - drains energy;

    - doesn't damage arbitration drones.

    With how comfortable melee in general feels to play now, there's literally nothing Exalted Blade could offer to make it worth using over regular melee weapon. So we have yet another dead ability on Excalibur.

    My suggestion: slightly rework the concept of Exalted Blade. Give it Garuda Talons treatment: EB will only be used when no melee weapon is equipped. Otherwise, Excalibur's ultimate buffs equipped melee weapon stats, such as damage, range and speed. Also, it should give wave projectiles to sword and nikana weapons. And default EB should be at least more or less equal to other melee weapons, give it access to all melee mods and make its stance offer additional capacity.

    IMO it's the best thing that can be done to Excal's ultimate. Not only it solves the problem of dead weapon/ability, but also doesn't make The Sacrifice quest's cutscenes or new intro irrelevant (since default EB stays).

    And I'd like to point out that official Warframe comics actually use the concept of turning equipped melee weapon into Exalted weapon.

    LuCdWZm.jpg

    I'd like to add that it now should also be able to benefit from combo mods, and that it's heavy attacks should also have an added effect, preferably something with less range than the regular waves but covering a wider area.

  11. vor 7 Stunden schrieb Lone_Dude:

    DE advertised heavy attacks as a mechanic that is supposed to be used in tandem with light attacks. Basically "build up your combo, spend it on a heavy attack when it matters". But because a single heavy attack consumes ALL of your combo, even if it doesn't hit anything, it doesn't feel like a good idea to use it.

    Then we just need to wait until they introduce that moment when "it matters". As of today you rather use either or, completely ignoring the other option. Heavy attacks are already in a bad position when facing armored enemies. Outside the weapon classes that have forced slash procs on heavy attacks you need to remove armor first, potentially killing the target in the process and eliminating the reason to use heavy attacks in the first place.

  12. I'm kinda disappointed of heavy blades too. I imagined them be a perfect fit for a heavy attack build only to learn that, without set up, they suck against armored enemies while nikanas and daggers still shred with their forced slash procs. I also dont like the ragdoll effect on heavy blades' heavy attack.

    • Like 1
  13. Right now we need to sacrifice either control of our character in full melee to have full fluidity in semi melee or fluidity in semi melee for control in full melee. This can be changed by adding an option to use the "fire weapon" key(default is R2 on PS4) as melee attack for full melee mode only. If you set the current toggle off, R2 is useless in full melee but when you set the toggle on you need to tap l2 (aim) in semi melee mode to shoot.

     

  14. vor 8 Minuten schrieb (XB1)WolfKingLeo:

    But why do you want to nerf it? You should think about it more before going to where you at right now

    Nerfing it would cause people to use other mods instead, potentially increasing variety. But replacing a damage buff with a conditional damage buff only increases clumyness and uneccessary micro management (imho).

    Faction damage is not attactive atm. I did not do any math but there is a possibility where it comes out on top, but that's about it. If you don't want to constantly minmax your loadout you usually ditch faction damage. But just turning the tables in favor of faction damage wouldn't do any good either.

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