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KamishirasawaKeine

Grand Master
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Posts posted by KamishirasawaKeine

  1. I think Gauss could use some tweak in his battery consumption. I feel that the current battery consumption during Redline is too high and sort of unmanageable, I spent a lot of time using Mach Dash or Thermal Sunder just to maintain the battery level, rather than actually taking advantage of the speed buff and fight back, which kind of defeat the entire purpose of using Redline. The long casting animation didn't help either, the whole point of Redline is to make your tempo more fluent, but the casting and battery issue really just cancel out the benefit. In the end I would say it's better off using other warframe's hastening abilities, which are generally much easier to take advantage of.

    I also feel that Gauss has too few tactical advantages, namely just damage absorption and speed. Kinetic Shielding is excellent but suffers from the battery isssue mentioned above, while his speed isn't really an advantage in many cases. The enemies in Warframe can always pinpoint your location no matter how fast you go, while the players can get disoriented from it, and his speed is barely useful in many complicted tilesets.

    Overall I suggest that Gauss needs more than just QoL changes. He could really benefit from either more raw strength in his current specialties or more tactical options.

    • Like 3
  2. On 2018-02-28 at 10:56 AM, luanle21 said:

    roar = 2nd best buff (octiavia being best)

    1

    Actually, no.

    Octavia's Amp and Chroma's Vex Armor work in the same way as Serration does. Unless you don't have any base damage mod installed on your weapon in the first place, the actual improvement on your total damage will be less than the percentage displayed on the ability panel.

    Rhino's roar on the other hand, directly improves your weapon total damage, as well as a few abilities. It also applies twice on slash DoT and thrice on gas DoT just like the invisible melee multiplier used to, which makes it even better if you rely on these.

    In any case, Rhino is still a must-have, it's the kind of frame that not only cheeses through beginner content but also holds several important roles in endgame content.

  3. In a hoard slaughtering scenario, Limbo needs complex input to achieve the same result that many other frames can do with minimal effort. Or in the worst case, he would simply be a liability.

    The reason why people run speednova is exactly the reason why people hate Limbo. You need to be in the same plane as the enemy in order to do damage, in which case you need Stasis to cover Limbo's total lack of durability. This is fine in missions that only require minimal killing, not so in the sanctuary though.

  4. 21 minutes ago, paul5473 said:

    @Primed_Noob Do you not use regen or even primed regen?

    The major problem with regen is, if a sentinel gets killed, it will sure get killed again. Any AoE unit can wear down their health bit by bit or simply melt it. There's nothing you can do unless you're a healer yourself.

  5. The idea of "everyone gets to enjoy PoE" is just a daydream. Unless enjoyment means being dropped into who-knows-where, getting absolutely destroyed by things you don't even recognize, spending several minutes waiting for reviving and being rewarded with something you will not need in foreseeable future. Trying to "help" new players in the plain only brings frustration to them, as they waste time on something totally unhelpful to their progression, only to benefit someone's vanity.

  6. Really depends on how you want to play. You don't necessarily need to jump between your two forms, as doing so may hamper the effect of Peaceful Provocation.

    One of Equinox's unique traits is to buff your squad's ability strength. This is a great deal because we have a surplus of warframes doing strong cc or nuking, but only Equinox and Nidus can directly buff your teammate's ability strength, and Equinox does so in a large area.

    My advice is to focus on your 3rd ability, take Peaceful Provocation as it dramatically improves your ability's effect. In the meantime, you should also focus on ability strength, while maintaining the balance between other stats, feel free to experiment until you're comfortable with its performance. 

    You should team up with people who need more ability strength, switch to day form and activate your 3rd once you're in the fight, and keep teammates in range when they're spamming abilities. If things went south, switch to night form, your 3rd will then absorb a good amount of damage while slowing enemies down.

     

    Of course, other builds exist. But generally, I consider Equinox's 3rd bring the most impact, it can apply up to 80% additional strength to the whole squad, which is someone would die for when modding their frames.

  7. 1 hour ago, PrwnStar42 said:

    With the silly cost of those ciphers, RIP relay.

    probably not, people are pretty motivated, even now there're still bunch of teams farming polybundles on Uranus.

  8. If you were combining chroma with any weapon of mass destruction(Ignis, Amprex, etc.), then that's probably the reason.

    I occasionally run into such situation as well, followed by teammates accusing me of "making the game unenjoyable", although most times they were too poorly equipped to kill anything. In such case, I would simply stop to do anything but self-defense at all, and watch them enjoying the process of getting overwhelmed.

  9. Considering the fact that the window for sync is even shorter than some dedicated music games, and you need to do that in the middle of a fight, I'll have to say no. Honestly, it's already pretty hard for Octavia's teammate to keep up with.

    And the main reason that most music sucks, is the incompetence nature of the mandachord as a sequencer. Even if you can manage to create something simple, creative and bearable, repeating it a thousand times would still lead to the same outcome.

  10. When a weapon with innate multishot has more than 100% status chance(in such case, a shotgun), every single pellet will trigger status independently. An obvious example would be corrosive, since certain shotguns can trigger multiple stances of corrosive proc with a single shot, you will find the said weapons are able to strip armor clean with a handful of shots.

    In the case of Kohm, the extra pellets provided by continuous firing is applied in the form of multishot, thus have the same property as the "original" shot, so the total damage is multiplied by the additional pellets instead of being divided by them. As for status chance, it is clear that reaching over 100% status chance gives a drastic improvement, though I haven't reached a conclusion about it's actual calculating method yet.

  11. I would still prefer a total rework.

    As for his 2, compare to the mobility you lose for standing on it, the buff provided by the carpet is simply pathetic, yet we are already having whole bunch of frames excelling in static defense. So either buff it to the point of brokenness or it will stay as useless as it is now.

    When Oberon just came out, he was one of the few frame possessing healing capability, but now his 3 becomes another joke. It takes an eternity to start healing that most fragile frames won't make it anyway, and tanky frames like Inaros and Nidus heals even faster than him, so another pointless ability. By the way, that also means he is the least durable frame among all frame with healing capability. How terrible...

    His 4 is okay but feels too generic at this point, just another panic button that you can spam to smash everything around you and confuse them for a while.

    Personally, I would like to see him being reworked into a squad leader role that allows him to rally teammates with powerful buff and punish enemies with a more interactive way.

  12. 19 minutes ago, Beggining said:

    Try Chinaframe, those madman has Primed Streamline already :v

    Only on PS4 Chinaframe if I recall correctly, plus you have to get it through lottery or buying an absurd amount of plats.

    But yeah, it's just madness, which is why I don't even care about it despite that I am from China.

  13. Very few as far as I can tell.

    People usually "main" a frame because the said frame matches their playstyle(aggressive or defensive), offers unique tactical function(healing, stealth, energy restore, etc.), or advantage in certain aspects(chroma for sheer strength, vauban for crowd control, etc). Most importantly, provides easy passage in most situation and mission types.

    What we can get from Titania is proc immunity, a few combat buffs, light crowd control, flight capability and a pair of unlimited dakka with above-average damage. She is totally capable of handling Sortie situations, but she is not the type of frame that allows you to literally pause the game with a single ability cast or fight high-level enemies head-on without any trick. This is probably why she gains less favour compared to other popular choices.

    Personally, I found her being very useful in the Ayatan Hunt and certain Boss fight, which is a good reason to use her.

  14. Giant swords being kept is probably because they're intimidating and cool anyway. bunny ears, on the other hand, is more like a joke item, so we probably won't be able to keep it.

    But still, people have been running around with pink Rhino in very inappropriate stance for long enough, so adding a pair of animal ears won't change much anyway.

  15. Just now, Nazrethim said:

    Only with a few frames.

    I'm sure the "endgame players" who are confident they can beat any challenge the throws at them could deal with the right tools, albeit limted in power. After all, endgame isn't supposed to be easy.

    Not really. Rarity would just determine what kind of equipment you must use, Common-only leaves EHP mods and good melee mods, Uncommon leaves little ehp, but makes up for it by having guns deal good damage and melee with channeling or finisher a solid alternative. Rare would mostly mean you get a lot of power to play around with.

    What could be done is determine which mod quality goes by the sortie order you get: Sortie 1 gets Common-only, Sortie 2 gets Uncommon and Sortie 3 gets Rare.

    But would be a good option if you can hide the squishy warframe somewhere unreachable and then go with the operator.

     

    I can see that you have thought well on the effect of mod restriction on the end of players, however I think you're missing how would enemies interacted to such change.

    Taking high level grineer for an example, getting through their armor has always been first priority of one's build. Aside from Corrosive Projection which does not stake at the moment, and finisher damage that can only be dished out reliably by a few frames, all methods to strip grineer armor require rare mod. In that case, mod restriction might make mob clearing missions unnecessarily time-demanding.

    It is a pretty interesting idea, however mod rarity has been irrelevant to anything but looting and fusion for very long. Besides, since enemies scaling is so broken at the moment, even just removing vitality away from a build could lead to disastrous result in certain condition, the corpus survive on Sunday was one of such.

  16. 10 minutes ago, Slaviar said:

    Corpus are broken to hell and back. Sortie 3 survival with strong modifier is literally impossible to play without cheese.

    Aside from cheesy build like naramon, you can still blunt your way through with brute force just like I did back there. Despite that not everyone has a super tanky frame with 7 forma on it, it is a very reliable way to survive such shenanigans.

    But still, neither of these require any cleverness in their execution, so that only makes sortie 3 unnecessarily hard in a stupid way.

  17. 1 hour ago, Nazrethim said:

    Yeah, Gate Crash endurance had the power reduction iirc. Depending on sortie mission it's doable.

    I cleared the whole Starchart with common mods as a self imposed challenge, so I know the first and probably the second sortie can be cleared with common mods, now Uncommon mods are very different story. We also have the Operators, who are quite capable of killing if you can avoid being shot.

     
     

    While you could probably run through starchart without mod at all at this point, sortie enemies are totally different story. Even with full mod, wrong loadout would still make the mission almost impossible. While sorties are meant to be endgame content, it doesn't require any extraordinary resort to complete so far, and I'd prefer to keep it that way. By extraordinary, I mean spending several finishers on a single grineer to take him down, which is what will happen if you try mod rarity restriction on sortie 3. 

    As for operator, void beam might looks promising on low level mobs, however it's actual performance is much worse than a half-modded Karak. They might be 'quite capable of killing' in starchart, but just don't expect them to do any reasonable damage in sorties.

  18. Reduction on all power stats was actually implemented during the introduction of Orokin sabotage, was kind of fun actually, but only when enemies aren't on sortie 3 strength. Since scaling or cc from warframe is essential if not mandatory in such situation, a restriction without workaround isn't a good idea. Same rule also applies to mod qualities, I don't think there's anyway to maintain good combat effectiveness against high level grineer with common mods only.

  19. 1 hour ago, Xzorn said:

    Enemy Damage scaling is a consistent problem in this game but it's also a tricky one to fix. At least fix correctly.

    Another large reason for the lethal nature of Techs and certain other enemies is due to their damage types. Supra is primarily puncture damage which ignores a portion of armor based mitigation. This means that Chroma's beefy 50k eHP is more like 30k eHP against a Tech. So not only do they have massive damage but you're less resistant to that damage.

    The tricky fix part comes in when you ask "Where's the line?". At what point is a one shot acceptable? or is it ever acceptable? How do you manage a damage system when one frame has at best 3k eHP and another has 50k eHP. CC Vs Tank could be an answer but then what about enemies with AoE? I stopped using Nyx against most Grineer because Scorchers, Napalms and Hyeka masters will kill you by not even attacking you.

    Techs, Scorchers, Hyeka Masters, Toxic Ancients, Sapping Osprey, Nullifiers, Ancient Disruptors, Napalm, Commanders, Bursa....

    There's quite a few enemies in this game that have some sort of scaling issue which can make them unfair to fight against.

     

    Based on my experience of tanking various damage with chroma, I found copus tech being the most extraordinary one.

    When you face enemies like executioners or sortie Raptors, you would know it is a tough fight and won't be surprised to have your hp depleted instantly. However for things like corpus tech, I think most people would expect their damage to be on par with heavy gunner's, instead of being several times stronger than it. And that is the problem.

  20. 13 minutes ago, kyori said:

    How about napalm and scorch? Interested to know their damage number in lvl100

    Naplams are basically bombard with their homing rocket replaced by incendiary rounds.

    Both of them deals around 1000 damage per shot/tick, so don't expect to get away with something fragile, but as long as you take caution and use frame with solid damage mitigation, they won't be able to cause too much trouble.

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