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HermlT

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Everything posted by HermlT

  1. i feel like the point of the overguard rework was missed by many player. while some CC powers had the capacity to stall enemies, the meta at the time was launchers(which would stagger enemies) and dps meta, and eximus enemies were dying too fast to those. the effect of this change was to move to a dps abilities oriented meta, as crowd control abilities now had a severely limited scope where it matters (survivability, defense). why take loki for a defense mission, when it is guaranteed that enemies that ignore his kit will spawn and take high end guns to kill if you can just take frames that kill everything, including these enemies? the last point where crowd control was useful in the past is when you needed to survive while enemies were getting significantly more difficult to kill. now that use of crowd control doesn't exist, as you always have to deal enough dmg to kill the eximus enemies to survive. nullifiers can be CC'd by breaking their shields with low amounts of dmg, but eximus are really beefy and promote raw dps over any form of utility. CC should be a unique advantage that gives you an edge on the battlefield when you are outnumbered and conventionally weaker (both defense and offense). right now it serves to overpower weak enemies that you one-shot anyways, and flops entirely when it counts in dangerous situations. the downside of CC is that it doesn't kill the enemies, which should make it stronger than damage abilities when affecting combat flow.
  2. its a slight one, but the more common overguard is, the safer it is to go as glass cannons without safety measures. i've actually been relying on it for the past few days when playing banshee or mirage. i can be careful, but on a squad dice roll i can be very tanky for no mod cost and no gameplay elements. granted, i know how to avoid dmg and move when i dont have OG due to THE CONCLAVE (jk, but skill in general and situational awareness), but a dante in the squad allows me to turn my defense brain off pretty much. only defense i use is mild gating from fast deflection and maybe an adaptation
  3. there is one small difference though, which i think is significant. it lasts forever. cant be nullified(at least on dante). all the damage reduction and health buff abilities have timers and conditions, and disappear immediately afterwards. buff upkeep is important and falling out of the map/being nullified by a boss attack is a meaningful threat. compare that to overguard, which is a 60k~ guarantee that you wont die/get CC'd for the next 60k dmg. no complexity or threat, just play and watch out when its done. no worries unless you get hit by something major that would get you killed outright in other cases if you werent being cooperative with your team buffs. it further pushes other glass cannon frames into the meta, since they now truly don't have to worry about survival. its just damage now. everyone is rhino basically.
  4. you dont really need to strip when you already amplify bleed procs as your main dmg source, so dante doesnt even have a str threshold for dealing with armor.
  5. because every new frame is accessible with plat, placement doesnt matter in terms of wf power. also, different warframes are meant to be sidegrades, not upgrades.
  6. the realistic scenario of nerfing range but returning LoS would be something like 12-15m, as with the extreme dmg potential it has, you can still get a 40m range build and absolutely wreck everything. even 25m is ridiculously big for an ability with both this base dmg and dmg potential. maim has an 18m range and has 150 base dmg and needs to charge up on many enemies to reach its room nuke capabilities, and is significantly weaker without an external armor strip. tragedy has 6500 base dmg and multiplies DoTs by 3x at base, which dante can dish out abundently(and have 1250x2 base slash dmg). it bypasses armor effectively on slash procs popping. it is unreasonable that this would have such a big range for such a strong ability without restrictions, especially for a frame that does much more than just dmg. while LoS is annoying it still allows you active plays of bullet-jumping high and nuking the room via sight. so basically a bit more situational, but with a higher skill ceiling and promotes situational awareness. although i am on the power creep is an issue side of things, i think most people who are content with the nerf wouldn't be gravitating towards the forums, so its hard to know the general sentiment just from the forums reaction alone.
  7. I'm with you on the base damage portion, as it is unique, and can help teammates charge up arcanes. charging vex armor and health damage sources need to be looked at though as it is really punishing to charge/mistime the buff. in general he does need some changes that create synergy in his kit. spectral scream should be imo replaced with an AoE aggro scream (possibly with a small bullet attractor on himself/% damage share with allies to his health), that gives teammates in range and chroma an elemental dmg buff for the element he is using according to the amount of enemies affected. that way chroma can both tank for vex armor and give elemental support to his team offensively. this cant be abused in bossfights as it does count on many enemies being present to charge. effigy needs a better targeting ai and animation (xaku's turrets/protea's turret/vauban flechette orb type of feel) that feels responsive in regards to hitting enemies. it can also echo all of his buffs in an aura for stationary support, similar to wisp's 3 echoing breach surge. drain can be reduced slightly but if these changes apply it will be more tolerable.
  8. If that's the approach for balance then why have a feedback board? you are implying that people should just shut up and keep their bugs secret while the game stays incoherent, which isn't really sustainable. it might get nerfed, but exposing the fact that it fills a gameplay void that currently is lacking without it is useful feedback. looking at the dragon key example, people gave feedback for a while and it was reworked to accommodate the core mechanic that shield gating was band-aiding. now shields function better and dragon keys aren't as necessary, or at least better encoded in normal modding as catalyzing shields and recharge delay reduction buffs being more available. this is an example of things being done right, as it addresses the root causes of the emergent behavior. if the underlying reason for the usage is resolved, then the specifics of combat discipline wouldn't matter. but if they wont redesign a few frames and arcanes/ enemy AI/ nuke frames damage scaling / environmental damage sources availability, then giving us options to willingly take damage under some gameplay restricted but consistent way and sacrifice survivability for effects is a viable solution. currently it's implemented but punishes players for using it in uncoordinated squads with no options to circumvent it via gameplay in the mission - unlike a revenant/ styanax giving you overguard and moving away to get damaged enough, just being in the squad with another CD player makes the build not function. a possible change to the aura could be to alter the effect to increase/ decrease the max hp for a 5 second duration stack, triggering dmg/heal effects on activation. killing too fast couldn't be circumvented with healing, and you have to exercise some discipline in your combat (which i think was the original intention behind the functionality anyways). users would always lose health on kill, and wouldnt be able to get away with just overhealing it back, rather pace their kills according to danger.
  9. the thing is, the healing portion is very outdated compared to the healing methods we have in game right now, with wisp and the abundance of health orbs from multiple sources. the original intent might have been to offer support options, but it also deliberately works with on dmg effects, and not on rage/hunter adrenaline. to me this marks this as intentional, as it would have been fixed otherwise in the same pass rage has. remove that synergy and the mod would see no use. combat discipline is a good way to introduce controlled self damage, as it doesnt depend on modding or choice of weapons (which used to cause accidental oneshots, limited build diversity, and in general had unintuitive gameplay), and on kill effects are a common way to power ramp players at this point in the meta with gun arcanes and many on kill effects. the chroma point seems odd to me, because the hurt/heal only affect the player that killed the enemy, so i dont see how you would cause a feedback loop. aside from that you can already get fully stacked chromas on long missions anyways, and it has significant diminishing returns (if it works at all, which doesnt seem correct, but i might be wrong) compared to using varied buffs like roar and eclipse, and even molecular prime and other susceptibility to damage abilities. right now its a bit of a half hearted attempt at self dmg, as it works but pretty randomly. a chroma and an avenger + grace mesa could go into a mission and both be frustrated that neither build works as intended and they both wasted multiple mod / arcane slots and their aura relying on it. people will use it anyways for self damage, but its finnicky for no good reasons and causes public missions to be a gamble using it. EDIT: from what i recall, before the equilibrium pickup changes this used to be the way to pick up health orbs when you were maxed for circuit (without synth fiber), but since then, this mod became irrelevant for that as well, as this functions innately.
  10. combat discipline is most commonly used to trigger self damaging effects. however, the heal from others has an anti synergy with the core use, if equipped on more than one frame. this makes the mod a gamble to take in public squads, as you don't know if a core mechanic of your build would work, or you would have to rely on scarce burst dmg from enemies that might not come, or instakill you in other cases. i suggest to either make the heal and damage instances separate (take 10, applying self damage rules and then gain 20 from each ally) or make it so that combat discipline users do not gain the heal portion of the aura from any player. lets say Player A,B have combat discipline equipped, and C doesn't. then this becomes: A kills an enemy -> A takes 10 damage B kills an enemy -> B takes 10 damage C kills an enemy -> C heals 40 health its possible to argue that the heal portion would be nerfed. however this aura is only taken by builds which already are prepared to take damage and heal it by themselves, if played solo. this change would not affect the use cases of the mod, and only increase the reliability of it.
  11. thanks for the fixes! is there any intention of making negate work with manifold bond/ tenacious bond with gyre?
  12. its temporal AA looks really bad though. i don't mind in frame blurriness but moving things look like ghosts. isnt there an option to assign on screen velocity to some objects as hints for upscaling TAA? edit: my point is, the velocity buffer is not defined for many effects / moving objects and it makes them look bad. on things it is applied to it looks great, its just an implementation issue
  13. using any setting of FSR2.2 everything that is moving and not the player character leaves behind a trail of blurry particles and looks ephemeral. (ayatan statues, sepharyphe ephemera, orbiter operator chair opening, pets moving around, etc)
  14. i ran a few circuits and sometime when i rank up on the reward path and go for another circuit it prompts to show a new reward, but then freezes a bit and shows an empty display. i cant exit the screen and it is resolved only by restarting the client.
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