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KitMeHarder

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Everything posted by KitMeHarder

  1. Ash's Fatal Teleport augment also no longer auto-finishers at least Murmur enemies on the first cast, IDK normal enemies. And IMO with the semi-cloak opinion for invis frames, you turn much too visible when you aim-glide or wall latch. It's hard to notice if my invis has run out or not because of it.
  2. Dreamer's Bond still has the Madurai (V) polarity, not the universal one.
  3. Great update, only to be soured by helminth Eclipse being absolutely gutted. ---------------------------------- Garuda is also still unrightfully unable to cast Dread Mirror on overguarded enemies. It has been 23 months. Heat Thermal Sunder's unique damage scaling also doesn't work against overguarded enemies.
  4. Yes, all buffs like those should work like Xata's Whisper IMO. Only problem I'd see is this might break how they interact with abilities such as Shattered Lash or Seeking Talons. Which if so, I'd either want it fixed or I'd rather not change them in the first place.
  5. Except for the places it hasn't. The biggest/best example of this is Mirror defense. But everyone forgets it or hates on it, and rightfully so. It is unbelievably boring and unengaging. And that's how "CC focused stuff" is for players at large, which is to say very boring and bland 99% of the time. CC should never be the main focus of anything IMO, it should always be supplemental to something, mainly DPS. Which that's how it is in the game currently, and very meta in that role. I mean look at Gloom and how much undeserved hate it gets. Or look at Disruption/Void Cascade/Archon Hunts, where people like to use cold or CC to better DPS the VIPs. But the days of wanting to CC entire rooms of mobs just to do nothing but watch them not move (like in the LoR raid) are basically long gone, and they should stay gone IMO. Very meta, just look at frames like Wisp or Revenant. The difference is that compared to DPS frames, all supporting and all tanking feels the same on a relative scale. So most people only pick the best/easiest frame to get the job done. Where as even if a frame like Gyre is weaker than Saryn, she still feels fun and unique to play. Not to mention these roles can struggle to be fun in PvP games, let alone a PvE one.
  6. CC is very meta. Look at how many people hate on and decry Gloom. What's not meta is CC being the only thing a frame can do. And EHP tanking is very relevant and reliable anywhere DE encourages players to actually play. Again, look at the popularity of frames like Wisp. A DPS centric game will always be more fun and more varied than any other option. There are countless ways to mass kill enemies and they all tend to be pretty active. Where as most CCing feels one and the same. You stand around and do nothing, pressing one button every 2 minutes while you wait for the mode to be over. IDK if you're ever watched the Law of Retribution raid runs, but it's basically like that. It's nice to have options for people that like the playstyle, but CC should only be there to supplement DPS. It shouldn't ever be the star of the show IMO.
  7. Non-helminth 4th abilities should still be able to CC overguarded enemies. This gives frames primarily designed for CC their role back. (It's not perfect, but IMO it's pretty dang good for how simple of a rule it is). No, not really. And the levels of DPS that would cause this aren't been even close to being implemented in this game. There's a lot of boxes a DPS source would need to check off to achieve this, including being truly "braindead", not just the buzzword the community likes to throw around. (Only thing that got around this level was the old/brief Cataclysm nuking, though it was before my time so IDK if it actually scales as well as old YT videos say.) I'd just make him an extremely good version on himself. I posted something like this years ago in a random thread, so I'll try to recall some details. (This is just a very quick "revisit" without augments.) Decoy is now invincible, and every enemy it shoots is "charmed" like Octavia's 2. NEW/OPTIONAL: While active, enemies are always prone to melee's +700% stealth damage. (Can be changed to disarmed/melee enemies only.) No longer needs a target. Enemies and non-player allies within a set radius are teleported with him. Player allies in radius are given a brief prompt to opt-in. (Distance can also scale with duration instead.) The area covered now scales off of duration, like Nova's 4. But instead it quickly expands and then lingers a bit at max range. I'd also change Disarms to take away enemy guns without them playing the animation of pulling out their melee. Passive now also causes all abilities cast to refresh the duration of his Invisibility. Not at all. Discussion is great, even if it's something I disagree with. The only threads I personally dislike are when someone firmly tries to change/appropriate WF into a game it isn't in the slightest.
  8. "You can just shoot" is very often only single target when it comes to needing 13-14 corrosive procs. At best you're using something like the Ocucor or Torid. Even then, it is utterly incomparable to pressing one button and stripping everything in a massive radius. 30m, 40m, even 50m, and some of them are even near permanent like Gaze. Allowing me to ability nuke that entire area and nuke it without even needing LoS. Stripping with guns is near single target and has no where near the KPM. Emerald shards are great if you're running near level cap Void Cascade/Disruption and you don't want to cast Tharros Strike on every Thrax/Demolisher (or you don't want to waste your helminth slot). But anything that can't apply 13-14 corrosive procs to multiple enemies at once will do better with ability stripping in this horde shooter game (and single target weapons aren't even worth mentioning).
  9. Retesting it seems I mistakenly used a Gokstad Officer instead, not a Heavy Gunner. ------------------------ But to math it out, at ~45,200 (pre-strip) armor you will do less corrosive damage to a 98% stripped (aka now 904 armor) enemy (SP Heavy Gunner surpasses this at level ~400). And at ~90,400 armor you will do less damage to a 99% strip enemy (takes 3 seconds of heat proc duration for that to happen). So if you're using corrosive to strip, I'm guessing you're doing near level cap runs? It does not take a long time for the important enemies to have that much armor in SP, and that is only Corrosive+Ferrite. Not Alloy, Sinew, or any other damage type. You're better off full stripping (and you're 100% better off if your DPS gun has a better element for bare flesh on it, like Viral).
  10. Terrify is definitely not what I'd call a "small radius". And those were just a few examples, and all of them were from Helminth. You also have Avalanche, Gaze, Crush, Fusion Strike, Reckoning, Fire Blast, etc... And all of them have sizable or massive ranges. I made the claim at 98% strip, not 99%. I also said SP (steel path) heavy gunner. That is nowhere near the armor of a Heavy Gunner on SP.
  11. So what I get out of this is that we should wait until after the patch (3/27) to spend our current keys. But the next weekly reset (3/31) we should spend our keys as fast as possible. As sometime in the middle of the week (4/1-4/7) with the hotfix, they're going to reset all 5 keys.
  12. So what I get out of this is that we should wait until after the patch (3/27) to spend our current keys. But the next weekly reset (3/31) we should spend our keys as fast as possible. As sometime in the middle of the week (4/1-4/7) with the hotfix, they're going to reset all 5 keys.
  13. Because if they do reset the keys Wednesday, that's 5 rewards you'll miss out on regardless. And the drop tables are currently worse, but you seem to think they're abysmal. You still have a 66.28% chance EACH run to get something that isn't a basic arcane. And that's all the update is changing, is removing the non-legendary arcanes.
  14. But rarely is it efficient to (completely) armor strip enemies with corrosive procs... until they get into the quadruple digits (not to mention how few weapons are good at applying corrosive to multiple enemies at once). Before then, ability stripping is way more useful and you don't have to waste shard slots you may not even use on normal builds. For Pillage, CP is equal to 72% ability strength For Tharros Strike, it's 36% Terrify it's 30% Etc... And it's always on, doesn't need you to proc status, and you don't even need to see enemies in the first place. CP is also one of the biggest damage increases if you're not armor stripping. Depending on the armor enemies have, you will not. You'll do more corrosive damage to something like a level 200 SP Heavy Gunner with 100% strip, than you will with 98% strip. And that's only corrosive damage, everything else is 100% doing less (not to mention Alloy). IDK at what armor value is the breakpoint, but it's probably lower than you think. Another nerf. Again, nooo thank you. Power Donation. Unless you're Nova or in a full squad, IMO it more than sucks.
  15. They were trash long before gun arcanes. It actually matters a lot because of math. Why should this be something we need to mod for in a game like WF? It should be baked-in, just like DE made it. Why the hell would I want it reverted? Not in the slightest. Unless your frame has built-in synergy with emerald shards or you're a level cap runner, shards have done nothing to diminish how useful CP is.
  16. On Gauss, TS also scales with Battery and heat cast spends your battery. You probably walked up to the enemy with some battery gained and each cast you did made you have less battery. It scales with any heat DoT, not just those from TS.
  17. Here's another fun one. Heat Thermal Sunder's scaling damage doesn't work against OG, it'll always do the same damage as if the enemies don't have heat procs on them.
  18. Unless Centurions specifically are bugged, Xaku does ignore melee attacks. Because he doesn't use "evasion", he uses "dodge chance". No other frame in the game has this stat afaik, except for Baruuk's 1.
  19. Since y'all are already looking at Mirage, would you mind considering a buff to her augment, Prism Guard? The duration decrease from Conclave is bad enough, but a -67% duration it very hard to work with. Especially when you consider how long it takes to cast. And while I'd like it to just have no penalty to it's duration, I don't even necessarily need that. A little buff would go a long way, even something like -50% instead.
  20. Only if you mean giving the other 1-3 abilities extra toggles like The Lost. Otherwise, no thank you.
  21. This is much too low for the damage increase. It needs to be around 120-100%. That is not how you "match the Diminished Effectiveness of Rhino’s Roar". Roar is 50% and goes to 30%, so it has 3/5 the effectiveness. So then with Eclipse, 3/5 of 200% is 120%. If the damage reduction aspect is what's holding you back, split the ability in half like Equinox's Rest & Rage. Have which buff the subsume gives be based off the frame's primary emissive color. Or I'm sure there are other options to do the same thing.
  22. They are just as major, I don't know how you consider stuff like massive additive crit chance increases as "minor outliers" from a power perspective. Even if you say mechanically, then there's no precedent for why you targeted Nourish. Regardless, I'll leave it at that.
  23. Yet being able to use Roar in conjunction with Mach Rush, Covenant, Crystalize, Electric Shield, Hall of Mirrors, numerous augments, etc.. is also fine by comparison? You're missing the other half of the point. And instead of arbitrarily (very fitting) trying and failing to make the rule more consistent, it'd be better to ask for the rule to be removed.
  24. You just seem to be arbitrarily targeting popular abilities (not to mention the "no stacking damage buffs" is a dumb rule from the Scott era). Not only can Roar, Eclipse, and Xata's be put on a significant amount of frames that have massive weapons buffs besides just Nourish/Lash (i.e. Harrow/Gauss/Volt/etc...). But there are other significant innate weapon buffs in helminth (Kullervo's, Valkyr's, Energized Munitions, also any debuff ability in general). If an enemy survives long enough for more than a few DoT ticks, then Toxic Lash is not making you deal a significantly relevant amount of increased damage. Especially if the enemy is surviving the entire DoT duration. That and the rest of your entire post is just misinformation fearmongering. Toxic Lash has the couple ticks of DoT damage and the single extra dip of faction damage. Everything else, (the toxin damage, the 1-2 dips of faction damage) applies to all of the other abilities and the base gun. Not to mention unlike TL, almost everything else you listed also buffs all non-toxin elemental buffs and all DoTs. Egregiously so. Lash does a couple of unique interactions with certain weapons, but 98% of the time it does not and it's just a weapon damage buff with the above 2 upsides I listed.
  25. It 100% was using your reserve ammo to refill the magazine, if that's what you're asking. The augment wasn't just giving you free ammo.
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