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RacerDelux

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Everything posted by RacerDelux

  1. Sure, I could see that 70 to 80% is too much, but I would think it needs to be at least 65%. Reasoning being - if it was 45%, it is still a pretty bad option. Just take Vigor or Molt. At 50-60%, just take vigor or Molt. The extra 5-15% power strength isn't going to be worth it for pretty much any frame in shorter missions. And longer missions, once again, Molt. At 65% - now is the point where if you want to mess around with the gimmicks of keeping it active, you actually get a reward for that game play. Sure it may not be hard to stack up to 65%. But it does take thought. And I guarantee that anybody using it will every so often make a mistake and have to start over. Sure its only a 5% bonus, But 5% bonus is a 5% bonus.
  2. Forgot to combine this with the other response, sorry. Totally agree. Which is why I view things like arcanes as a min-max item. Something that people don't really pay attention to until they are trying to go for long duration missions. It seems so weird how they are seemingly designed to have ones that are *supposed* to be early game, but are just never easily obtainable when they would be useful.
  3. I say it like that, because the odds of you getting the power strength mods and shards before a maxed out arcane are far far better.... Mods for sure, you will get intensify log before an arcane. And when you need to worry about min-maxing, you will probably have access to shards and arcanes at about the same time. So once again, why in the world would I choose ramp over molt? If Arcane Power Ramp was something you could come across earlier in the game, sure, your argument is totally valid. It just an item that isn't meant for late game play. But as it stands, that is absolutely not the case. This is only obtained from Steel Path. So it is obsolete as soon as you can farm it.
  4. Right, I get both of your points. My counter is that with shards and existing mods, you simply don't need the strength obtained through either Molt or Power Ramp in short missions. There simply isn't anything in the current game (on short missions) that would require it. Maybe that in itself is the issue - we need harder base level missions that are fast?
  5. My question to you, why would you use Power Ramp if Molt Augmented exists? So many frames can easily nuke base steel path without Molt or Power Ramp. And endless, you would be crazy to think Power Ramp is better than Molt. At 50%, IMO, it would still be as useless as it is today.
  6. I could see it being a bit too much. I would be ok if it scaled better after a few casts, IE 8, 8, 12, 12, 20, 20 But trying to make it change its bonus based on the order of abilities I think is a bit too complicated. No way it would fit on the mod description.
  7. Currently Arcane Power Ramp gives 9% power strength per ability cast, stacking to 36% at max stacks. If you double cast an ability, this goes away. (It used to also go away if you use transference, not sure if this holds true still) Given the existence of Molt Augmented which caps out at 60% ability strength just by farming, Arcane Power Ramp just doesn't have a reason to be used. I also feel the argument of "it is better for quick missions" is a little invalid. As anything steel path star chart that isn't endless just doesn't require the type of ability strength you would be going after here. My suggestion, buff Arcane Power Ramp to max out at 80% power strength and change power strength per cast to 8%. This would allow this arcane to have a reason to be used over molt. It is still a pretty specialized use, but if you accept the downsides, it can be great. This would also require 10 ability casts without messing up. Keeping in mind that a single mistake resets you back to 0. What do you all think? tldr; Arcane Power Ramp's ability strength bonus so far too low given its mechanics, especially when Molt Augmented is a thing.
  8. Marked for Death really needs LoS fixes as well... It feels REALLY bad sometimes. Like... I can cast it on an enemy and kill then, but the guy a little to my right behind a half height wall doesn't get it.
  9. Nezha nerf REALLY need a review. If you want to mess with the range, cap it at like 35 to 40m.
  10. Range nerf overall is a terrible idea. They should just change the ratio on the multiplier.
  11. I was really excited about the update. Now it's time to put Nezha away again...
  12. I'm having the same issue. Looks like IOS linking is broken.
  13. Interesting way to make some plat. I guess a bit of extra plat for a very possible felony (in the US) is totes worth it right?
  14. Wait... that was already a rank 10 mod... how much will that one cost now lol.
  15. Same boat, can't log in. I was in game, but I got "Network Error" and couldn't launch a mission. What is the new primed mod =O
  16. NGL, a little disappointed in Melee Duplicate. Being a legendary arcane, you would think that it would cater to end game building more. But forcing you to ONLY do yellow crits means it is probably next to useless in endurance steel path.
  17. Thanks! The Link change is probably the most important thing to me. As far as your EV change idea. Keep in mind that right now it always does 3 bursts, even with negative duration. They just happen faster. I think it is a nice trade off to go negative duration to get a very fast EV and long duration to get a better bless timer.
  18. To start, overall I love Trinity. But over the years her kit seems to be a bit clunky and lacks a lot of synergy. I have a couple suggestions that could help update her gameplay, let me know what you all think. Current Passive: Her current passive gives revive speed and distance buffs. I think that a passive that relies on your teammates making a mistake is bad design. Rather I would rather see a passive that rewards your teammates for doing good (and for the Trinity player doing good). New Passive: Every time Trinity takes damage, all allies in affinity range are healed for x (some number, not sure what a good value would be to be balanced. Maybe 10 health every proc?) I am thinking it would be both shield and health damage, but if needed for balance, health damage would also be fine. I think this would be a fantastic change for a few reasons. 1) It helps *keep* your teammates alive, rather than her current passive which waits for her teammates to die. 2) Creates many possible synergies with other frames and arcanes. 3) Rewards the Trinity player for taking damage but not going down. Note: Damage taken while immune to damage would not trigger this passive. Link: For Link, its general utility is fine and its argument is great. Change 1: Scale the number of targets linked based on power strength (with a potential min/max number of targets) OR update her link augment to increase linked enemies by 1. Change 2: Make link a channeled ability. While active it follows the same rules as other channeled abilities (IE you don’t get energy from EV). However, time for some synergy. Change 3: Whenever Trinity EVs a target, as soon as that target is in range of the Link ability, one of the links will immediately switch over to that target. Whenever EV pulses Trinity WILL receive energy as long as her Link is attached to said enemy. Benefits for these changes to Link: 1) Reducing the need to micro manage her abilities. Link just makes sense as a channeled ability as many other abilities like this are also channeled. 2) Increases synergy. This introduces a synergy between Link and EV. It requires you to play in such a way that enemies you wish to gain energy off of while Link is active are close enough for Link to target them. This helps both keep your energy up while also enforcing the downside to having any linked ability active. 3) Allows Trinity to really use link and focus on supporting allies, not cooldowns (maintaining EV and Bless seems like enough). Note: If multiple Trinities are in the same game, any Trinity’s EV is a valid target for any Trinity’s Link. Well of Life: Given the presence of Trinity’s 4, her 1 seems rather pointless. Simple change: Shooting the marked enemy grants overguard up to a cap affected by power strength and no longer heals. Casting EV on a marked target will cause anybody within range of the EV to be given overguard, not sure on the number, maybe 15 per pulse? May be low, trying to avoid obnoxiously overpowered numbers. If within range of Link, the marked enemy will be targeted by Link. Any damage done to the target through link will also grant Trinity overguard. The rest of the ability can stay the same as well as the augment. Note: Marked enemies should get a waypoint for the rest of your team so they know who to shoot. Benefits: 1) Once again, synergy. Now her 1, 2 and 3 all have some sort of synergy. 2) Makes the ability useful while still keeping it to its original purpose. 3) Easier for your team to see targets they should shoot. 4) With the above passive change, I really don’t think Trinity needs 3 abilities that heal. This allows Trinity to support with overguard, overshields, health and damage reduction. This would really round out her kit. To note, I subsume Well of Life. But the above change would really make it hard to figure out what I want to drop. Probably still Well of Life, but I don’t know… Let me know what you all think!
  19. Except we paid premium currency for something that is then forced into being obsolete. This is the ONLY item they have done that with - that was purchased with premium currency.
  20. I suppose so. It just seems... mean... for DE to make a chance that basically makes the unusable. I would rather they just remove their ability all together. Sure it would piss people off, but its less of a slap in the face. As it stands now, I feel like the change basically says "Hey, you know that item we decided we made a mistake releasing? Well you can still use it, but you shouldn't as this is now a worst in slot arcane".
  21. A while back a change to arcane helmets was made so that when one is equip it would disable an arcane slot on the warframe. For those not aware, an arcane helmet is an old item that acts like a corrupted mod. IE Frost's Arcane Squall Helmet would increase power strength by 15% and reduce shields by 5%. My issue with this is that these arcane helmets are just not remotely worth using over many arcanes. So effectively this change forces arcane helmets out by making them obsolete. I think this is a very bad design choice and pushes players who have been playing for a while. IMO - revert the change and let arcane helmets just keep doing what they were doing. They aren't game breaking and are tradable, so really any player can get access to them. And even though they are old, they are still far cheaper than some of the meta arcanes.
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