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LikeABawsh

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Posts posted by LikeABawsh

  1. The Basolk has no redeeming qualities. None.

    Low base damage for its attack speed. Low crit damage/chance. Poor range. Slow swing speed. No redeeming qualities outside of somewhat usable status chance. Why would anyone bother with this weapon? There's no reason to use it over most dual swords aside from maybe wanting a heat based melee. Even worse, it requires two relatively costly weapons to build and isn't really that much better than the zorens (if at all) so why on Earth would you ever want to use these things?

    It would stand to reason that if you take two weapons and combine them the resulting weapon should be stronger than one of its parent weapons. This is because it takes more time, money and materials to build them, as well as the implication that by fusing the two weapons you are essentially getting an upgraded version of one of them with elements from the other.

     

    The Akjagara also has few redeeming qualities. Slow reload speed, no critical chance nor significant base damage (I mean its got high DPH for a dual wield pistol but that isn't really saying much considering stronger stuff exists because of crits- lookin at you, AkMagnus) and okay-ish status. While it may be better than the weapons it was built off of it certainly isn't worth it in comparison to less expensive and time consuming alternatives. Not to mention that hellish recoil and poor accuracy.

     

    Panthera is just sad. I don't know what to say, frankly. Its just not worth it unless you like its secondary fire gimmick, but even then I don't understand why you'd want to use it when melee exists, but I guess its kind of cool. In terms of damage and effectiveness though, the gun is terrible.

     

    I just don't get it. Tipedo is a combined weapon and its dope, why do these three have to suck?

     

     

    TL;DR They cost too much for what they do. Fix these three weapons to allow them to be more fair in terms of pricing. Whether that be buffing the damage, reducing the overall cost and reimbursing players for materials is up to the balancing guy(s)/gal(s)/whoeverthefuck at DE.

  2. A couple of 'coming soon' tweaks to Atlas:

     

    1) Landslide will scale with Melee Mods

    2) Tectonics will scale with Mods (the same way Snowglobe does).

    3) Untouched

    4) Rumblers will scale with Warframe Mods (Health/Shield + Armor) as well as the usual mods still applying (Strength/Efficiency/Duration/etc).

     

    Aiming for next Hotfix!

     

    1)Does that mean Landslide will be affected by attack speed/crit mods? How will berserker work?

     

    2)Does that mean Tectonics will scale with range? Does that also mean it scales off of Warframe defensive mods like steelfiber since you're comparing it to Snowglobe? Also, will Tectonics ever ragdoll or stagger? It explodes and enemies shrug it off like a giant boulder wasn't just tossed at their face.

     

    3)plsno

     

    4)...So it still has the aforementioned problems? ayylmao

     

    I apologize for sounding ungrateful but maaaaan I really hope you guys fix him.

  3. Prior to Frost's rework Snowglobe was an incredibly hard ability to mod for. Balancing out strength, efficiency, range and duration made using Frost a pain in the neck and neutered his other abilities. Why have you done the exact same thing to Rumblers?

     

    It scales with everything and you have to balance too many stats to keep it usable. If they have health, why do they have duration? They a cast should last until the end of it's duration, otherwise it's an inefficient use of energy. Since the rumblers have surprisingly low health anyway it may be a good idea to consider removing the timer on the ability to compensate.

     

     

  4. When using brighter energy colours it is difficult to actually tell when an enemy is moving still and when an enemy is fully frozen. Because of this I often rely on listening for the nice "crunch" sound effect when an enemy freezes, but at times its hard to differentiate from that and the sound of explosions/gunfire/whathaveyou that are occuring all around me. If the sound was more distinct it would be easier to tell when an enemy is petrified or not.

     

    inb4 "turn up your sound brah". It's pretty high.

  5.  

    1. Sustained damage output from any weapons using multi-shot will be reduced

     

    Uhuh, so you see why this is a problem.

     

    2. Reloading becomes more frequent and something to be managed

    Well that already is a thing on weapons that chew through ammo like Twin Vipers or Grakata but whatever.

     

    3. Carried ammunition possibly becomes an issue and something to be managed

    Well yeah, but it already is an issue with weapons that have bad ammo economy.

     

     

    But like, the mods for resolving this are common and found everywhere?

    So? That means that if I want to use multishot then I have to use a crappy band- aid mod. That's all this changes.

     

    I'm ignoring how this affects weapon scaling and output at top tier / endgame missions

    That doesn't make any sense. You're going to ignore the only place where this kind of damage matters "because we dunnit before"? Dude what changes to required mods on weapons have been made in the past year and a half that altered the meta like this (excluding damage 2.0, because that simply changed the required mods, not reduced the amount you needed to have)? None. 

  6. I understand that these were put into the drop table to dilute one's chances of obtaining something actually good, but why do these enchantments have to suck THIS badly?

     

    Not only are the things they resist extremely rare (except maybe heat because fusion moas and scorch troopers) and barely come into play in normal ninja-action gameplay, the chance that they provide to resist their respective procs are abysmal. Even at maximum rank these mods only provide a 40% chance to resist whatever element they pertain to, which leaves you still more likely to be negatively effected by the proc. 

    The sheer amount of time and effort that it takes to gather all ten of any of these arcanes, drop 800k on 'em, drop plat on some syadana or what have you so that you can use it on more than one frame simply isn't worth it.

     

    I suggest buffing their trigger chances to 30/45/60/75 and (I know this is wishful thinking here but I figured I'd add it in anyway because why not) to give your weapon an extremely slight boost in added damage with whatever element you happened to have resisted for 5/7/9/11 seconds.

  7. anyways, the extra Armor Frost has over Rhino Prime is ~4.6% EHP. it's negligible. you would literally never notice the difference in combat even if you had the same Armor.

     

     

    With the existence  of slash procs I disagree, but whatever. 

     

    i know it has more Range, but meh.

    perhaps i wasn't as clear with that wording. 

     

    No, you're clearly stated (and bolded) that it was "Tied for the highest range of any ability in the game" which is not. You don't need to be more clear with wording, you just don't need to lie to prove a point as much. That's all.

     

     

    perhaps... i guess.

    idunno. at the Levels where Enemies would be durable enough for you to make good use of the attention grab, i don't think you'd be in a much better position than your Allies when being shot at :p

    Damage Bonus from all sources

    Chaining (honestly this works to a much higher level than is usually expected - especially since Enemies will probably be clustered together either naturally or forcefully) Explosions for mass Killing

    Slowing advancement of Enemies

    heavily reducing capability to Damage Players

    making any sort of CC Effects laughably easy to avoid since they're slow as hell

    might be one or two other i'm forgetting.

    yes, some of these fit into the same categories. but that's why it's always part of Meta Strategies. the Damage Multiplier and Slowing are things that you always want for more easymode, and the Slowing on it's own already drastically increases Player survivability.

    two simple things, that directly interface with a lot of different things, filling half a dozens Combat roles all at once.

     

     

    So that's a no on the whole "aside from damage (+bonus damage) and CC what does m prime have to offer" thing then. Ok. No need to pad the list considering those all fall under those three categories.

     

    no, i didn't ignore that. you clearly explained to me that you think that every single of these Abilities is useless unless their relative Stats are absolutely maxed to the highest that's possible.

    which is very much not the case.

     

    I said they aren't as effective as they should be when modded for only a few abilities rather than his whole kit as the stats get spread out far too thin, even when modding for only Roar and Stomp. I'm not saying they're outright useless unless minmaxed, I'm saying they're pretty bad and outshined by other frame's who can do more stuff with the same stat spread. It is very much so the case.

     

    "Yes I only care about AFKFarming" alright dude seriously if you're just going to dismiss my entire argument without refuting the central point or providing a counter argument or something just tell me before hand so I don't have to worry about typing anything else. 

  8. okay, well in that case, why bother with Health or Shield Mods, you have Pizzas!

    why bother with Efficiency Mods, you have Pizzas!

    never bother with Ammunition management Mods, you have Pizzas!

    why bother ever using any Ability that does Damage regardless of Mission, you have Weapons!

    why bother using moderate CC Abilities, you have Weapons that can CC!

    why bother using Weapons that can CC, you have Abilities that do more CC!

    why bother using your Weapons or some of your Abilities, you could just stand in a corner and mash one button!

    why bo.... i'm bored of this.

    no misinformation was stated. you just didn't read the words as they were said. i stated the stat improvements that Frost and Rhino get up to Prime, which are about equal for EHP. the primary difference then is Frost having a higher Armor Rating than both versions of Rhino.

    which as ever, but people ignore because they're not talking about balance, they're talking about butthurt - a bunch more Armor doesn't do almost anything for Rhino. he doesn't interact with his Health. you could add a bunch more Armor, great. now you can calm down that you have a lolipop too... except Rhino can't do much of anything with his Lolipop, so it doesn't do anything for Rhino.

    but then everyone is special snowflake equal, yay... even if it doesn't matter. but it's not about whether it matters or not, nobody wants to hear that no matter how much Armor Rhino has, that his durability has nothing to do with his Health, and that you could set it as high as you'd like, but you'd still not notice it 99.100% of the time.

    a big part of Frost's theme is durability as well. just like Rhino's.

    if this was a Thread about Frost, people would be saying the same thing the other way round "this one deserves it more because durable". they both share that.

    what do you mean so what? that's a big factor for gameplay, that you need to stand right next to Mirage to get that Augment bonus. it's a huge Range difference. if you're standing in one spot AFK either way, then nothing applies to you in the first place.

    just sounds like you can't comprehend not using min/max Mods and focusing on some of your Abilities allowing you to have more than one instead of just one and then complaining you don't have the others.

    hell, Molecular Prime covers Damage Bonus, CC, and more all on it's own. obviously any Warframe that does any of those things that you like is therefore useless, because there's something else that does it more easymode.

    no, i don't see what you're getting at.

    a Team Buff doesn't need to last for 85 seconds for it to be useful.

    an area CC doesn't need to reach a 59 Meter Radius for it to be useful.

    a directional Ability doesn't need to reach 48 Meters to be useful.

    Abilities don't only become useful at 75% Efficiency.

    Abilities don't only suddenly become useful once their related Stats are at their maximum.

    Wow, you beat the hell out of that strawman. Nice job.

     

    I'm not saying that because X can do the same thing as Y, there is no point in using Y. I'm saying X can do the same thing as Z, but better and at no cost. There is no logic behind using Charge. Why would I waste energy on an ability when I can just knockdown an enemy at no cost with a ground strike in the same general area without displacing myself into enemy fire? Now you're going off into this weird tangent where, in some strange universe, weapons now have the ability to deal 100% radiation procs and deal damage to an unlimited number of enemies within a certain radius therefore we shouldn't use weapons anymore, and your examples just don't make any sense. I'm not sure what you're trying to say because you're taking what I said, twisting it and then making it seem like I said something completely different in order to make my argument easier to attack, which you still failed to do.

     

     

    no misinformation was stated. you just didn't read the words as they were said. 

    So we're going to ignore the fact that you stated Stomp was tied with the highest ranged ability in the game when it's not even close, and that you said Rhino and Frost have the same EHP when Frost actually has more because of his armor rating? Alright then.

     

     

     

    if this was a Thread about Frost, people would be saying the same thing the other way round "this one deserves it more because durable". they both share that.

    Frost has a giant bubble that is invincible on cast for a solid 4 seconds, forces enemies out of it, and can block all incoming fire (save explosions) from touching anything inside and can be recast to allow for higher HP, effectively creating a near indestructible shield for players who know how to use him. On top of that he has higher EHP than Rhino P, along with the Primed version having more shields. Rhino has Iron Skin, which cannot be recast, gets torn asunder in any content that can't just be walked through with a Braton, and still can't be recoloured (this is a personal gripe, WHY DE ;-;). There is no reason for Rhino to be all around less tanky than Frost. They should at least be on equal footing when it comes to staying power.

     

     

    what do you mean so what? that's a big factor for gameplay, that you need to stand right next to Mirage to get that Augment bonus. it's a huge Range difference. if you're standing in one spot AFK either way, then nothing applies to you in the first place.

     

    It's a huge range difference. Thing is, when do buffs matter? Late game, when scaling gets a little tougher and enemies get a little spongier. The only time enemies actually scale like this are in endless missions, most of which end up being really static. Defense has you guarding a pod, so it's not like you're going to be going anywhere, might as well stand beside TE Mirage. Survival is easy to solo with whoever you want until about 40 minutes in because of how easy it is, past that people tend to sewer camp (not that I enjoy that, it's just how it is). You're sitting inside of a cramped sewer all day, so you might as well stand beside TE Mirage. The only endless missions I can think of where this wouldn't be an optimal solution would be Excavation and Interception. Thing is, Excavation's rewards are trash so nobody ends up doing them unless they're farming R5s on Triton or grabbing some quick Cryotic, and Interception is usually just done until either R4 or R8. Even then, people usually end up capping all the points then heading to one point where you have a clear view of two others, buff up and then stay at that point until the end of the round. Might as well sit by TE Mirage while on that point, though. 

     

    I'll take 5x damage over 1.5x anyday. What is that even, a headshot multiplier? Please. Warframe damage doesn't even get buffed that much anyway, even then you're better off bringing Equinox because their ultimate has better CC and damage dealing capability.

     

     

    hell, Molecular Prime covers Damage Bonus, CC, and more all on it's own. obviously any Warframe that does any of those things that you like is therefore useless, because there's something else that does it more easymode.

     

    Aside from damage (+ bonus damage) and CC what does M prime do? I'm genuinely curious. Does it have some hidden property that I'm not aware of?

    Also, if the warframe that I'd like to play is entirely outclassed by another warframe in every aspect that the original frame I'd want to play specializes in, then yeah I'm probably going to choose whatever outclasses it. If I want to heal, I'm choosing Trinity. Nothing is better than her in that aspect. But if I want to heal and deal damage, I'm choosing something between oberon and Equinox, which really just depends on my mood, because the two frames both have their strengths and boons and aren't entirely outclassed by the other. 

     

    no, i don't see what you're getting at.

    a Team Buff doesn't need to last for 85 seconds for it to be useful.

    an area CC doesn't need to reach a 59 Meter Radius for it to be useful.

    a directional Ability doesn't need to reach 48 Meters to be useful.

    Abilities don't only become useful at 75% Efficiency.

     

     

    When I said

     

     

     The middle ground is ineffective and the extremes butcher his other abilities. There is no sweet spot, no true compromise that's worth it.

     

    did you entirely ignore that line or what? 

     

    Also nice false quote with the "I can't mod without using Min/Max mods" thing. Dope strawman, just don't get any fire or actual arguments near it.

  9. i fail to see how Stomp's tied for highest Ability Range in the game is low, and how adding a Range Mod makes the other abilities useless.

     

     

    That's a blatant lie. Stomp sits at 25 meters at max rank, where as m prime sits at 35. Also notice how I said "Maximizing" an ability and not just "adding a range mod". To be able to effectively CC a large number of enemies overextended can be used to fill in the gaps that a stretch mod alone simply wouldn't be able to. This does, however, take away 60% power strength from Rhino, thus making his Roar buff less significant and his Iron Skin have much less HP.

     

     

    have you tried using Charge for something other than Killing Enemies? because it's not primarily a Killing Ability. it does what it's supposed to do very proficiently.

    Ragdolling enemies in a straight line? Wow, what a useful ability. It's not like I have a melee knockdown that does the exact same thing (Mind you that isn't an option for some weapons but for the most part my arsenal gets the job done, especially Jat Kittag).

     

    do you have an actual justification as to why you think Rhino should be more 'tanky' than Frost? they both fill durability roles, one being stationary durability and one being fairly mobile durability. neither of them have much of a reason to be more durable than the other. and they aren't really, Rhino and Frost are effectively identical, Rhino Prime and Frost Prime are still basically the same - a Shield Boost, and an Armor Boost, ending up in about the same total durability. Frost Prime gained a maximum of ~16.7% Shields, and Rhino Prime gained ~19% more EHP. i'm well aware that Frost has 300 Armor. why does he have that Armor? for Snowglobe, and only Snowglobe. because that sort of Armor level only makes a moderate difference in Combat.

    and either way, neither Frost or Rhino are supposed to take Health Damage. they both have Abilities and defensive stats that keep them from taking Health Damage in the first place. 

    Stop spouting misinformation. Frost has more effective HP (and shields in the case of his prime) than both Rhino and his prime variant. He outright takes more damage than Rhino can in regards to straight up stats. Rhino should be more "tanky" than Frost because that's his entire theme. He is regarded as the "Heaviest warframe" but doesn't have the same if not more staying power than Mr. Freeze? It doesn't make sense thematically or in gameplay. Iron Skin gets shredded fast if you have Rhino modded for proper CC and buffs, and the fact that you can't recast it like Frost can recast his globe is terrible for his tanking ability. You'd think they'd at least give him high base stats, but no.

     

    having to balance your Abilities is a good thing. it makes applying Mods less of Child's play, and wants you to actually make decisions as to what you want your Warframe to do.

    Warframes which Mods are applied in a "put on this this and this and now i'm done, i have everything in Le Meta" are a bad example of Customization.

    there's no point in having Mods to specialize stats if you just get everything when you choose one thing anyways. defeats the entire purpose.

    just because a number isn't as high as statistically possible doesn't make it terrible. i mean, by that logic, obviously the only Secondary Weapon to use currently is Twin Grakata, right? they have the highest 'muh Deeps', so that's the only Weapon worth using because every other Weapon in that Slot is just crappy. 

    Sure, balancing abilities is great. The thing is, when balancing abilties Rhino becomes a jack of all trades. The dude becomes mediocre. His Iron Skin doesn't have high enough health to be significant, Roar is outdone by TE mirage (Yeah you have to stand near her, so what?) stomp's duration is pitiful, and its not like charge has any real use. The only sensible thing to do is to min max, which eliminates a bunch of possibilities when it comes to modding. The choices are few and they all feel very constricting. Want to be tanky? Max out Iron Skin but your duration will be trash on roar and stomp so there goes your buffing and CC ability because of fleeting expertise and Transient fortitude. Want to do buffs and have CC? Sure, but you're going to be one tender snowflake because thanks to over extended you'll have less power strength to work with. You also might have lower than max range because of Narrow Minded if you so choose to use it. The middle ground is ineffective and the extremes butcher his other abilities. There is no sweet spot, no true compromise that's worth it.

     

    Furthermore, Rhino's abilities ONLY shine when at maximum potential. Anything below that is mediocre. It isn't like other frames where you can kind of sacrifice duration or whatever for more damage and efficiency (Excalibur, Mag, etc) while going on the middle ground in terms of range and miscellaneous base stat mods and still get good results. You just end up with a mediocre frame who isn't overshadowed by others in the same aspect. 

     

    Also I'm not sure what you're trying to say with the Grakata bit. They're bad weapons because of their ammo economy which outweighs their damage output, which is something you have to consider when choosing a secondary, not just DPS. Min maxing is important but it isn't the only thing I'm thinking about when modding my gear.

     

     

    funny, last i checked, CC, more CC, and Team Damage Buff didn't really clash with each other.

    Nice job ignoring Iron Skin. When modding for strength you make Iron Skin stronger as well as Roar, but then they cost more. Obvious solution is to use efficiency mods, but that brings down your duration which renders your Stomp and Roar next to useless as they don't last anywhere near as long as they should. Modding for duration may take away from the range you just modded for so your Stomp ends up being less effective. See what I'm getting at? It's the way the abilities scale with strength efficiency range and duration, and how modding for one ability might muck up the others. In conclusion, they do clash with each other, and perhaps you should check again.

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