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(XBOX)KayAitch

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Everything posted by (XBOX)KayAitch

  1. Certain weapons really benefit from specific negative stats on rivens, which in turn creates a toxic marketplace for them. These make for interesting builds, and so I think it would be fun to open them up for everyone, not just some riven owners. These would be mods that have a negative effect, and that go in the exilus slot: Focused Blow: V polarity, 7 cost, -80% Impact Primed Focused Blow: V polarity, 11 cost, -100% Impact Underpenetration: V polarity, 7 cost, -80% Puncture Golden Hit: — polarity, 9 cost, reduces magazine size to 1 (this will upset anyone who spent crazy money on a Vectis riven back in the day) Wide Muzzle: V polarity, 7 cost, increases spread (shotguns), reduces accuracy (rifles). Blurred Scope: V polarity, 9 cost, -50% crit chance (for certain Incarnon evolutions) Slow Magazine: — polarity, 5 cost, -30% fire rate. You get the idea. In addition, there are negative effects rivens can't do that could make for interesting or fun build variety... Broken Scope: — polarity, 7 cost, all aim-down-sights effects removed (snipers lose scope, Quatz loses semi-mode, Tenet Diplos loses homing mode). Pure Elements: D polarity, 14 cost, all elements no longer combine (so Cold + Toxin will compete for individual procs, rather than combining into Viral) All these mods would have purely negative effects, but would open up build variety with other mods.
  2. That's not what I mean by gating. Gating is a mechanic shields have where excess damage doesn't carry over. So, if you had 10 shields and 100 health and you took a 500 damage hit then you lose all 10 shields but you don't lose any health at all. But, if you had 200 overguard and 100 health and you took a 500 damage hit you'd be dead - all 200 overguard would be gone and 300 would go through as damage to your health in one hit. This doesn't matter so much for Rhino as his overguard scales with enemy damage, so when they're doing 10k hits he has 150k overguard. For Kullervo a small overguard ends up pretty useless - it doesn't even block status because any hit that does damage counts that first. So most effects wipe his overguard and then just apply anyway. Exactly - that isn't a gate, the invincibility is part of the ability, but you're not relying on those few seconds of invulnerability to survive, you're relying on the crazy amount of overguard you have afterwards. When Rhino runs out of overguard it will go straight through, but he also has a shield (with a gate) so even without the overguard he can't be 1-shot. According to Thursday's Devstream this seems where they're going. I think that could work if he also gets a much higher cap - 15-20k rather than 5k.
  3. For what? He's tissue paper on any long SP game mode. That puts up the one-shot cap a little, but not for long because Adaptation doesn't affect overguard - 90% damage reduction means your health is 10x as effective as overguard. So 2k health and 5k overguard becomes 20k health and 5k overguard. Even your top cap of 20k is only going to buy you an extra couple of hits. Which is so much better than overguard. A couple of ability synergies with Helminth can get to 99% DR, which means 100x health. Yeah, that. Adaptation working on overguard would fix Kullervo and make Rhino immortal. Giving Kullervo similar scaling to Rhino doesn't break either of them. Which is exactly what Rhino gets. It's exactly what any no-shield frame needs (well, that or using up stacks like Nidus) and Rhino gets a shield gate too. But this scaling applies at both ends. When you first get Rhino in the early star chart his overguard is a few hundred against 5-15 level enemies, which is well balanced. Kullervo has 5k (and remember, for players starting in Duviri he is the first frame they'll be able to get the resources for) - he's an OP tank if you get him before doing the star chart. Rhino still works in SP Circuit, getting hundreds of thousands of overguard. Kullervo still has 5k and it's gone in one hit.
  4. Kullervo is a great damage dealer and a really interesting frame, but his defence just doesn't quite work. His 2 gives him a static (max 5000) amount of overguard, which up to a point makes him really tanky, past that he needs to constantly be recasting and rolling to stay alive, and then there's a point where he just gets one shot and has to quit. The problem (at first) seems that overguard doesn't get Adaptation and doesn't gate, so he can be one or two shot by most Steel Path enemies. But, a similar mechanism works great for Rhino, the difference is that Rhino's overguard scales with enemies while Kullervo's is static. The fix is 3 small changes - Each of the 3 daggers that can strike an enemy should do a proportion of that enemy's EHP, say 10% - Each of those hits gives Kullervo 5% of the enemy's EHP. - Remove the cap, Kullervo can just keep stacking if he wants. This might seem exploitable and excessive, but Gara exists. That's it, leave everything else the same. This would make Kullervo consistently tanky. If he ends up too OP reduce those ratios, if too weak increase them.
  5. Oh thank fxxx for that. Why didn't you just say you were doing this? Single biggest pain with Circuit, fixed. Thanks 😊
  6. I suggested the same thing, they even already have the UI for it so it would be a copy-paste (lots less development work).
  7. Also, if I have the MK1 Kunai with the Incarnon but no Kunai, which one will appear in Teshin's Cave?
  8. That is an issue with it... as we get into the first repeat and start rinsing through them more of us can actually compare them. Most bring the weapons up to at least Steel Path viable, but some end up on the next tier we don't even have content for yet... the Latron, Miter and Strun feels like weapons for a new mode where the enemies start at level 350. But, for melee incarnons in particular... That, plus heavy attack builds making it harder to get into the mode in the first place, plus the sheer number of bugs (special mention to the Hate that staggers the player on melee hit), plus the weak UI... Incarnon melee needs work.
  9. Wait 'till you see the Incarnon Hate, it's a melee that staggers you:
  10. This specific thing (my emphasis on bold) does not work and is utterly toxic to those of us with high MR who didn't A) keep and B) max build out for Steel Path every single weapon we levelled over the last decade. It would be far far better if it were actually random:
  11. The Tenet Diplos is an example of something Warframe has far too many of - a gimmick weapon with a broken gimmick. However, as others have pointed out, the base mode is probably the best dual SMG in the game. The gimmick is broken, and pointless. It wouldn't be hard to fix either: - Each shot does much more damage (to make up for how slow it is to aim relative to the primary bullet hose) - The homing shots should target heads (with all mult) instead of bodies. Basically... taking the time to aim and fire the homing shots should do slightly more damage than just pointing the bullet hose mode at the target for the same amount of time. Buuut, the riven dispo is low, the weapon is popular, DE almost certainly won't ever fix it. It could be worse - the Sepulcrum has a similar homing gimmick that's actually good (really high damage) but relatively slow to enable (5 kills) and despite its very high riven dispo they won't fix that either. Meanwhile, if you want auto-aim check out the Cyanex, Akarius and for a homing alt-fire gimmick that works check out the Buzlok.
  12. You don't have a choice. The way Incarnons work is that you charge them up with headshots in normal mode. A couple that only work in Incarnon are quite painful to charge, and you can make this much worse with builds (for instance Split Flights work great on the Paris and Dread Incarnon modes for insane multishot, but make headshots harder)
  13. Those are for Incarnon mode. I think the base mode will still have 1.6 Anyone actually put Incarnon on the Kunai and can confirm?
  14. This wiki? https://warframe.fandom.com/wiki/Kunai_Incarnon_Genesis It only mentions crit mult for the Deathtrap Trigger perk, which does seem to equalise them but is very niche.
  15. The Kunai Incarnon comes up next week, and I might try it out. Which Kunai variant should I put it on? I think it comes down to the crit mult... Kunai has a pathetic 1.6x, while the MK1 Kunai has the base 2x While the various evolutions boost damage, and boost it by more for the MK1, none of them fix that hideous crit mult. For a weapon that's all about headshots. I think that may well put the MK1 Kunai ahead. Has anyone tried it? If I have the MK1 Kunai with Incarnon will it ever appear in Teshin's cave? As it stands I don't currently own either (both maxed and chucked) and the Kunai comes up as a secondary about 1 time in 3.
  16. Good idea, but we are already pretty used to the combo counter where it is and all the melee so far need the same 6x - so this is a lot less needed than the timer that tells us when it's going to run out.
  17. This sounds great! But we already have mods, evolutions and arcanes - I'm not sure we need another system on top of that. Also, I'd rather they fixed the broken evolutions with that dev time. I'm thinking mods because they already have a build economy - DE designed a gun with a fixed amount of charge, if we want more charge then we should be able to get it but at a cost to that economy. Find space in your build is more interesting than even more power creep.
  18. With many "events" you won't be able to comfortable That's why... You're right, it may be overwhelming, so optional. There's going to be a constant stream of information on the right, but many of us (like me) are playing on a large 4K TV with plenty of space for it. This is a good idea too, though you'd have to stop what you're doing to look at it and many of these buffs last a few seconds. A persistent, almost debug log, would be incredibly useful though. Especially in the Simulacrum.
  19. Harrow's Penance has a unique UI element. Every time you get a kill with it active you get a log on the right hand side of the screen showing how much energy it generated. I think this is the only ability in the game with this UI. Most other abilities, mods, weapon effects, melee incarnons, buffs from other players, arcane effects and every other status appears in the top right. This is fine when you have one or two such buffs, but add galvanised mods, arcanes and an Octavia, Wisp, Titania (or any other frame with lots of buffs) in your squad and this becomes a smear of 10-15 obtuse squiggles. Every now and then the name of one of them will pop up, but it's nowhere near enough to actually keep track of them. Can we have the option to show these in the log Harrow's Penance uses? Every time it activates, stacks or expires show the icon, name % amount and actual amount in that log. This should be always on by default in the Simulacrum. It should be off by default in missions, but something we can turn on in our HUD options. This would be a godsend for weapons testing, make it far easier to spot bugs (which is a good thing, the easier they are to spot the quicker they get found and fixed), and be a much better way to see what's happening when trying build synergies and the like.
  20. Incarnon gun and melee have quite different UI. Guns stack headshots on a bar under the crosshairs, then on Incarnon mode the crosshairs change and the bar shows how much charge you have left. "Incarnon mode" is shown in prominent (default orange) writing after the weapon name. This UI works really well. It could do with a sound when Incarnon is used up, but that's it. Melee get to a 6x combo, then you heavy attack to transform the weapon for 3 mins. The only indication is a buff icon in top right (usually one of at least 5). In the usual chaos on screen this is consistently lost, and contributes to Incarnon melee feeling far less impactful than guns. Audio is lost too, I think there's a sound on entering the mode but it's hard to hear over the heavy attack. Instead: - Crosshairs should change while Incarnon mode is active - A timer showing the remaining should be on the crosshairs (same as charge for guns) - "Incarnon mode" should be shown next to the weapon name, same as for guns. - A prominent sound should play on entering the mode, and a different sound build up over the last 10 seconds of the mode (so you know when to start building up combo to restart it)
  21. Really? Incarnon mode needs mods. Mods are critical to it. Your entire build ends up being about how you use that Incarnon mode (for instance modding the Latron for the explosive Incarnon rather than the headshot semi) and lots of mods just don't work (for instance the augments for Soma and Latron don't, but the one for the Mitre does). And critically: there's no way to alter these Incarnon properties - I might want to sacrifice a mod slot to have more charge, you might not. Perks are very limited for that kind of tinkering, I mean, how many times have you changed them on the original Incarnons we've had for over a year? Maybe, though those aren't in the mods I've suggested. There are no mods that currently do this. For instance, there is no way to increase Incarnon charge - mods for magazine size is ignored, mods for combo efficiency don't extend the 3 min duration. But your basic premise is flawed: we always need new mods. We need new corrupted mods, we need new mods with set bonuses, we badly need new mods for archguns, the only exciting thing in the new NightWave is the 2 new mods.
  22. You mean evolutions? They're a pain to change (trip to Calvero every time) and part of the design of the weapon. Don't get me wrong, they need a lot of fixes, but they can fix perks and give us mods that change the Incarnon mechanics.
  23. Now that we have 36 Incarnon weapons we should have some new mods that apply specifically to the Incarnon mechanics. These would be regular mods, they'd just apply to Incarnon mechanics only, they either couldn't be applied to regular weapons, or just wouldn't do anything. Incarnon Recharge/Renew: while in Incarnon mode, on non-AoE guns recharge from headshots at ⅕ normal rate, on melee reset 3 mins timer on heavy with over 9x combo. Incarnon Haste/Hurry: on guns charge in half the hits, on melee only require a 3x combo heavy attack to activate. Incarnon Sacrifice: +5% base crit chance and +5% base status, but Incarnon mode no longer works. This is a consolation prize for weapons like the Felarx or Soma where the Incarnon mode is objectively worse than the base. Incarnon Weight: +80% multishot in Incarnon mode, -40% multishot in base mode. Incarnon Capacity: double the charge on Incarnon guns. No other change, it would take twice as many headshots to fully charge, but then have twice the Incarnon shots. Incarnon Range: increase the chain range of guns like the Lato and Bronco. Incarnon Holster (exilus): charge/recharge Incarnon charge on guns while holstered with headshots. This would let you use a different gun to build charge, or keep charge topped up. Particularly useful on guns with a switch mechanism like the Lato or Vasto. There's a lot of potential for interesting builds here.
  24. That works too, though there are already icons for potato, forma, mastery, exilus and arcane and most menus don't show them (or only show them in tooltips)
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