Jump to content

ScarecroM

PC Member
  • Posts

    35
  • Joined

  • Last visited

Posts posted by ScarecroM

  1. I'm sure it's a pretty hot topic of discussion right now, but I just wanted to put my 2 cents in on this giant damage sponge, and why I think it's implemented awfully.

    On the surface, it's pretty interesting and cool boss. he's got a pretty mean, but fun moveset, the invincible minions are pretty nasty, but CC frames can deal with them, and he drops parts of his big ol' hammer. which is a really nice reward. He's supposed to provide an appropriate challenge for the difficulty of the mission, you are playing, however there's 3 factors that ultimately make this guy something awful to deal with and ultimately disappointing to overcome.

    Right off the bat, there's the problem with the fact that he's, well again, a giant damage sponge. Unless you are specifically prepared to face him (having radiation crit weapons, buff warframes, etc.) you're probably facing a 20 minute long fight, unless you are lucky and fought him on a low level mission. the time frame can vary greatly but I think most can agree the general tankiness is pretty unreasonable. he's immune to status and warframe abilities, has an extremely high amount of health, and a large amount of damage reduction. should you flay his armor with shattering impact, or a kavat, his health type is still alloy armor, which begs the use of radiation damage. This isn't necessarily bad framework for a boss. it's something you have to be prepared for.
    this is an issue in tandem with the fact that his boss has similar spawning parameters to the stalker. 

    This boss spawns randomly in any mission that is not an assassination mission, just like the stalker. only there is no apparent "marks" like the stalker. (there's none to my knowledge at least). just like before it's not a bad framework for a boss enemy. However again, this is a boss designed as if you would be prepared to fight it... a boss you must be prepared to fight, that spawns randomly. This is a HUGE problem. it has essentially bottlenecked me into building around the possibility of this boss showing up. This is not a boss that can be easily ignored either. it's extremely disruptive and relentless, and in the case of defense, or interception, he MUST be defeated to move past the wave he spawned on.

    Here's the icing on the cake though, should you manage to fell the wolf, his drop pool is garbage. Aside from dropping an individual hammer part, this boss more than likely has the possibility of dropping the basic elemental melee mods, and spinning needle. a pretty common stance. I'd like to hear an explanation as to why these are appropriate drops for such a boss, I understand it's similar to the stalker, but this boss is both significantly longer, harder, and limited. I see no reason why this boss needs to be so unrewarding. For comparison, the Acolytes, which are also event bound bosses, drop mods exclusive to them, and them alone. Imagine if they sometimes just didn't drop a mod at all. that's exactly what the wolf does. he commonly drops effectively nothing that anyone beyond new players wouldn't have, and nothing that can't be obtained elsewhere with less time and difficulty.

    In summary, I can't do any missions, even sorties or void fissures, aside from assassinations or free roam areas, and presumably sanctuary onslaught without running the risk of the wolf disrupting it, which forces me to dedicate a weapon slot SPECIFICALLY to use against the wolf. not the mission itself, no JUST to fight the wolf. This boss is practically an Eidolon boss. Ideally you want a weapon buit around crits and radiation damage. Where else am I going to need that? and beyond that I can't even have a sliver of excitement when he shows up because there's only a small chance I'll get one of his actual rewards.
    This boss is so awful it makes the majority of the game less enjoyable overall for me. This boss severely needs his own assassination tile, OR his health needs to be cut down significantly. either or would rectify all but the drop pool problem, which can be rectified by guaranteeing a wolf sledge part. There's absolutely no reason why this boss in its current state shouldn't always drop a part or the blueprint, when other event bosses do always drop their unique loot. 

    As a frequent player, and huge fan of Warframe, the way I see it, the Wolf puts a huge damper on the game. There's so much potential for this boss to be something to look forward to, but some (seemingly) simple, yet meaningful changes need to be made for it to not be an awful experience, that people will dread returning.  

    • Like 1
  2. I've tested Tatsu with condition overload, and healing return. The projectiles are indeed affected by those. The projectiles themselves each deal 40% of your Tatsu's damage, and have an increased status chance. I'd say it's safe to assume they are also affected by blood rush, and weeping wounds, as those are entirely dependent on your combo multiplier, and directly affect stats without any other requirements.
    It's harder to say for Maiming Strike, as it's a direct additive 90% increase on a spin attack. I don't know if this only affects damage from the spin attack itself or if it affects all melee damage as long as you're doing a spin attack.

    I suggest using the Simulacrum to test this for yourself. It is an incredibly helpful tool for testing builds and loopholes when it comes to mods with particular bonuses. 

    • Like 1
  3. After thinking about it more, I now have a different outlook on Revenant, and why I think he doesn't work.

    Overall I'm kind of confused about what Revenant's primary gameplay style is supposed to be.
    On the surface he's another disposable minion-frame like Nekros, and Nyx. But his 2 suggests a Tank role. Mesmer skin provides survivability almost on par with Ironskin (since the buff at least). His 3 being a lifesteal ability further cements him as a tank (or it should anyways. I talk about it later). His 4 is essentially a more powerful version of Inaros' 3 which gives him some much needed crowd control capability. you can use his 3 with it to gain distance, and mesmer skin will let you use it without dying from longer range attacks. These 3 abilities have great synergy with each other.. but where's his 1? 

    Whatever synergy his 1 has with his other abilities seem very 'workaroundy'. There is forced synergy, but the abilities still work against each other. Let's compare to Saryn. Her 4 doesn't synergize well with her 1 because it makes magic mushrooms that give you health, (while also removing the spores from every enemy her 4 affects). It synergizes well because viral halves an enemy's health while the spores do DOT damage. her 4 halves the amount of time it takes for her 1 to dissolve an enemy. There's a flow there, because the usage of Saryn's 4 doesn't hinder the usage of her 1. it enhances it. 

    I'm not saying the improvised synergies there are bad on their own. Getting overshield pickups from killing thralls with his 4 is pretty powerful after all. The problem is there is no natural synergy to these abilities.In fact they seem to work against each other. using his 4 to kill all of your minions around you feels counterproductive, because you typically end up placing pillars in useless places. (placing pillars in useful places is already hard imo)  But at the same time, not using his 4 is counterproductive because of how powerful it is. And I can't just quickly cast his 1. I have to wait for it to spread a bit. (I'd like more than 3 shield  orbs please.) On top of this, the new addition of making the pillars explode when his 4 sweeps over them, makes this even more counterproductive. Instead of getting a shield pickup in addition to a pillar, you're getting a shield pickup instead of a pillar. 

    Also, his 1 is used more like a liability than a power in some situations. His 3 specifically suffers from this. it is nearly worthless without using it on thralls. Going back to saryn as an example, her 4 maybe more effective against spored enemies, but it also isn't awful against unspored enemies. Even if it was, the ability functionally works better when dealing with moving targets. (a radial attack vs. a straight line dash attack) In the case of Revenant, you are forced to move in a straight line, meanwhile your thralls might be all over the place. Which means this ability has minimal synergy, but is treated as if it synergies almost too well without this serious hamper on the effectiveness of his 3. Like Saryn, this ability needs to be effective on its own, but more effective when used in conjunction with his 1. 

    ...oh yeah and his 2 makes his 1 free I guess. It maybe boring, but it's still better than how his 1 and 3, and 1 and 4 abilities work together.

    Overall I think Revenant needs some serious rethinking. Perhaps making the minions more permanent than disposable, and overall more reliable, could create some better synergy for his other abilities.
     

    • Like 1
  4. 11 minutes ago, Sea_Wall said:

    Please remove Dance Macabre detonating pillars. I want to keep my pillars and use Dance Macabre. Perhaps buff the explosion and make it an augment or some other way to detonate the pillars like casting enthrall on a pillar to detonate it.  Also to play devil's advocate I enjoy the fact the teammates can kill thralls. Gibes enthrall the added use of CC on dangerous enemies (Kuva Flood Juggy/level 100 G3). Make having unkillable thralls an augment or something for people who want it. 

    I had a whole tangent about how I think blowing up the pillars is actually counterproductive and makes his pillars worse overall, but I deleted it because it was making my comment a mouthful. but yeah, I totally agree with that

    I think ghost thralls should be an augment too actually. either way I desperately want some variation of this in the game.

    • Like 3
  5. I'm honestly not feeling the recent Revenant buff.
    My gripe is the buffs to enthrall's pillars. I haven't really noticed the projectiles they supposedly shoot out, and if they do exist they hardly seem to do anything. Also the ability to detonate them with his 4 seems kinda moot considering the fact that you're going to hit all the enemies around him too. These additions still pale in comparison to what you can do with living thralls. I know it shouldn't be desirable to kill them immediately, but these additions are so weak that I wouldn't consider killing them at all unless I was using my 4, or trying to position a pillar in a doorway to create a trap. (which are the same reasons why I would kill a thrall before these additions)

    Overall I believe the core issue with Revenant is your teammates capability to kill your thralls, and these changes don't really do anything to mitigate that. On one hand you can't exactly make it so your teammates can't attack dozens of enemies just because you pressed 1 (unless you're limbo) but, when your teammates kill all of your thralls, you lose a lot of functionality of Revenant's kit. You can't make much use of your 3, you can't get shield pickups from killing them with your 4, and you lose all of your meat shields and have to work up more, which will inevitably get killed by your teammates again. It's a vicious cycle of working up a large number of thralls to fall back on, or position in a strategic spot to kill them, then having them all killed in one fell swoop by one of your teammates.
    (of course this issue does not exist in solo play, but Warframe is at heart a multiplayer game.)

    I suggest Making it so when thralls die, they leave behind a ghost of the enthralled enemy that lingers for a few seconds, then erupts into a pillar. This way teammates can freely kill your thralls without much detriment to the Revenant player. The only thing these thrall ghosts shouldn't do that living thralls can do, is enthrall other enemies. (Also this mimics the core characteristic of Vomvalysts turning into ghosts) 

    • Like 1
×
×
  • Create New...