rainy
PC Member-
Posts
285 -
Joined
-
Last visited
Reputation
623Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
I died in a netracell mission moments ago. However, I was aware from a previous mission that I would not be elligible for the rewards after triggering the inactivity period, even though I was present at the screen, watching to see if my squad would be able to complete the mission. After some time passed, I realized too much time would have passed, so I abandoned the mission. Little did I know, I was the host. Even more unknowningly, my squadmates remained in my squad when I returned to Sanctum Anatomica. I had just ripped all the hard work away from my living allies that managed to survive the mission until near the very end. The following issues apply to all missions: It is not clear on the death screen who is the host. It is not clear if choosing to abandon a mission for yourself will force the squad to abandon too.
-
I think Absorb just needs to be more durable and reflect damage better, chaos needs to scale the enemies against eachother somehow (a lot. Make them all eximus with 5x ability cast rate or smth), and psychic bolts need to be less limited with target count and duration.
-
If you know how Absorb specifically works, could you update the wiki or contribute some of that info here (and I'll put it up)? Specifically how the scaling of the radius works, is it a fixed damage threshold? Does that threshold change? Is it linear? Is it an energy consumption threshold? Duration Threshold? Is the high-threat note on the wiki a lie? I've noticed that just casting Chaos will drastically reduce the aggro toward your absorb, making her kit clash with itself, but even ally priming like Radiation will do it too. As an on-off wiki writer, I'm of the strong belief that publishing a full understanding of a frame's nuances will help players form strategies with them and let people enjoy the frames they wanna use. Right before tennocon, I gave Nyx a whirl because I thought with the armor changes that Chaos might be viable to turn enemies upon eachother as a source of damage (I also identify with her theme very much, I'd love to make any remote use of her). This ended up doing basically nothing but stalling (which can be griefing for some missions!). After going through the abilities, it seemed like Mind Control was really the only powerful part of her kit especially with the intro of Jade Eximus, but it could also be used by any other frame...
-
Not to mention the setting to turn semi-automatic weapons into full-autos. This setting has no human-error pace, it is flawlessly full fire rate, which makes anyone not using it a fool. While "semi" weapons are capped to 10 fire rate, Burst weapons and more with a semi-trigger are uncapped, letting them far surpass any realistic human input with the new setting. Meanwhile plenty of weapons exist with semi-automatic triggers that are not explicitly listed as "Semi". They include many burst weapons, charge weapons and active weapons. Only from those categories do Battacor (Listed as Auto-Burst) Tenet Ferrox (Charge trigger sub-types are not distringuished in-game, but it an auto-release and auto-trigger, the only of its type) and the Simulors (Auto-trigger with an active detonation, placement limit, and expiration.) use auto-triggers. But weapons like Quartakk, Drakgoon, Kulstar, are all practically semi-automatic already. They do not automatically re-trigger, yet they are not cannonade applicable. Also meanwhile, weapons such as Exergis, Vectis and Tonkor can use the cannonade mods, which don't care about fire rate anyways! Two of these uniquely ignore fire rate as a special mechanic, while tonkor can ignore it with manual reload inputs. These weapons mod for Reload speed as if nothing has changed. There is no more spirit or consistency to these mods, let them apply to all weapons with the fire-rate restriction, and make them cap reload speed too.
-
Toxic lash is an unbelievably high damage ability, overlooked by just about everyone because it's not flashy trash-wiping saryn play, all due to some gross weapon mod scaling far beyond any other weapon buffing abilities. A rare case of a status damage oversight, a system that typically struggles in half the game (status-capped units, status-immune bosses, poor mods, shotguns, gas). At 100% strength, an unmodded gun deals 100 damage: Toxic lash deals: 100 x 0.3 x 100% = 30 damage on initial hit PLUS, damage over time: initialHit x (Toxin Modifier x Ticks) 30 x (0.5 x 7) = 105 damage over 7 seconds. Already unmodded, lash is contributing +135% of this gun's statusless damage. Double for melee. A far cry from what the arsenal suggests is only 30%. With +90% toxin and +55% faction at 100% strength, 100 base damage gun deals: 100 x (1 + 0.9) x (1 + 0.55) = 294.5 starting damage. This hit procs toxic lash: 294.5 x 0.3 x (1 + 0.55) x 100% = 136.9 damage. +46.5% instant damage. Over time lash deals: initialHit x (Toxin Modifier x Ticks) x Faction 136.9 x ( 0.5 x (1 + 0.9) x 7 ) x (1 + 1.55) = 2321 damage over time. damage over time. With two typical mods, lash is now contributing +835% of this weapon's non-status damage. Reminder that this is only 100% strength. If the issue above isn't clear: +90% toxin and 1.55x faction should have a net effect of (1 + 0.9) x 1.55 =2.945x total damage. Lash should only be doing 2.945x total damage too, but instead it jumped from (30 + 105) -> (136.9 + 2321), an increase to lash of over 18x damage. This is because Toxin mods have double the effect, and faction mods have triple the effect!! This is where gas should be!! Not toxic lash. Not Saryn. She has enough. With so many dimensions to its scaling, Toxic Lash has the capacity to easily surpass the old Eclipse in damage multiplier. A good riven with toxin and faction with 300% strength could produce lash contributions of +2000% damage, or +4000% if it was a melee. This can be focused and exploited. 100dmg weapon with 2p1n tox,dtg- roll, avg grade (150% tox, 1.75x dtg), 1.35x dispo, +150% toxin, 1.55x faction, at 300% strength (100 × (1 + 0.9 + 0.6 + 1.5) × (1 + 0.55 + 0.75)) + ((100 × (1 + 0.9 + 0.6 + 1.5) × (1 + 0.55 + 0.75)) × 0.3 × (300 × percent) × (1 + 0.55 + 0.75)) + (((100 × (1 + 0.9 + 0.6 + 1.5) × (1 + 0.55 + 0.75)) × 0.3 × (300 × percent) × (1 + 0.55 + 0.75)) × (0.5 × (1 + 0.9 + 0.6 + 1.5) × 7) × (1 + 0.55 + 0.75)) = 64146 Damage over 7 seconds, a multiplier from 920 damage of 6972% for guns, and 13844% for melees. That is obscene. Those are percentage multipliers of an ordinary weapon just for 300% strength and some mods (minus its own status damage, will be lower for slashers and beams). If waiting 7 seconds is not realistic for the typical impatient warframer, just 1 second of tick damage totals to 11585, a 1259% multiplier still. Not to mention the free status type for Condition Overload which can further increase damage. The Toxin mods do not even need to form toxin on the host weapon, they can be combined into viral or corrosive, a substantial luxury that almost all weapons cannot naturally afford. Some contrasting damage bonuses at 300% strength: Toxic Lash: 6972% Multiplier, divided by other status damages. Takes time. Ignored by Ability immune targets, despite artificial skill restrictions attempting to categorize lash as a "weapon buff" like archon continuity. Not Restricted. New Eclipse: 700% Multiplier. Restricted Scrapped Eclipse: 1150% multiplier, divided by damage mods+1. Would have been restricted. Vex Armor: 925% Multiplier, divided by damage mods+1. Restricted Thermal Transfer: 550% Multiplier, divided by elemental mods+1, griefs allies. Insane nuke, Costs a modslot. Not restricted. Gara Amp combo: 512.5% Multiplier on glassed+splintered(single) enemies. Limited Targeting. Blazing Chakram: 400% Multiplier. Limited Targeting. Xata's Whisper: 279.4% Multiplier with the same 2.25x faction, ignoring status damage. Does inherit elemental bouses in come cases. Ignored by Ability immune targets. Restricted Sevagoth Amp: 250% Multiplier Natural Rhino Roar: 250% Multiplier, doubled-1 for status damage. Caliban Amp: 205% Multiplier. Wishes it was Thermal Sunder. Helminth Roar: 190% Multiplier, 280% for status damage. Restricted New Helminth Eclipse: 190% Multiplier. Can become DR. Restricted So yea, not only should lash be considered a damage skill on the order of all the top abilities and therefore Restricted from being used alongside others like Roar and Eclipse, but it should be fixed to not have such goofy scaling.
-
This is what motivated DE to freeze dispositions from ever dropping again. Their effects have diminished, and DE gets to dodge the bad attention when players' bad guns get nerfed by dispo. Now we have an obscene field of incarnon rivens with completely system-breaking dispos, which are far from useless. Counter suggestion: remove faction damage from the pool entirely. The last thing you want to add to weapons is another universal multiplier, because it would automatically become an essential slot. Alternatively, MAKE MORE DUAL-STAT MODS!!! This is such a huge untapped dimension of modding disversity. "Bankrupting Serration: +155% Damage, 1.25x to Corpus" "Clone Sense: 110% Critical Damage, 1.25x to Grineer" "Antiviral Trigger: 80% Fire Rate, 1.25x to Infested" Factions have always been a point of stress for players. They know they are optimal for damage, but Warframe's loadout system is not smooth, it is in fact very clunky to continuously make adjustments to mods and builds for every single situation. There are like 10 levels of arsenal synergizing gimmicks now.
-
Sarcophacus prooobably shouldn't be a damage source, you are technically invincible while doing it. It just needs to refill from a flat amount of damage it deals rather than % of damage done to an enemy. Taking max health of enemy targets is a great way to scale survival in a mission. Enemy damage is exponential though while health is not, but taking armor could help versus some factions. Having reliable and scaling survival is not a bad identity to have for Inaros. Attaching it to sand shadow death is VERY cumbersome and doesn't seem like fun. Dessicate is okay, marking a target for sand shadow is at least a fast way to make one. Throwing a sand ball is just kind of lame. The big blind is a pretty important part of Inaros' current utility, not to mention it makes him kinda unique. Not many frames do blinds. %maxHealth true damage devour is a good way to go. It's a very committed and time-consuming ability. Beyond level 50 you'll never devour in a reasonable time, let alone get any reasonable payout from it. I don't like overguard, I like Inaros' naked health bar xD. No gates please. Sandstorm is technically a toggle already. Full movement and weapons and abilities PLUS melee-scaling damage in a pulling aura that also slows/blinds is ridiculous. Pick any two. Scarab swarm augment becoming innate is nice. Rather than saying "scales multiplicatively with armor mods", you can say it adds like 300 base armor that is affacted by mods, like the reverse of Effigy. Overall, sandstorm is too much. The guy can't do %health damage, have insanely scaling survival, AND insanely scaling damage. Those are the two factors to an overpowered and inbalanceable frame: Infinite damage and infinite survival. Especially with no consequence to movement. I would personally leave him with some minor utility like Dessicate's blind, while emphasising survival throughout his kit. His equippable weapons and helminth are damage enough. 5/5 scaling. 2/5 for fun. 3/5 for identity.
-
His issues extend beyond just survival, he has mechanical flaws like sandstorm not holding enemies (like old zephyr tornado), passive being an actual coffin, basically zero damage, abilities contributing virtually zero utility other than devour's safe state and dessicate's blind+finisher heal. cooler idea: multiply his health max instead by up to 10x. same effect, less obfuscated. The stacking and only gating at max hp is a bit rough, could make it suicidal to cast Scarab Swarm. It strongly influences the frame to use rapid-fire attacks and weapons, which could necessitate a cap on stacks/sec to loosen that bias. Dessicate doesn't really make sense as a lifestealing debuff. Like why sand would do that. Maybe if it was some return from scarabs. "Only source of healing" is a bit of a lie. Devour's idea is interesting, it could be like floor quicksand or something. Quicksand certainly will devour things, so wouldn't need to change the name. Does inspire some alternatives for this ability. Can act as only crowd control or a slow. A little sad because Inaros' single-target devour is cool, the effect is just limited. Sandstorm idea is good. I think changing this to a toggle aura is the future of the skill. Am not a fan of attaching dessicate to it, especially with its lifesteal thing. Keep it simple and let it just be for evasion and enemy confusion. Blind is too strong, is basically Silence. Scarab Swarm is actually already corrosive xD. So it would go, dessicate -> hit to lifesteal -> cast swarm. In terms of steps, the lifesteal would be wewakened by enemy armor, but the enemy armor doesn't get solved until you lifesteal. Inaros is certainly weak. He's a starchart meatstick. Speaking of stats, they weren't really mentioned in the post what you would change, other than adding 90% DR (which I find lazy whenever I see DE add DR.) but some nice mechanical/design ideas. Thank you for the post!