Jump to content


PC Member
  • Posts

  • Joined

  • Last visited

Posts posted by VhwatGoes

  1. I think modifying the stance is by far the best solution to the Ghoulsaw's current issue. I actually like the slowness of the weapon, but the fairest, and frankly the best way to make the weapon fun is if its slow speed was compensated by large multipliers, like Hammers and Heavy Blades have.

    I decided to compare a best case between Ghoulsaw and everything else in the Mastery 7 bracket. Mastery rank is the greatest indicator of a weapon's effectiveness/tier, and I was personally curious if Ghoulsaw actually fit in with its rank (7 is less than MR15, so it would make sense if it wasn't an incredibly strong melee but was secretly balanced at its rank.)

    You can view my spreadsheet here: https://docs.google.com/spreadsheets/d/1bRPDnAfrtzip3MrKMuL1-MMwS3LysF3tmwTOaBTKQ2Q/edit?usp=sharing

    The comparison builds are using armor reduction and slash to best counter a Lvl 100 Heavy Gunner, which possesses 6441 armor. Health modifiers are not accounted for.


    • Old Ghoulsaw is at the bottom.
      • Literally the worst weapon to ever touch Mastery 7.
    • Current Ghoulsaw using the changes.
      • Its damage has risen by ~44%, but it remains in the bottom half of the bracket. This is still insufficient. As other users have noted, this weapon is not only cripplingly slow, but it still has the lowest non-slash damage of all Mastery 7 Melees. Its only excuse is against high armor, but it doesn't stand a chance against the other options. Even a full 1.50 disposition will not save this.
    • Proposal: Doubling Again. 2x Current Ghoulsaw is where the weapon would place if its modifiers were literally doubled from what they are now.
      • This brings the weapon to the upper plateau in its bracket as a relatively viable weapon against armor.
      • Raw damage still lowest in upper half, Slash proc damage is barely the highest in the bracket. A proper specialty. Proc rate is lowest of the entire bracket due to the appalling attack speed, and this translates into poor group coverage/s, despite the wide arcing moveset which makes use of the perfect 1.0 followthru.

    Thanks for reading, and feel free to comment on the builds and I'll recalculate them.

    • Like 2
  2. Movement changes are greatly appreciated. I think I agree with most of the comments in that her scaling issues remain unchanged, this is merely a quality-of-life pass.

    I have a fear that DE is being misled by usage stats of the frame. People are playing Yareli for her character and not her usefulness, but it might leave her in a sub-par state. That, or there is hesitancy and caution of overbuffing the frame, such as the cases of Xaku and Khora.

    She just needs something. She dies, she lacks damage, and her utility (speed/crowd control) does not quite compensate. Her role needs to focus on one or more.

  3. Hi, sorry for the late feedback. 

    Yareli has the most wonderful character of warframes added to the game! I really want to love her, but the content I play (casual endgame, Arbitration, SP, even Sortie.) does not allow for it. She is just not holding up. Scaling and K-drive mechanics are her biggest holdbacks.

    From the top:

    Passive - Fine. A bit sad status guns are left in the dust, but it is what it is.

    Sea Snares - Actually okay. I would say the biggest thing you feel held back by is the 15-bubble limit. This needs to either be moddable or removed. Globules are often wasted when, for example; one door may only get a few units, and creating a 4th cast of bubbles removes both the active bubbles and inactive ones Nevermind, once hit, recasting does not drop active bubbles which is much better.

    Merulina - Got a few issues and a few proposals. I REALLY want k-drives to work on normal levels, but it needs a few things.

    Very sustainable ability, good incentive to use it. Low energy cost. Damage reduction is passable.

    In most cases, without Arcane Guardian or Adaptation, Yareli's hit points will usually deplete before Merulina's do. The price paid for what is a fairly insufficient defense is an exceptionally difficult movement system that only allows sidearm weapons.

    K-drives are very nuanced and players can become quite skilled at using them, however this doesn't excuse it's usability in normal tilesets. There's a few headbonk doors on Europa, some camera clipping in Grineer asteroid tunnels (which are also very hard to enter!), and very unforgiving pitfalls on Grineer galleons. Falling into dark pits needs some forgiveness and shouldn't dismount. Merulina is very prone to mistakes, but I don't think Yareli deserves to lose her damage reduction for it. Like mechs, let Merulina stay after falling into black zones.

    Suggested changes:

    • For the price of altered gameplay, Merulina deserves either limited k-drive modding or additional mod scaling. Speed can be one of Yareli's redeeming features, and on a high-skill vehicle no less. 
      • Make Magus Drive apply.
      • Have Range mods apply to Merulina Boost Speed.
      • Have Duration mods apply to Merulina Jump charge time.
      • Add an evasion mechanic/buff for executing tricks. Evasion value scales with trick score. This would make up for her survival challenge. (Unlike other frames, shield-gate does not protect Merulina! On the plus side, that horrible shield-gating gameplay isn't practical for Yareli, but on the minus side, Merulina dies ez.)
        • Efficiency allows for smaller trick scores for larger evasion bonuses.
        • Duration extends evasion buff.
    • K-drive mechanics are innately tuned for open-worlds. This style is unfortunately very difficult in our traditional maps. K-drives maneuver as if they have wheels. This is noticeable when you turn while having momentum. Just turning your camera 180 degrees causes the player to fight with a limited turn rate which can lead to large turn radii and excessive sideways movement.
      • This could instead be a drift, where turning is instant with the camera but inertia is floaty like a hoverboard should be.
      • Disconnect facing direction from your momentum.
      • Have Ctrl/Crouch restore the wheels, letting you change direction while preserving high speed, actual drifting!
      • Get rid of the rail-finder for mantleable edges. Maybe add some dedicated rails to certain levels, but it is just out of control on normal rooms. This is also necessary for the Ctrl wheels on the previous point,
    • The lack of traditional air control is devastating. Accelerating and changing direction with strafe should be just as easy as on ground, after all this is a hoverboard.
      • Ceilings need to kill momentum, not pin you to the ceiling when you jump or slip you in the opposite direction due to a ceiling slope.
      • Tunnels such as the Grineer asteroid tile can be a challenge to enter. This would be solved with better air control.

    Aqua Blades

    This is the sole mechanism that could compensate for Yareli's arsenal restriction. Base stats are good. Slash is problematically strong, but in this case she needs it.

    • Duration is generous, energy may be somewhat high. Could use an additional mechanic of some kind for utility or scaling, or a special/emergent interaction with Riptide or Sea Snares. 
    • Maybe an augment to add your own melee weapon to the blender while riding Merulina with 1 hit/sec, this would pretty much fix all the scaling issues and invent some extremely creative builds. Fair for all levels.


    An expensive, low-damage ability with a fair area. Of the kit, this skill shines with area coverage. I can see this being an ability specifically modded around with high range.
    The damage scales better than Cataclysm, but it suffers in effect radius, cast range, line-of-sight limitation, long cast time, and radial damage falloff (down to ~5% damage) despite the vortex. Utility may even be lower than sea snares.

    • A potential technique with the ability would be to cast it on yourself while aquablades are active, and become a slash blender for an armor smoothie. This surprisingly does not work, as aquablades do not damage ragdolled enemies. A missed opportunity.
    • Damage numbers are yellow for some reason. There is zero interaction with critical effects. This will trick players with into thinking it does damage xD

    Scaling is poor in any serious mission, even sortie level. Range would be good, but fails due to line of sight. Could be a decent grouping ability, potentially the largest of the grouping abilities, but the exploding novelty disrupts that.

    -Overall TL;DR-
    A more traditional frame. Mostly damage abilities and damaging mechanics, however they all greatly pale in comparison to high level demands. Scaling needs to somehow

    • Modding ability is poor. Globules want duration, Riptide wants range, Aquablades and Merulina can't really use either. It's wasteful for her kit.
      • She's got slots free for augments. These are potentially solutions like how Accumulating Whipclaw completely busted Khora.
    • K-drive implementation is not good enough. It lacks control, is unforgiving in many ways despite removing knockdowns already. Reviving teammates puts Yareli at risk. K-drives worked out in the wide-open maps, but Yareli needs to be competent with it everywhere. It can be done.


    Looking forward to changes.

    • Like 4
  4. 2 hours ago, [DE]Rebecca said:

    General Beam Weapon Mod Change:

    Beam weapons are too strong.

    They have broken scaling with multishot bonuses on status damage, giving them a major edge on all other guns. Since deadlock protocol, Multishot has affected both base damage and status chance, resulting in a double-dipping from multishot bonuses on status damage, much like Faction mods but far stronger.

    Is this going to be balanced? Status damage just needs to be divided by the multishot factor.

  5. Was hoping Gun Arcanes meant we could finally get some use out of the Residual and Theorem arcanes. Being restricted to kitguns is unfortunate.

    Surprisingly light nerf to Kuva Nukor. No address for it's unique status effect counting for condition overload.

    Mixed feelings on the Galvanized mods. I generally dislike conditionals, I prefer weapons to work out of the box. Other than the Galv status mods, the on-kill conditions don't solve the gun issue. the initial killing threshold will still be limited to the initial stats, which for the conditionals are lower. It's a high dependency on momentum. At least the condition durations are mostly generous, except for the scope mod.

    The Galvanized scope having two conditions is also too much. But the conditions at least ensure these mods won't be seeing use for some bosses, such as Eidolons.

    +Damage stacking between the arcanes and the new mods is kind of a new direction for Warframe. Slots are generally dominated by stats that multiply each other, but we're finally seeing a decent amount of same-stat stacking. The new status mods are the most impressive. The condition is reasonable, and they were already common with status weapons, so it's nice to see those get a mild buff (because they also generally slotted Heavy Caliber or Magnum Force).

    Weeping Wounds is still an outlier, vastly outscaling all other status mods in the game. There's no Status 2X for heavy attacks, key for weapons like Arum Spinosa.

    Lich Ultimatum I see is the direction this ended up going. Going to depend heavily on how plentiful these are. 

    Will need to try them out to make a better judgement. Overall, the Gun-Melee gap has slightly closed just due to the melee mod nerfs. But I think players will be hard-pressed to slot many of these galvanized mods. They seem highly dependent on preference. The arcane slots are kind of freebie buffs, those will be the most important.

  6. Nice, looking forward to Invigorations. It'll be a nice RNG wrench into the meta, rewarding players with diverse arsenals. I'm in favour of everything that dislodges any established "meta", even seasonal shake-ups.

    2 hours ago, 16Bitman said:

    Instead of pushing us to play Warframes we don't like, players will instead demand +200% power strength buffs for certain activities.

    Farming Harrow? Better have a 300% Power Strength +200% Helminth Power Strength Wisp on you or you're not invited!

    The top frames will be just as strong as before. Think of it as a chance for almost-usable frames to finally see periodic use.

    2 hours ago, Andy. said:

    And if we are looking forward to future events, this will cause alot of trouble because the best starts might only be possible one week and the not anymore...

    Fair point, but easy fix: Make Invigorations not work in operations.

    2 hours ago, (PSN)TONI__RIBEIRO said:

    Not good sorry.

    Just make the frames good instead.

    Also fair point, but I think we all know by now that they lack the resource to apparently do this. I think some players will interact with this system and others won't.


    People seem to be frothing at the thought of the insane buffs, but get rekt by the RNG. This is gonna come down to a demographic issue. Let's see how it plays out, but it should be healthy for the game overall.

    • Like 3
  7. It remains to be seen how her abilities scale. I could see the 3 being handy for speedy missions, especially combined with the k-drive.

    Her grouping skill on 4 hopefully doesn't cost 100 energy. Grouping skills are super handy, and maybe this one will stand out with some high range or something. It's a little unfortunate that the enemies go flying upwards, but maybe there are other effects.

    I expect this frame to be kinda squishy, which is my personal biggest concern. And k-drives being kinda poor to handle.

  8. 43 minutes ago, Voltage said:

    Please reconsider the approach of starting weapons from the bottom. All the weapons in Update: Sisters of Parvos will be uninteresting for Rivens for atleast a few months, maybe even longer. This creates a state where players who want to engage with Rivens for new weapons are basically punished for doing so and makes new content less appealing for the players using this system. Starting weapons at 1.00 (Neutral) wasn't great, but it would help make new content appealing at the least for Rivens.

    The best solution here would be tightening the range from 0.50-1.55 to 0.75-1.25.

    I definitely disagree with almost all of this. It's okay to start weapons at 0.6 maybe, but rivens already feel compulsory for turning certain weapons usable.

    Tightening the range? This would only raise the ceiling further of already obscenely overpowered and popular weapons, while plummeting the bottom of garbage weapons into hopelessness. 0.5 - 2.0 honestly would be my proposal. Not even 1.5 dispositions can save the likes of certain weapons, they're that bad. Closing the range to 1.25 would overwhelmingly skew riven usefulness toward already powerful weapons that frankly don't deserve riven power.


    There is a fairness reason for starting at 0.5 dispo too. Brand new weapons have zero rivens in circulation. Their trade values would become prohibitively expensive, far beyond what they already are. It gives non-riven users a 3-month grace where they don't feel left behind by players experimenting with rivens right out of the gate.

    • Like 10
  9. 2 hours ago, [DE]Rebecca said:

    We are doing update passes on some of the social aspects of Warframe, with particular attention paid to screen reworks for Friends and Clans this time around

    Think we might get some extra chat functions? Like Ctrl+A to select all text to quickly clear your message, instead of holding backspace and waiting several seconds because it saves >.<. Also adopting window's hold-repeat settings (hold delay and repeat rate).

    Also faster text scrolling, like clicking where I want to make an edit instead of being limited to arrow keys. Or Ctrl+Arrow to scroll whole words at a time, Or Ctrl+Shift+Arrow to scroll while selecting whole words at a time.

    I know I've died a few times in arbitrations to typing in chat *-*

    • Like 8
  10. Hi! I've done a bit of investigating into wind-up speeds. I'll just weigh in some details, but my research never completely finished. I intended to measure the true attack speeds, but it's a lot of work and I'm still missing one weapon from nightwave XD (and I will never possess Skana Prime, sorry).

    The two of the three outliers are misleading. When selecting Sarpa or Volnus for use, they will display the correct values that fall in-line with their weapon class as expected. Only Keratinos has a truly unique heavy attack with it's own speed, damage, animation and effect.

    The values are indeed mostly consistent per weapon class, but the true values are heavily rounded so much that their displayed time is a bit of a lie. All wind-up times use perfect divisions of 360. I made this breakthrough by finding the rounding points for certain weapons by using different wind-up bonuses.

    Prova (and likely all machetes) will round up to 5 seconds with a +55% wind up speed bonus assuming their true wind-up time was 0.68889. This means the value cannot be the next decimal less of 0.68888. However, still assuming 0.68889, a wind-up bonus of 100% should round up too 4 seconds, but it instead rounds down to 3s as if it was 0.68888. There is no integer number that precisely fits, only the fractional of exactly 31/45. The only denominator that fit all of my less precise results was 360, so the true fraction is probably written as 248/360, which is the exact wind-up time of machetes.

    This isn't unusual. Attack speed, and likely all base damage values are stored this way.

    • Like 3
  11. On 2021-05-13 at 7:06 PM, SordidDreams said:

    since my exilus slot is already occupied by the mandatory Primed Sure Footed

    This is not the fault of the augment. It may be a lame QoL augment, but it's bad enough to be an exilus mod. Primed Sure Footed frankly shouldn't be an exilus as it's far beyond the usefulness of other exilus mods. Again, not the fault of that mod either that the knockdown system is immensely unfun and unforgiving in this game.

    Knockdown and PSF are the root of your issue. No exilus in the game comes close to immunity from all knockdowns including your own. The mote augment is on par with other exilus, but obviously not the PSF outlier. You might as well make the exilus a 9th slot for anything if PSF sets the bar.

    • Like 1
  12. 5 hours ago, scam said:

    Oh, interesting, my bad on that then. I had been informed many many times on that just being a visual thing by supposedly well informed players so I took it as fact.

    I used to be one of those people. I'm so certain that it didn't always cap. But then recently I had the silly thought of maybe using gas on Dual Toxocyst, only to find that it now caps, prompting me to start this thread.

  13. On 2021-05-10 at 9:07 PM, DealerOfAbsolutes said:

    Puncture: Weakening, all positive damage modifiers against enemy is multiplied by x1.2 on first proc. 1.3x on 10th proc. (Makes Puncture a great support for Corrosive and Radiation against armor. +75%*1.3=+97.5%) +100% Chance to Drop Health Orb on Death.

    I had a puncture thought where enemies grow holes, granting all attacks a chance to punch through on the affected targets. As opposed to the traditional depth-check. Something like 28% chance +8% per puncture proc. For melee it would be a chance for follow through to not count down.

    The Impact and Blast headshot thing would be interesting. Rather than that, maybe there should just be a universal incapacitation bonus. Could use the melee stealth multiplier or something, or just some plain added crit chance or damage (you know? enemies being physically off thier guard? Crit makes some sense.)

    Magnetic enemy grouping is a godly idea. It makes perfect sense with the Magnetic + Gas combo.

  14. 1 minute ago, quxier said:

    So... Pistols, Riffle, Shotgun could get max (no riven or arcanes) 7 meters and melee 5 meters. To be honest I'm not sure if it's worth.

    Think of it this way: You have a choice to form gas with Heat+Toxin. Say you use, 2x 60/60s. That's:

    • 50% + (60%/2) = 80% of base damage per tick
    • 3 + (60% / 0.3) = 5m radius.
    • +120% status chance, or dps.

    Or you can use two 90s:

    • 50% + (90%/2) = 95% of base damage per tick
    • 3 + (90% / 0.3) = 6m radius.

    The 90s on their own are lower value, but you can consider stacking one along with the 6060 pair to focus on damage or radius.

    Pistols specially have a primed heat mod. This grants them 165% / 0.3 = +5.5m radius, for a very large total of 8.5m. With a 60/60 on top of that, you're now in the radius of Staticor at 10.5m. This will be spreading the damage thin, but is ideal for low-level missions where shooting one enemy at a time is just not as practical as it used to be.

    For weapons with innate gas, they would be affected by any modded elements with toxin or heat as their components. This is consistent with Sancti Castanas, where the innate electric proc is affected by modding magnetic, corrosive, and radiation. Cyanex and Zakti are the only two cases of this. It means they can mod viral +heat for some powerful gas procs. I think these perks are also reasonable for those weapons, as they're otherwise somewhat underwhelming. 

    • Like 2
  15. On 2021-05-08 at 2:35 PM, quxier said:

    By "+30% heat" you mean damage? So +165% from Serration it would add 5 meters. Am I right?

    18 hours ago, Krankbert said:

    I'm pretty sure by "% heat" they meant "% heat" and not "% damage". I base that assumption on the fact that they wrote "% heat" and not "% damage". On the Serration mod, does it say "x% Heat"?

    17 hours ago, quxier said:

    mean things like Serration will increase all damages, Heat as well.

    For this, I meant heat bonuses only. So, +90% heat from a mod would add 3 meters, on par with the current 10-proc gas cloud. Serration simply adds to the damage, while heat does not add any direct damage. Now, there are some pretty substantial heat bonuses like Ember's augment and Theorem Demulcent (but residual boils basically doesn't work anyways) and rivens, but that's just to add fun.


    On 2021-05-08 at 5:44 AM, snoozecruise said:

    How about having Gas clouds just have a chance to proc any random status effect?

    On 2021-05-08 at 2:59 PM, Redfeather75 said:

    Why can't gas be changed to propagate whatever the attached element is.

    This is such a popular idea XD, where is it coming from?? Sure you could do this, but for such an effect to have much meaning, Gas should really be it's own unique element with +gas% mods since the pairings are limited to cold/electric/magnetic. That value of just giving cold or electric a little added area... I don't know if that is even practical. Like, imagine your current mod loadouts, would you really find the slots to build for just some utility like that? The offset would need to be substantial, like +6s additive duration, 3x the radius, stuff to really make people consider it.


    On 2021-05-08 at 2:35 PM, quxier said:

    As for Xaku

    The evasion of The Vast Untime is misleading. The evasion is more like a traditional ARPG chance to not be affected by a ranged attack. Bullets pass through with a 75% chance exactly like Baruuk's Elude, and doesn't add with other -accuracy and +evasion sources.

    Nyx's 20% passive does (should) count as additive evasion, so in theory she could easily achieve 95% with full blast, and 101% with agility drift. EMP Aura for Corpus should also count. It's a gimmick, but it's cool on paper.

    On 2021-05-08 at 2:35 PM, quxier said:

    I haven't found any info about blast vs other evasion types.

    It's sadly because nobody has tested it. I experimented with Blast's interactions to teach a Lavos course, that's why I'm confident in the Carnis + Blast interaction. Cold is definitely superior to Blast in general, it's immensely useful for slowing demolysts in disruption. If I had to do a similar thread about blast, I'd argue how it's inferior to its own primary element, even if not all secondary elements are about being superior than the sum of their primary elements (except the toxin-based ones: Viral, Corrosive, crossing fingers for Gas).

    • Like 1
  16. 3 minutes ago, (PSN)Unstar said:

    Because the purpose of this individual post seems to be to get Gas to a place where it is more balanced, with Gas being the specific subject of the post because the author views it as the weakest (and hence in the most need of balancing).  I don't think it's an unsafe assumption to interpret that the author isn't advocating for this just because they have isolated Gas from the rest of the meta and want to strengthen it and it alone, but rather that Gas would be step 1 in a broader overall goal to achieve a better balance.  But maybe I'm misinterpreting what you're saying, and if that's the case, please help me out ^^

    You are exactly right <3

  • Create New...