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GreyEnneract

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Posts posted by GreyEnneract

  1. Still not addressing the insane amount of time it takes to just normal archon shard every frame?

    5 years, really? Warframe was great before because you could focus on grinding whatever you want, when you want.

    Not even considering Tauforged here either, which is another ridiculous Blizzard-like predatory RNG system.

    I don't understand how after all this time, playing nearly 10 years, all end-game is just piss poor reward wise.

    Seeing the constant decline and wasted potential really is just the worst.

    • Like 3
  2. Just to give an update, Naramon is still just as tedious as when the thread was created.
    Even after all this time durations are still low, slow transitions that waste time are still around, you have to re-enter operator multiple times in a row, etc.
    It's arguably worse now, since for some reason you can't apply finishers to any infested currently even though you could before.

    Lethal Levitation won't work if you aren't host either, and in general won't apply to certain weapons or exalteds.
    Even beyond that, you can't finish half or more of the enemies in the game, meaning you aren't getting your weak crit chance buff that isn't even a flat amount.

    Naramon will continue to solely be used for the combo counter, due to every other node being weak and or a pain to use.
    So just remember that feedback doesn't matter unless you're a big youtuber/streamer, and to never try :thumbup:
     

    • Like 3
  3. 6 hours ago, sunderthefirmament said:

    That might be a little hyperbolic.  It still has the "infinite combo duration" passive, or close enough to it.  I'm not saying it's perfect, but that in and of itself lends Naramon a lot of relevance, just like Wellspring does for Zenurik.

    There are only 5 trees, so I don't see how it's hyperbolic. If I called it unusable garbage, you'd be right.
    That single node is the only one that keeps it relevant, and for heavy attack spam builds it's not utilized.
    The problem is yes, Naramon will remain the same as before, while the other trees have moved forward.

    • Like 2
  4. 54 minutes ago, Dragazer said:

    That's not even the worst part. The 50% crit bonus has been nerfed heavily from this rework.

    Previously it would add a flat +50% to your crit like Arcane Avenger. (EX. If you had base 10% crit chance it would add +50% for 60% crit chance)

    Now its like a normal crit mod stacking with crit mods like Blood Rush. (EX. If you had base 10% crit chance it would add 50% of that base 10% for 15% crit chance)

    Its not even worth to consider using in its current state.

    Giving DE the benefit of the doubt, I'd assume that it's a bug.
    Because otherwise it would need to be around 300% critical chance if it keeps that calculation.

    I also forgot to mention that Lethal Levitation is bad too, as it only stacks up while the enemies are "lifted" but not when they're ragdolled while still in the air.
    The lift itself only lasts 1 second, so it's another layer of tedium added to a Naramon that already has to do so much for buffs.

    • Like 3
  5. I'll try to keep this brief, "try" lol.
    Naramon is very annoying to utilize for its Warframe buffs, and even when you gain them some are much too weak.

    For those who don't know, you have to:
    Enter Operator -> Void Sling upward to use operator slam (since it doesn't proc if you jump normally, 20 second buff) -> Re-enter operator again -> Press 2 -> Void Sling into an enemy -> Pray the enemy doesn't die before you can use the operator finisher -> Realize operator finishers don't even activate half the time -> By the time it finally works (40 second buff) you now have to Void Slam again for the combo gain buff in 10 seconds or less because it only lasts 20 seconds. And that's assuming the combo gain buff is even worth gaining.
    The low buff durations and weirdly long cooldowns are a problem for every school, but with Naramon it's just ridiculous.

    Meanwhile Madurai just needs to enter operator and Void Dash twice for all of its Warframe buffs, maybe press 1 if you want to but Void Strike only lasts 8s for the ammo efficiency anyway.
    Madurai doesn't even need enemies to gain buffs.
    Zenurik just needs to press 1 twice, maybe send out a 2 if you need the headshot damage, same thing.
    Unairu is straightforward, it outright debuffs enemies and gives armor/CC immunity on entry.

    Naramon has to do way too much relatively, even when it's working properly.
    Once you actually have the buffs, you realize that some hit a point where they stop mattering.
    Due to your combo decaying by 5 instead of all at once, Opening Slam is useless after the first time you hit 11x combo.
    And Affinity Spike is useless once you're using your maxed out, favorite loadout to finish missions.
    Unairu's Stone Skin, Madurai's Power Transfer, and Zenurik's Inner Might always have a use even with maxed gear.

    These decisions make it feel like Naramon was a rushed afterthought, since DE often thinks melee is overpowered.
    Meaning Naramon is seen as "good enough", even with the other schools receiving some damn good buffs here and there.
    Even Sling Stun is just a simple buff to your existing Void Dash, instead of being its own unique ability like the ones in other Focus schools.
    Other schools have nodes that actually help with combat itself, regardless of a few of them right now being lackluster.

    The disarm was put onto Zenurik sure, but what happened to heavy attack efficiency, highlighting enemies through walls, etc?
    Vazarin may be the weakest right now, however Naramon currently is in the same or a worse spot than the old Zenurik design wise.
    All it can efficiently be used for is not blowing all of your combo counter and nothing else, just like how old Zenurik was solely used for energy regen and nothing else.

    • Like 17
  6. 14 minutes ago, HolySeraphin said:

    Because standing finishers already deal true damage, which bypasses any armor and defense resistance. It doesn't matter if you are using a 100 impact damage weapon against a grinner (who have -25% resistance) or 100 puncture (+50% against ferrite armor), it will deal the same damage. Also, rapier finishers do in fact proc slash, which is one of the options when using Marked for Death.

    I don't see that as a valid argument, but alright.
    Also basically saying "only use Rapiers for finishers" just isn't convincing when I can only replace one ability.
    I won't be replying here again, just saying I'll see if it's good or not after the changes, and if it's still horrible then I'll just use one of the few good options left.

  7. 1 hour ago, [DE]Rebecca said:

    Devstream140_1080p.jpg
    Who:  Rebecca is joined by the usual crew on the couch!

    What:  Want a sneak peek at the next Prime Access? Want to learn more about how you can prepare for Operation: Scarlet Spear? Want more information on Warframe Revised’s next steps? This is the stream for you – don’t miss it!  

    Prizes? Oh yes! We have plenty of Digital Prizes to give out.

    Where: Find us at: twitch.tv/Warframe and mixer.com/playwarframe

    Twitch Drop / Mixer Reward: Tune in to find out what you can snag for watching our Devstream!

    When: Join us this Friday, March 13th at 2 p.m ET!

    Ask your questions here! Thread locks at 10 a.m ET March 13th!

    By installing the Youtube app for free on your Nintendo Switch, you can conveniently watch the stream on the Warframe Youtube channel from your portable system!

     

    Hope there's some big scythe news.

    • Like 1
  8. Hey uh, Gas no longer bypasses shields. Even though honestly, it should be the only proc that does so.
    Toxin bypassing shields makes much less sense in comparison, but Toxin would require a buff if this were removed.
    Beyond that, the new Gas proc seems heavily undertuned. Probably due to overcompensation on yours guys' part just because it's an AoE damage DoT proc.

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

    This is a broad post that touches on something that appears throughout the 40 pages here. Simplified sentiment:  'Avionics Capacity limitations are too punishing'. This week's Hotfix will speak specifically to that with global buffs for all Reactor types found in the wild. Any existing gear you have will simply be re-rolled for Avionics capacity, which will automatically be a buff in all cases (note: the Vidar III which has just compressed its top-end entirely to not have the 30-100 range, it's now 90-100, but it will not give you lower rolls if you had one in the 90-100 range before this change). 

    The coming number changes:

    - Lavan Reactor Mk I: Avionic Capacity now 20 to 30 (from 10 to 20)
    - Lavan Reactor Mk II: Avionic Capacity now 50 to 60 (from 10 to 40)
    - Lavan Reactor Mk III: Avionic Capacity now 80 to 90 (from 20 to 70)
    - Vidar Reactor Mk I: Avionic Capacity now 30 to 40 (from 10 to 25)
    - Vidar Reactor Mk II: Avionic Capacity now 60 to 70 (from 20 to 50)
    - Vidar Reactor Mk III: Avionic Capacity now 90 to 100 (from 30 to 100)
    - Zetki Reactor Mk I: Avionic Capacity now 10 to 20 (from 5 to 10)
    - Zetki Reactor Mk II: Avionic Capacity now 40 to 50 (from 5 to 30)
    - Zetki Reactor Mk III: Avionic Capacity now 70 to 80 (from 10 to 50)

    Just dropping this note here so folks are prepared for this specific change as we work on more major fixes and changes! 

    Just as a heads up, there's not enough avionic capacity to fill up your Railjack even with a perfect 100.
    A fully loaded Railjack would need ~140 av capacity on its reactor, and even being generous by not running any tacticals it still requires around 110.
    Honestly, avionic capacity shouldn't be tied to parts at all. It's too important and ensures that Zetki/Lavan will never be viable.
    It would make more sense, and be more player friendly, if reactors balanced between flux capacity and flux efficiency/regeneration instead of having avionics capacity.
     

    • Like 2
  10. Going to be entertaining to see when DE changes her, like every other least used frame, no matter what the Banshee stans say here.
    Your 1 year long endurance runs never mattered, and never will. Considering new enemy designs, it just ends up being a weird flex if anything.
    DE will change her soon enough (whether you like it or not, you have no say), toss a coin, and you'll either get a Nyx or a Saryn.

  11. After the recent hotfix, this change was put in.
    The problem is normal attacks can now buffer a "hold" input depending on the stance/attack speed and force you to heavy attack, blowing all of your combo.
    At the very least, make it so I can turn it off in the options along with all the other melee related toggles.

    • Like 5
  12. On 2019-10-31 at 11:16 AM, [DE]Danielle said:

    DEV NOTE:  Because so much is changing by design with THE OLD BLOOD, we want to be clear on how we’re handling your feedback. The majority of week 1-2 Hotfixes will speak to feedback. We want to combine feedback and stats together to iterate. To be a part of the feedback conversation please be constructive and clear (expand the spoilers below for a guide on how to write feedback), and most importantly, patient.

    I can't stress this enough, stop making all of the recent enemies you guys put into the game completely status proc immune.
    Nullifying entire mechanics isn't what us veterans see as difficulty.
    Making status procs not last as long, or having DR against status procs would work just fine.
    But complete immunity just makes me want to tab out of the game with a tank.

  13. I was very surprised when I saw that DE didn't increase any of the Exalted's damage numbers.
    Seeing as the whole reason they buffed normal melee weapon's damage was to make up for the lack of normal hits scaling from combo, and the nerfs to CO and BR.
    Exalteds can't even utilize BR, and now they also just don't scale from normal hits either. Contrary to popular belief, Baruuk is suffering as well. 
    Not sure what they were thinking.

    • Like 1
  14. 3 hours ago, MrFrog9 said:

    Photon Strike is fine IMO. I'm not having any trouble killing enemies with even in squads. To be very blunt (and I'm aware that I'm gonna get flak for this), I suspect that people aren't getting that you're supposed to use it pre-emptively and are only throwing it out when all the enemies are already caught in the Vortex.

    It even gets sucked into the Vortex itself, and is the strongest burst damage ability in the game so far without a build up.
    The scaling just still slightly falls short. It's almost there.

  15. 1 minute ago, Citan666 said:

    Well, if you'd like, I'd be happy to ask them how saying that someone is a "confused individual" is respectful or contributing to a constructive argumentation. 

    Focus yourself first. ^^

    If the reply was solely that quote, you'd be correct.
    You're doing it again by the way, but thank you for editing your post before this one.
    As a heads up, enemies that are already on fire aren't blown away by Fire Blast.

  16. 1 minute ago, Citan666 said:

    Please, learn to read before you try and diminish other people's argument by useless ad hominem attacks.

    The irony in this response makes it worth upvoting, it being a double-post even more so. 
    If you're not constructive to the topic in your replies, the mods will come after you though.
    Prove me wrong while keeping the focus on Ember and Vauban, please.

  17. 1 minute ago, TheBatman17 said:

    - He doesn't have an defensive ability, vauban is one of the most squis

    Bastille gives everyone within it the armor it drains from enemies over time, up to 1,000.
    You're still technically correct however, since his base health and armor pool aren't high enough to synergize perfectly with this to survive.

  18. 3 hours ago, Citan666 said:

    Confused individual.

    You've said nothing to prove that she's weaker now than before. Which makes sense of course, seeing as you can't disprove reality itself.
    If your complaint is just that you don't like her new playstyle, then it would be valid to just say that instead of being dramatic.
    Because currently, the number of issues Ember has hasn't decreased, they've just traded places.

  19. 12 hours ago, Djego27 said:

    I will not. I will most likely stop playing the frame I played the most for the last 5 years, same as I did stop playing saryn after the rework.
    This is just a fraction of the damage Ember could do with that weapon, because it is build around acclerant...

    Point proven, as reactionary as they come.
    Just as Saryn is now stronger, Ember is as well. Objectively. 
    History will reflect the usage, just as it did with Saryn.
    If anything, DE will nerf her damage once they reduce the energy drain.
    At least you will still be able to enjoy your weapons.

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