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GreyEnneract

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Posts posted by GreyEnneract

  1. 11 minutes ago, Everlasting_Joy said:

    Sadly I couldn't really think of any other ideas for the speed booster, but yeah, I see what you mean. I do think a speed booster of some sort is a good idea, but how it's done on Booben as is could use some rework. Your idea of it being like Nova's Worm Hole speed boost is a good idea.

     

    One more thing I'll add, I think Orbital Strike could use some kind of rework as well, again. The damage (3K at lvl 30 without any mods on it) might sound impressive, but when my weapons like my Ignis Wraith are in some way shape or form are outpacing it in damage, it makes using it questionable. I'd fix this by having some sort of scale to its damage or maybe allow multiple orbital strikes to hit the ground from one cast. This would allow for some crowd control.

    It's not listed anywhere on the ability or in the tips, but Photon Strike scales per enemy level. 
    I still agree that the DPS of the ability is too low though, considering the small area and the time to strike.
    These enemies are 165, their armor removed with Bastille, hitting for 65,875 (at 124% power strength for testing).
    ea25bf8e398e4ee982633d54c9045e4a.png

    I'd recommend to DE making it scale to deal the base damage (2,500) every 2 levels.
    Making it hit these level 165 enemies for ~205,000 at base power strength, without factoring in the passive.
    Usually that number would be absurd for DE, but considering that it's such a small AoE I see it as justified.

    • Like 1
  2. You still don't know that the drain amount isn't capped instantly upon reaching 90%, by your own admission.
    You still don't know that Fireball surpasses the 8x multiplier.
    You still hide your enemy testing levels in bad faith.

    The level you did show in a single photo have you struggling, about to die with low LS against level 100s, nefariously showing a tick of 1400 damage when the enemy still has armor.
    Even with your first screenshot, and all my handicaps in place, the heat ticks I have are just 5k damage away from your Boar Prime Crits.

    If you want another reply, then you'll have to be a good N2 and address my criticisms of the new Ember for once, instead of complaining about not wanting to use Fireball and your weapon simultaneously against level 160+ enemies (where it's actually needed and where the new Ember is objectively stronger than the old Ember), because she isn't perfect.

    Shredding level 100 health pools is not even an issue for weapons, especially once you (specifically you) learn that her 3 can remove all armor.
    Reach the veteran table and test against at least levels 150 and above, where health pools are gigantic and her great scaling damage is required.
    At actual high levels, enemies die much faster than before, and no one can/has proven otherwise.



     

  3. 1 minute ago, Djego27 said:

    Have you done any solo endurance runs with Ember so far where you tested the practically of hitting your targets, 80 minutes into solo survival 8 times in a row with fireball while getting shot by 20 other enemy units in the meantime?

    Obviously.  And not in your "only level 100" fissure missions either. I actually do Arbitrations.

    I also would disagree on "the heat meter is always at 90%" given that at this point you basically just bleeding energy what is a absolute terrible idea to try to sustain at high levels(given the enemy units hardly drop energy ores at this point anymore).

    You're not disagreeing, you're just proving the point in my post. It is in fact always reaching 90%.
    You just blast the meter away after being at 90% for too long (very obvious). 
    I even criticize the energy drain, because it is in fact too high relatively. Actually read my post, N2.

    I can kill this targets quicker with a proper gun on Ember, I could actually kill this targets a mile quicker before the changes with that guns, like that(took about 1 second, killed also everything behind the target, does not use 9 abilites casts to do it, just did need 1 what did affect anything in the area for 20s):

    Fireball is a one-handed action (not sure if you even know what this means). Just in case, that means you can shoot while casting it.
    My test used no weapons, didn't abuse the passive, and has lower power strength than most builds here.
    Meaning the damage potential is clearly higher.

    You people just need to get over your reactionary ways and realize Fireball is her DPS now, and no, it isn't bad.
    I doubt anyone here complaining about damage even knows it actually goes past the 8x multiplier.
    DE, just fix the energy drain and have Inferno spread the highest ticking flame proc from a touched enemy, instead of the base fire proc from the ult itself.
    If you want to flip a coin between my hours and these people, be my guest.

  4. This is with just 170% strength, the base passive, and hitting 8x Fireball combo. Her 3 is always maxed out in endurance, so removing 100% of the armor can be done on command.
    A complaint here is the absurd energy drain for 90% DR with small bonuses, when many other DPS frames can hit high DR with more efficiency.
    4384be2dea5dcf175a1d8d80024a8b82.png

  5. 1 hour ago, Gurpgork said:

    We also didn't get combo building on energy waves, which makes it much harder for Baruuk or Excal to use the heavy attacks, and they still can't use Shadow Debt mods for some reason. 

    And that last little tidbit makes less and less sense as time goes on. Like c'mon. EB can still use Condition Overload, but these weapons still can't use (the heavily nerfed) Blood Rush? What's up with that?

    Blood Rush is still exponential, due to how crits work, while CO no longer is. CO also now applies additively after Pressure Point.
    Meaning Blood Rush is still good, while CO is almost irrecognizable. Not worth a slot anymore.
    You should test them out.

  6. 8 hours ago, [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.

      Reveal hidden contents

     

    HOW TO WRITE FEEDBACK: 

    1. Keep it simple
    Write simple, directed points about the topic you feel strongly about. Remember to be constructive and to the point.

    2. Back it up
    Support your points with concrete points. X has better stats than Y. This ability is less useful when considering X. Provide in-game situational evidence or a solid foundation for your argument to rest upon.

    3. Be polite

    The best feedback occurs when two people discuss opposing viewpoints to find a constructive middle ground. Discussion is a natural part of feedback! Ensuring that it is polite and without personal attacks is key. We’re far less inclined to listen to feedback filled with personal attacks and rude speech. We are all trying our best!

    The Forums can be an amazing tool when used correctly. We look forward to hearing your thoughts on Grendel, how to acquire him, and his signature weapon! 

     

    There’s nothing wrong with first reactions - but relearning takes time. We are especially interested in feedback from players who have taken time to understand The Old Blood. Thank you! 

    ---------------------------------------------------------------------

    This thread will be used to house your feedback on the Melee Phase 2: TECHNIQUES changes from The Old Blood: Update 26.

    If you would like to read up on all the Melee stat changes and provide feedback, please visit the dedicated Melee Phase 2: STATS Feedback Megathread.

    Melee PHASE 2: TECHNIQUES 

    Expand the spoilers below for the full list of changes in Melee Phase 2: Techniques: 
     

      Reveal hidden contents

     

    Melee PHASE 2: TECHNIQUES 

    Update 26 brings change to Warframe - it iterates on the game and Melee is no exception. For months Phase 1 has been in your hands, and it’s time for Phase 2. What follows is a detailed overview of our design direction and intentions with this new Phase. 

    We are not touching Melee Riven Dispositions until we get updated data - expect advance notice when we close in on a date for this. 

    We want you to know how your use of melee and feedback on the systems have helped form Phase 2, and how some changes are included to allow for a more cohesive Melee experience. Our tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that overall.  

    Previously we made several changes to the Melee system (as detailed in the Melee Rework Phase 1 Dev Workshop thread) including: 

    • Introducing a new quick-melee attack
    • Full VFX overhaul on elemental damage types
    • Aimed Slam Attacks instead of impacting directly below an airborne player.  

    While select changes are to be rolled back (yes - see below before you react), the rest of the system served as a good foundation for this much more expansive Phase 2. 

    Please bear in mind that these changes are not set in stone, and some aspects of the new Melee system will be tweaked during the usual QA process. There are some more features being added later on, introduced in Melee Rework Phase 3 at a later date. 

    So what is covered in Melee Update Phase 2? 

    THE GAMEPLAY

    1. The Return of Equipped Melee and Manual Blocking!
    2. Dodge Cancelling and Tactical Dodging

    THE COMBOS

    3.            Stance Changes, Combos and You!

    4.            Smoother Combo Transitions

    5.            Combo Counter Rework

    THE TOOLS

    6.            Changes to Slam Attacks

    7.            Goodbye Channeling, Hello Heavy Attacks and Lifting!

    8.            Weapon Stats, Mastery Limits and General Melee Changes

    9.            Mod Rebalancing / Functionality

    10.          Exalted Weapons

    11.          The Screens: Arsenal Changes

    THE TECHNICAL BITS

    12.          Aim Assist

    13.          Sticky Fingers when Equipping Melee!

    THE FUTURE

    14.          Channelling 2.0 AKA “Rage Mode” and Future Plans! 

    As you can probably tell, this section is going to be a bit of a lengthy one, so make sure you sit comfortably, drink a nice cup of Greedy Milk and get ready to read all about how you can better turn your enemies into salsa with your favorite melee weapon! 

    An overarching note before you get started, is that every Melee weapon that was originally a single Elemental damage type has been converted to Physical + Element, allowing for more Status reliability as well (Silva and Aegis excluded given Flame Blade).

     

    THE GAMEPLAY 

    1. Equipping Melee and Manual Blocking!

    One of the bigger changes added to the Melee Rework: Phase 1 was the addition of fluid swapping between melee and Primary / Secondary Weapons. However, some players preferred the ability to manually block, making some of their builds less easy to manage. While we restored manual blocking for players playing ‘sword alone’, it wasn’t quite the same.  

    The good news is that both functions are back! Holding the weapon swap button will equip melee fully again, and the aim button will manually block when in this mode. Holding the Weapon Swap button while Exalted Melee is in play will also lock you into Exalted Melee mode! (Don’t worry, Auto Blocking is still a thing!)

    We also have redesigned the utility of blocking: Blocking will now prevent 100% of damage,  with a blocking angle that is dependent on the melee weapon equipped. All successful Blocks will also add to the new Combo Counter!

     

    BlockingAngleDiagram.png.a47772a79a2ebfa  

     

    In the above example, sword and shield weapons (such as the Silva & Aegis) have a blocking angle of 70 degrees, centered on the front of the player, where as a dagger weapon (such as the Dark Dagger) will only have a blocking angle of 45 degrees. (Previously all weapons had a locked blocking angle of 45 degrees upon the introduction of Auto Blocking.) 

     

    2.            Dodge Cancel and Tactical Dodging

    One of the older and larger complaints of the melee combo system has been the animation locks. Completing 7 step combos feels great, but the animations completely lock you into the movements. We are introducing two new ways to put more control in your hands: 

    • Dodge Cancel - Allows a player to activate a dodge any time during a melee attack to end the combo immediately and dodge out of the way.  
    • Tactical Dodging - Dodging while blocking now performs this Tactical Dodge, keeping the distance short, and allowing you to remain within melee range. This is an effort to not break the flow of combat after cancelling out of an attack, but also if you need to make a quick escape!

     

    THE COMBOS 

    3.            Stance Changes, Combos and You

    By far, the biggest change you will see in the new Melee system is the alterations made to Stances, as well how Combos interact with one another. In the old (current) system, Combos are an effect of button presses, all leading into a chain of animations. In Melee Rework Phase 2, attacks are buttery-smooth and adaptable!

    This rework of Combos applies to every Stance, not just the weapon types. For example, Tempo Royale (a Heavy Weapon Stance Mod) will still have different Combos than the Cleaving Whirlwind Stance, even though both Stances fit the Heavy Weapon melee type. The difference now, is that both share a design that uses common movements and attack types. 

    We also wanted melee attacks to feel more intuitive. For example, if you are aiming down the sights of a primary weapon or blocking incoming fire, and then hit the melee button, you most likely want to get in close! If you are not inputting a movement key while meleeing, it’s usually a sign you want to finish off your target. We wanted the new Combos to reflect that that existing movement, and so the new inputs reflect that situational awareness.

    In most cases, the following improvements can be applied to any given Stance Mod equipped to a weapon (not just individual weapon types!): 

    • Forward Combo (Forward + Melee) - This allows you to attack without initially interrupting movement with the first 1-3 swings (depending on the weapon Stance). The last attack in the sequence will loop seamlessly into the first, so that you can keep a level of mobility while attacking.
    • Forward Tactical Combo (Forward + Block/Aim + Melee) - This move is usually a distance-closing opener, bringing you closer to the enemy and getting you within range to continue a harder-hitting string of attacks. The beginning or end of this combo can have a slam effect, allowing you to control the enemy, and during the mid-point of the combo, attacks will be large and sweeping, allowing multiple enemies to be hit.
    • Neutral Combo (Melee button only) - Hard hitting, movement-free attacks to allow a player to destroy their target. The last attack can either have a knockdown effect, or throw them into the air and hold them there, if one set of strikes does not finish the job.
    • Neutral Tactical Combo (Block/Aim + Melee) - First hit will likely be a longer thrust or throw of a weapon to increase range. Further attacks will be hard-hitting, and will often finish in a ragdoll effect or a Lifting Attack, as opposed to a knockdown or stagger. Lifting attacks are detailed in Section 7 of this workshop.
    • Air Combo (Melee while Jumping) - Perform a combo in the air without sacrificing movement.
    • Hover Air Combo (Back + Melee while Jumping) - Holds the player in place while the combo completes, and overrides the slam attack angle to keep the action going! 

    Pro Gamer Move Example: Use the first, opening attack in the Forward Tactical Combo (Forward + Block/Aim + Melee) to close the distance on the target, then transition into either a Neutral Combo (Melee Only) or a Neutral Tactical Combo (Block/Aim + Melee) to finish off the target. 

    All of these fresh Stance changes has shone light on Whip Stances in particular not being as desirable in comparison to the others. We’re aware of this and are working on a new Whip Stance!

     

    4.            Smoother Combo Transitions

    In the old system, only the first follow up attack inputted would remain in ‘memory’ and would execute at the end of the initial attack animation. Any kind of input entered after the initial follow up was ignored until the next attack had started. In the new system, the next attack is being constantly updated, depending on the last input received.  

    This allows for last-second decisions on combo changes to occur immediately after the first attack has finished. No more waiting for a combo attack animation to end before you can start spamming the attack button again! Embrace the fluidity!

     

    5.            Combo Counter Rework

    The Combo Counter will be getting a new functionality pass. Rather than just providing flat bonuses to damage, the Combo Counter will now also act as an expendable resource for new heavy hitting combat: HEAVY ATTACKS! This will replace channeling's key binding, and Section 7 below covers those changes. This counter will be increased in a more granular and rapid way, and can be built by using melee attacks, blocking damage, radial damage from Slam Attacks and hits from a thrown weapon (such as the Glaive). 

    As an expendable resource the Combo Counter should be easy to replenish, and the changes made should reflect how easy you can acquire and spend the Combo Counter resource. In addition, the ‘heaviness’ of an attack will have a measured difference on the amount of Combo Counter it increases. As a general rule, lighter, swift attacks will give lower additions to the Combo Counter than slower, heavy attacks will. Swing for the fences, Tenno! 

    A SIDE NOTE: as a result of this new Combo Counter system, certain Mods are changing, but there are also some Mods whose stats will remain untouched, such as Body Count, as it retains the same functionality. All Riven Challenges related to Channeling have been changed to reflect ‘Combo Counter’. For example, Riven Mods can now have a + / - to not gain Combo Points on hit. The Mods that will see some changes are listed below, in Section 9. 

    ANOTHER SIDE NOTE: Abilities that use the Combo Counter (such as Ash, Atlas, etc.) will scale at 25% of their former values, to make up for the ease of building a much higher Combo Counter Multiplier. This value is pending review for balance passes. 

    • Combo Duration is now displayed as a bar underneath your Combo Counter!

     

    THE TOOLS 

    6.            Changes to Slam Attacks

    The ragdoll effect of the Slam Attack is being removed (with some weapon-specific exceptions *cough*JatKittag*cough*), however it is being replaced with an effect that will push enemies back or knock them down, giving the player some breathing room, and setting the enemy units up for follow-up attacks.

    Melee Rework: Phase 1 introduced the global use of ragdoll effects on Slam Attacks, so this is the second item to be rolled back, and replaced with a better way to rain down death from above! 

    Also, all Melee weapons have received an updated Slam FX - come on and SLAM (attack), and welcome to the jam! 

     

    7.            Replacing Channeling with Heavy Attacks and the ‘Lifted’ Status

    Channeling will be saying its final farewells in the Melee Rework: Phase 2 update, and instead is being replaced with a new form of Heavy Attack, as well as a new Lifted status effect. As we said before, Channeling Mods will also be changed to support this new system, as well as providing a larger pool of utility to choose from in your builds. 

    These are the changes planned: 

    • Heavy Attacks (Alt-Fire for Melee) - Heavy attacks can now occur at any time, simply by pressing the Alt-fire button while you have melee equipped or in your hand. This costs all of your Combo Counter (affected by Mods), so make sure you lay down the hurt! If you don’t have any Combo Counter active, you will use a Heavy Attack, but it will not benefit from any damage bonus from the Combo Counter. 
    • Heavy Slam Attacks (Jump + Alt-Fire for Melee) - This new Slam Attack will create a new effect on targets, known as the LIFTED STATUS. When a target is Lifted, it is held suspended in the air, allowing a player to follow up on attacks while the target is held helplessly aloft. Again, if you do not have any Combo Counter active, this will act as a Heavy Slam attack without a damage bonus, and minimal Lifting Status. 

    But what about the Channeling FX you ask? Prime Armor Channeling FX will now appear when the Combo Counter reaches 2!

     

    At the moment, the current list of Mods and their proposed changes are listed below.

    • All Channeling Mods - have been changed to the Melee Parent type to bring them in line with Melee Phase 2 changes
    • Amalgam Organ Shatter - Will be changed from Charge Attacks to Heavy Attacks.
    • Blood Rush - Will now scale differently, using a stacking multiplier based on the Combo Counter, raising 60% per Combo Counter tier (something much easier to achieve in Phase 2).
    • Condition Overload - Now uses a stacking multiplier based on how many Status Effects are on the target at 120% damage per Status.
      • During this whole Melee rebalance, Condition Overload remained a persistent outlier. Since launch, it has had an unintended stacking mechanic, that nothing else uses in the game: it grew exponentially, making it too volatile to balance. We know there’s nothing worse than ‘how can you call this unintended’, so let’s explain the history: initially it did the stacking on final damage, which, as you know from previous changes, we have been trying to move away from. This is because this type of stacking makes for very hard to control damage progression, and tends to be very confusing as to which damage, Melee/Proc etc, applies where. This new version of the mod makes Condition Overload’s damage multiplication become equal to Pressure Point when the enemy has 1 Status applied, better than Primed Pressure Point at 2 Statuses applied, and from there it just grows and grows. Even though the maximum potential damage is lower now, we think it is still an extremely powerful Mod in its latest iteration.
      • The new ‘Lifted’ Status also counts for Condition Overload calculation. Revised Stances and the new Heavy Attack give reliable ways of applying Status to enemies, which greatly increases the reliability of Condition Overload
      •   Reveal hidden contents

        70357b78c5c2cba9bad1df0dc9a95525.png 

    • Corrupt Charge - Adds a large amount to the Combo Counter, but significantly reduces the time it takes for the Combo Counter to drain.
    • Covert Lethality - is remaining as a Dagger Mod for now with +16 Initial Combo and 100% Finisher damage, pending later review. (Note: This has changed from what was laid out in the recent Dev Workshop)
    • Dispatch Overdrive - Increases player movement on a Heavy Attack hit.
    • Enduring Affliction - Increases the Status Chance on enemies suffering from the Lifted Status.
    • Enduring Strike - Increases the Combo Counter chance when hitting Lifted enemies.
    • Focus Energy - Add Electrical damage to an attack, as well as increasing Combo Counter generation.
    • Focused Defense - Adds an additional 20 degrees to a weapons blocking angle.
    • Gladiator Mod Set - Adds a multiplier with the Combo Counter up to 60% for the whole set.
    • Guardian Derision - Will add more to the Combo Counter for blocking hits. (Note: The Taunt mechanic is still in place.)
    • Killing Blow - Increases Heavy Attack damage and decreases the ‘wind-up’ time for Heavy Attacks
    • Life Strike - Heavy Attacks will now regenerate Health.
    • Maiming Strike - Changes from an additive buff to a stacking buff, but base functionality increased 150%. 
    • Quickening - Grants +40% Attack Speed, +20% Combo Count Chance
    • Reach / Primed Reach - Will now increase range in a way that has been normalized. In the previous incarnation, long-range weapons were getting too much of a benefit, while short-range weapons were barely seeing any increase at all.
    • Reflex Coil - Increased Combo Point Efficiency when using Heavy Attacks.
    • Reflex Guard - +100% Combo Count Chance while Blocking.
    • Spring-Loaded Blade - Will now provide a maximum of 3 additional stacks of Melee Range.
    • True Punishment - Add 40% Critical Chance, but reduces the chance to add to the Combo Counter by -10%
    • Weeping Wounds - Increases Status chance in a Stacking Multiplier, 40% per combo tier.

    This update will also see some changes to the following Weapon, Arcane and Focus School buffs: 

    • Zenurik - Inner Might - Has been changed to provide 60% Combo Efficiency, instead of Channeling Efficiency.
    • Synoid Heliocor, Furax Wraith and Fragor Prime - All receive bonus initial Combo Count to offset the boosted Channeling Damage they had previously.
    • Exodia Triumph Arcanes - Have been changed to +50% chance to increase the Combo Counter on hit.
    • Exodia Valor Arcanes - Have been changed to +200% chance to increase Combo Count when hitting Lifted Enemies.
    • Exodia Brave Arcanes - Now grants +5 Energy Generation when killing an Enemy with a Heavy Attack. This can stack up to 3 times. 

    Again, some of these changes are subject to review and change. Now that Melee Rework: Phase 2 has been rolled out, there will surely be additional balance passes as usability and effectiveness are used (or abused).

     

    10.          Exalted Weapons

    All melee-based Exalted Weapons have received the Phase 2 functionality treatment, gaining access to the combo changes. For those of you who may have missed it, Wukong’s Exalted Iron Staff has already had this functionality implemented (with the exception of the new Heavy Attacks and changes to the Slam Attacks).
     

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    Unique/Exalted

    Garuda’s Claws

    • Parry Angle set to 60
    • Range increased from 1 to 2.2
    • Damage increased from 72 to 180 

    Desert Wind

    • Parry Angle set to 60
    • Range increased from 1 to 1.2

    Exalted Blade

    • Parry Angle set to 60
    • Range increased from 1 to 2.8
    • Heavy Attacks added

    Valkyr’s Claws

    • Parry Angle set to 60
    • Range increased from 0.5 to 1.7

    Iron Staff

    • Parry Angle set to 65
    • Heavy Attacks added

     

    11.          New Screens: Arsenal Changes!

    Part of Update 26 involves a change of the Arsenal Screen, and how information is displayed. In the current system, your Arsenal screen looks something like this: 

    OldArse.png.8581a0d062ec16a186e0b94edfda

     

    In Update 26, this screen is being reorganized to include Loadouts, Companions and Vehicles in tabs, while also giving more information about a weapon when selected:

     

     

    As you can see, new stats for Heavy Attacks and Heavy Slam have been added, with channeling statistics removed. 

     

    THE TECHNICAL BITS 

    12.          Selective Aim Assist

    Aim assist can be a help or a hindrance depending on what type of attack you wish to perform. While the current system either applies to all or none (on or off), the new system will have more intelligence on aim assist on a per-attack basis. As a general rule under the new system, Aim Assist will be disabled for almost all attacks in the Forward and Tactical Forward Combos, and enabled for most of the Neutral and Tactical Neutral Combo attacks. Of course if you don’t wish to use aim assist at all, you can disable it from the settings menu as normal.

     

    13.          Sticky Fingers when Equipping Melee!

    Another common issue in user feedback was the unequipping of Gear Items (like the Codex Scanner), or dropping the ‘football’ (usually a pickup for Mobile Defense or Sabotage Missions) when equipping melee or using a melee attack. This has now been changed so that you will no longer drop items or unequip Gear Items when either equipping melee or using a Melee Attack! 
     

    THE FUTURE 

    14.          Lastly: Channeling 2.0 AKA “Rage Mode”

    There has been a lot of discussion around this addition, and while it will not be included in the Phase 2 update, there is a lot of work being put into its application. This system is very special and we want to make sure that it is not just a cool addition, but that it has roots in Warframes lore, and a story behind it. This is something we want to implement with a lot of in-game fanfare and details will become available as progress is made. 

    For now, that’s it!

     

     

    Need to report a bug? Visit the THE OLD BLOOD Bug Report Megathread.

    These are first impressions after a few hours, but initial issues I have are Heavy attacks and Heavy slams don't grant you CC immunity, meaning you just blow your entire combo meter and don't even get to execute the attack. 
    Then there's the Heavy attacks themselves, which need way more range (and I mean way more) to be worth using. Currently the Heavy slams alone are worth just because of their higher range.
    A niche complaint is that Baruuk still doesn't build combo meter from his waves, and since he passively CC's enemies with his combos he can't land blows on them most of the time to build meter like every other weapon.
    Exalteds also feel left out since every other melee received a base damage buff, have stances that give more capacity, and can still utilize combo mods.
    Lastly, Shattering Impact needs a huge buff, seems appropriate to put here since it's a melee mod with its own mechanic.
    I should be back later with my own thread after days of testing.

  7. 28 minutes ago, (XB1)GearsMatrix301 said:

    *has read the patch notes for The Old Blood*

    Welp, Baruuks doomed.

    the only thing he’s getting is the parry angle and a 0.2 increase to range.

    I can only display my displeasure in the form of this gif

    disappointed bummer GIF

    Looks like no Exalted received an increase in damage.
    In my eyes they're all doomed lmao.

  8. 7 minutes ago, foxydadee said:

    The real reason why DE is pushing back this update alot is because they plan on a surprise Empyrean release along with old blood.  Think about it.  The old blood doesn't need 26 pages of patch notes.  The constant push back of release could only mean that they are working double time for a dual release of Empyrean and old blood as a surprise to DE fans and players.  And for shutting up those naysayers that keep on blabbing that Empyrean will release in 2020.    It's the best haloween surprise ever! 2019 yo! Railjack here we come!

    You must be new here.

    • Like 1
  9. 2 minutes ago, DooomiNation said:

    Maybe it's better you are not getting married anytime soon with such an attitude. You guys need to calm down and find something else to play if you only wait this patch to play warframe. geez

    0 rep, and first post.
    You'll understand in due time, young one.
    After a few years or so.

    • Like 4
  10. 3 minutes ago, R.E.B_99 said:

    They did say that it will "PROBABLY" launch this week . Also whiteknights please stop , you're harming DE more than you are helping by ignoring the problems , for example melee 3.0 has been due for almost 2 years hasnt it ? But we dont talk about that . Anyways I'm excited for the nemesis system , it's what kept me playing Shadow of Mordor even 2 years after i finished it . I really hope you'll make them really hard to kill and not cater to new players . The game you made is amazing and has the potential to be the best game out there , please , dont let it die .

    Yeah, from my vague memory Melee 3.0 has been talked about for around 1 year and 6 months, as in actually being worked on.

  11. 1 minute ago, Miyabi-sama said:

    Red flag. Right from the start. Its augment for damage was nerfed on purpose. Banshee was a total thorn in DEs backs with her quake already.
    Which doesnt save you from shotguns or rockets...
    We just need the game space where her kit is needed and used.

    I'm just telling you the only state in which Quake can be relatively useful with its current mechanics. I'm not in the business of inventing new abilities.
    The accuracy reduction actually would save you from shotguns, but yes, not from rockets due to the coding on their homing properties.
    It also looks like you ignored the perks of the second half intentionally, something I see quite a few reactionary Banshee mains do.

    Fortunately DE doesn't use the flawed logic of your last statement though, and just decide to remake Warframes to be balanced to have DPS, survivability, and utility nowadays.
    See: Saryn, Nezha, Wukong, and even the upcoming Ember and Vauban. Even Grendel has great buffs, and a superb amount of EHP.
    The times of E-Gate and Level 10,000 Tactical Alerts are never coming back.

  12. 1 minute ago, Miyabi-sama said:

     

    Hence no need buffing survivability and instead provide healthy ground where debuff frames gonna be welcome.

    I personally would make Silence reduce enemy accuracy, and have enemies stumble every few seconds. Seeing as balance is maintained by the vestibular system.
    Also with how quickly Soundquake drains energy, it really does need to deal good damage. Too many other large range CC abilities are set and forget, duration based.

  13. Her Sonar is so strong that it's ironically unneeded, while her other abilities, specifically Silence, are lackluster relative to other frames.
    She also has a hard time surviving in the current "end game" game modes on her own.
    People would rather just bring a buffer that can survive on their own, and offer better utility.

  14. 2 minutes ago, Pizzarugi said:

    I said mission, as in standard missions you find anywhere in the star chart which is the majority of what you'll be doing in the game. Nobody would use Atlas in activities that have a more strict meta like eidolons.

    I, too, am not referring to Eidolons.
    This really did make my day though, thanks again brother.

  15. On 2019-10-03 at 1:07 AM, (PS4)Hopper_Orouk said:

    How can he survive eidolon though

    They do tau damage and magnetic 

    Don't tell me adaptation he still won't survive

    I think this question is more important than people realize.
    There's an entire update full of Tau damage coming in December, and I don't see Gauss surviving it.
    Unless DE decides to just make Tau damage count as "physical".

    • Like 1
  16. 5 minutes ago, TheGrimCorsair said:

    Why would anyone post a video of doing something so blatantly foolish? You use your 4 to immobilize them and other enemies you've collected then move away to kill with your ranged weapon. Or use your zaw if that's your thing.

    Ah, so Undertow can't kill anything with either of them around.
    It's a shame that they spawn so often then.
    Thanks for replying!

    • Like 1
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