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AsffluffyZ

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  1. The Bastille switch to vortex gives players some breathing room to throw another Bastille and to have enemies in the area for it. Bastille can also be turned into a full duration vortex if the change is triggered right before it runs out.
  2. The issue with set augment slots for each ability is then it would become required for all builds. The biggest limters that would then exist is mod capacity and the fact that not all Warframes have an augment or more than one. At most I think only 2 augment slots should exist because of frames that "need" them in builds, but four would reduce unique build potential because why would you not run with all four augments it free slots exist for them.
  3. The problem with augments is that they don't have to make an ability better or be mandatory for builds. They should purely qol or open up alternative play styles. And how useful they are can be fully dependent on circumstance. The only problems for me is if they actually harm gameplay.
  4. The only change to to OP. Also having to heal 10 or more things at once even with high duration and efficiency sucks
  5. The only addition I would make would be to change the base hallowed ground angle to 360 and have only the radius scale off of range just to save some ability spam and energy.
  6. After clarification the most of your points become understandable, though for the passive not working is because you are in circuit because duviri is supposed to give universal vaccumwhich may cause conflict. It from what I've seen today works fine in normal starchart.
  7. For your rework much of it seems to be a flat nerf to mag's effectiveness to enemies without shields or armor along with the fact that you aren't aware that the passive was updated by DE to not need bullet jumping. More overshields as a passive IMO is a net loss because of the shield gating cap and the fact that it requires modding for energy capacity which restricts builds. The problem with the magnet status is that it is only good when used against players because it only affects enemy shield. Which only matters against corpus. Nerfing magnetize to scale off efficiency is awful as the efficiency cap is 75% along with your suggestion for a energy cap scaling passive. Polarize needs duration to give allies shields when they are not right on top of you, and reducing the shard duration would be better if changed to just adding a cap to the amount. Your crush suggestion makes building overshield against enemies with no armor or shield impossible as very few overguard enemies spawn at once. Also the pointless action of losing all of your shields for one ability cast is awful. Casting speed is another stat that has 2 mods able to be built into it unlike other stats, also requiring archon shards to get massive amounts a poor trade off. Your mini rework is a nerf and an unnecessary change for a Warframe who is performing really well.
  8. 1. Increasing base stats would do little to improve base survivability of excal because armor gives less of a benefit the more you have. Of the starters excal has the highest armor value getting more than 10% dr than them on health along with the 50% dr on shields so having fewer shields means nothing compared to mag and volt at base. 2. Slash dash does give survivability as you yourself stated and it does give mobility. Changing the momentum is your preference as there is no objective means to judge whether the ability have momentum actually improves gameplay for slash dash. 3. Yes blind should be the same throughout the whole game. If you are missing enemies with your blind I recommend using more range so you cast it less. Blinded enemies are vulnerable to finishers which have moddable damage multipliers; finishers also trigger arcane trickery and ultimatum for invisibility and high amounts of armor. 4. Radial javelin should pull enemies in more than giving bonus melee damage or damage reduction so that the ability enhances and reinforces the melee playstyle. 5. Your suggestion for exalted blade neglects that exalted blade and normal melees can have different builds that don't mesh well. Exalted blade also works with tennokai meaning you would have to mod all your melees to use tennokai to use it with exalted blade. The difference between garuda's claws and exalted blade is that one is always on the warframe and the other is SUMMONED not UNHOLSTERED. Your suggestion is to add blade waves to any and all melee weapons regardless of stance or what it would take to incorporate the effect to weapon types like polearms and rapiers that have non-slashing attacks. 6. Most melee oriented frames atlas, valkyr, baruuk, khora, wukong, voruna, and kulervo have passives that actually improve melee abilities. kulervo and voruna give heavy attack efficiency, and valkyr has warcry. Warcry being the only one to improve all melee weapons and heavy attack efficiency becomes pointless with tennokai giving free heavy attacks. How does this apply to skill with daggers, greats words, and two-handed nikanas when excal gets bonuses to rapiers, swords, dual swords, and nikanas. Daggers are not swords they are knives and not used the same way a short sword is. Given the weapons that receive the bonus are all capable of being used with one hand it is logical to say excal is a master swordsman in one-handed and dual-wielding sword styles. Great swords and two-handed nikanas are weapon styles that appear to fall outside of excalibur's "master swordsmanship". I do agree that it does not make sense that dual nikanas do not get the benefit from the passive as it is a one-handed dual-wielding sword style (though I chock it up to the weapon not being prevelant in the game for them to add it to the passive). It is actually less feasible to think a person can master all weapon styles rather than choose to excel in similar forms of weapon usage. The proof to my pudding of martial mastery Please, do me a favor and see yourself out of my thread if you cannot manage to add anything to the topic or follow proper etiquette. So report me if you think i'm spamming, I have responded to the original, replies quoting my own, and one response about slash dash and status effects. Anyone who wholly moderates this thread would see as much. If you can handle criticism constructive or not and if you can handle when someone calls out your flaws in logic and points of dishonesty then just block them. Concepts improve through clashes in ideology and free thought, not by living in an echo chamber with no new input. 😑
  9. I agree that moding makes the world of a difference in how a warframe can play. The thing is the original post specifically points out unmodded Excalibur, which is a problem to me because moding is how you can overcome the shortcomings of a warframe. Especially with the introduction of tennokai you can easily get free healing on exalted blades and pair it with rage for easy energy, this it's also funny that Excalibur barely needs to mod his abilities for them to be useful leaving room for the use of augments to really boost his power. In terms of what the passive affects yes DE should strictly say what melee classes are affected and the only one not included that doesn't fully make sense is dual nikanas as per the wiki. This being because dual swords, swords, and nikanas, and rapiers are all included. In the term of great swords and two handed nikanas they fall out of the box of being being able to be used one handed as Excalibur exalted blades is (aka the fighting style the frame is proficient in). Daggers also fall out of the box as they knives not swords hence my reference to comparing great swords to a steak knife in how they are used. Excalibur SUMMONS the weapon which takes energy, they do not unholster it. The drain is the price for maintaining the summoning. Exceptions are Mesa who visibly has her guns on her, and ivara who uses energy to summon her bow and to fire each shot (something that wouldn't work well for exalted blade)
  10. I think DE are taking a step in the direction for improving the place for supports with the revive limiter in certain missions like arbi or archon hunts because having an Oberon with the the renewal augment can help act as a cushion if you get unlucky. While the addition to more ways to heal and get energy hurt supports, I wouldn't trade the current state of the game for needed supports mainly because of how it helps non-supports flourish more. So either content changes or supports get reworks to make them independent yet powerful supports like citrine or wisp.
  11. Mostly because supports frame are just that. They support others and perform best in helping teammates through harder content and premade squads. Eidolon being an example.
  12. This already exists as an augment. (Purging slash) Sadly only effects allies.
  13. Can I gets some stats on this logistic efficiency of apples and oranges. You can cherry pick examples I'll still address them. Volt lacks survivability methods when unmodded (as per your preference) his 1 is single target damage that works with his 4 both requiring lots of energy, his 2, 3, and 4 need duration, range, strength, and efficiency to become anywhere decent all the while weak to high armor enemies. Mesa is a ranged Warframe who needs high duration, efficiency, and and strength to be good along with needing to mod her peacekeepers. Her 1 is useless as it wastes energy to double the damage of 1 shot. Her 2 and 3 are limited in protecting her from melee units as shatter shield only reduces ranged damage and shooting gallery has a limit to how many enemies can be stunned at once. Her 4 is lethal but come at immense energy drain causing most people to toggle it on and off. Valkyr's ripline and paralysis have weak effects in keeping the frame alive. Ripline pulls you in a straight line with no damage mitigation or pulls 1 enemy to you. Paralysis does cause affected enemies to take more damage at the cost of your shields aka your health. Warcry is good no problems their. But her 4 gives lifesteal and invulnerability as long you attack enemies at the cost of one of the highest energy drains in the game while also altering your jumps. It lacks exalted blades range and duration and is actually less efficient. Ash has 2 abilities worth using that being smokescreen and bladestorm. His 1 attacks up to 2 enemies for an amount of energy wholly unworth it. Teleport allows you to to to a enemy and sometimes do a finisher on one enemy for a lot of energy. His invis has the shortest duration at 8 seconds if I remember correctly. And bladestorm cost 2 the energy if your not invis meaning one cast can drain most of it. With rhino his charge has less range than slash dash and ragdoll enemies everywhere a general negative. Iron skin requires modded to achieve meaningful amounts of overguard. Roar is great no problems with the ability. Stomp needs range and duration to serve purposes in cc'ing enemies but doesn't matter towards rhinos survival because he has iron skin. The point being without moding most frames are inefficient contrary to your claim, as I am backing up with EVIDENCE.
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