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Bristoling

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Posts posted by Bristoling

  1. As in the title, the invisibility granted by the Stalk precept of the pet will always default to teal/blue color, no matter what actual energy color of the Kubrow is. This is true for both the pet and the warframe. 

    However, when the warframe is granting invisibility (Loki, Ivara etc), both the warframe and the Kubrow respect their appropriate energy colors.

  2. 1. In atmospheric mode, it doesn't respect its energy colors and always defaults to teal/blueish hue. None of the particle effects can be colored.

    2. When invisible, the Velocitus model disappears. 

  3. On 2019-08-08 at 6:44 AM, Grey_Star_Rival_Defender said:

    Are you using the Kavassa Prime Collar? Because that adds 100 armor to the Kubrow, but it might be bugged. I also don't know if that extra 10 health is affected by DNA degeneration or not. Still, quite strange.

     

    Increasing the chance for a crit or status effect by one out of ten hits doesn't seem the greatest. On the other hand, this would make the Sunika into fully built for combat rather than "only breed with a great combat precept." Compared to the current Sahasa where it has a weaker version of Savagery where it's the same, except if the enemy doesn't die the dog gets stunned.

    Sorry for late reply, yes I do use Kavasa Prime, which I didn't realize affected armour. In which case it is working as intended, 100% increase adding 50 armor, but that only means that the base value is simply tragically low.

     

    Sure 10% extra base Crit might not be a lot, but since I was basing my suggestions on existing mods, it adds up to a lot once you slot in a Bite mod.

  4. Kubrows currently lack damage, durability and utility when compared to Kavats or Sentinels. They are also unbalanced in their own niche. I'd like to discuss each of the points separately, and offer potential solutions, or at the very least, spark up a discussion and bring this matter to DE's attention.

     

    Damage:

    While it is true that they have better dps than Kavats, they are both far behind Sentinels when it comes to dishing out the damage. In theory, you could equip Maul, Hunter Synergy, Magus Overdrive, Bite and maybe new 60/60 mods to outperform Sweeper Prime or Deconstructor, but in reality your Kubrow will sacrifice either all of its utility or all of its defenses. There simply isn't enough room to have necessary mods like Fetch, Link Health, Link Armor, (Primed) Animal Instinct, 1-2 breed specific mods, Pack Leader/Medi-Pet Kit as well as damage mods. Not to mention, almost nobody uses the new 60/60 mods because 1: there is no room for them, 2: pets have such low base status chance that equipping them is pointless.

    Having 3x 60/60 mods on your Kubrow will increase its status chance from 5% to... 14%. The status% also doesn't stack with extra status chance from Mecha Overdrive.

    How to fix it:

    - Increase Kubrow base status chance to 10%.

    - Change dual stat mods from 60% elemental damage / 60% status (60/60) to 60% damage / 180% status (60/180). 

    Having unusually large bonuses for companion mods isn't unreasonable and is not new, as evidenced by Bite mod increasing CC and CD by 330%/220%. This would allow a Kubrow with 2 such mods to reach 46% status chance if base status was increased to 10%. I believe this is a better solution than simply increasing base status to for example 20-25%, since it would allow better progression for the players (dual stat beast mods are difficult to farm for the new players, so it would prevent Kubrows from being OP early).

    - Give beast companions their own moddable "weapon". 

    - Add 90% pure elemental damage mods for beasts.

    - Add beast-only attack speed mod.

    This would allow our pets more flexibility with their loadouts, allowing some people to finally be able to fit Maul or that rare Bite on their cat/dog.

     

    Durability:

    While they have rather impressive defensive stats unmodded, with Link-X type mods this advantage over Kavats is somewhat lost. Both cats and dogs are more durable than sentinels, however, Kubrows are at a disadvantage when compared to Kavats, which have access to Tek Assault (can save from death and give temporary immunity) and their specific damage avoidance precepts, Reflect and Mischief. One could also argue, that a Sentinel without its attack precept is tankier, since they aren't targeted by the enemies.

    - Increase base armor of Kubrows to 250. 

    Currently, base armor of a Kubrow is 50, with hidden multiplier increasing it to 150. This is best seen with 100% Metal Fiber, which increases the armour value from 150 to 200. Increasing base armor value and getting rid of this hidden multiplier would dramatically increase Kubrow survivability, and possibly allow less tanky frames to bring along a Kubrow that can reach 525 armor with rank 10 Metal Fiber. For those who say 525 is a lot, no it isn't, and ranking up the mod is expensive - having it provide only 50 armor is insulting.

     

    Utility/Breeds:

    Kavats for example gain access to: Pounce (stun), Sharpened Claws (armor strip), Swipe (effectively multishot). Their special precepts like Charm or Cat's Eye are both useful and powerful.

    While some Sentinels could also use a rework, there are some very powerful/useful options. Helios + Investigator is invaluable whenever new content drops or you're looking for Codex entries. Carrier + Ammo Case is the only sane option to run some less ammo efficient weapons for longer then 10 minutes. Wyrm + Negate has some niche uses. Djin + Reawaken/Thumper is the go to for long Arbitrations or endurance runs in general. Dethcube + Energy Generator is yet another great combo.

    Kubrows, as a whole, are pretty underwhelming.

    Raksa:

    It's supposed to paralyze its enemies with its howl, but in practice nobody likes them. They are a massive annoyance in modes like Survivals and especially in Defense missions, because having enemies run away from you is not a great thing in a game where killing enemies is the goal. Unless you are playing a nuke frame, having a Raksa on a Defense mission can double or triple the time it takes to clear each wave. Their shield generators are laughable at best, especially because of the poor state of the shields.

    - Instead of running away, Howl should only slow down enemies. Reduce range from 24m at max level to 20m, reduce duration from 16s to 7s, but also reduce the cooldown from whooping 60s to 15s. This will stop Raksas being as annoying in those game modes, but make them better overall at crowd controlling enemies.

    - Change Protect precept from flat ~300 Shield restoration, to restoring of up to 100% of maximum shields to both player and the Kubrow on a 8s cooldown at max rank. If player/Kubrow has full shields, it provides 300 overshields. This can be useful on any frame that either relies more on shields (Hildryn), or can make shields better thanks to damage reduction abilities inherent to the frame (Gara, Mesa etc.).

    Chesa:

    Chesa was pretty bad before the rework, and after changing how the looting abilities stack, it is bad after the rework. 

    - Neutralize should have a 5m radius at max rank, disarming multiple enemies. This would greatly enhance defensive ability.

    - Reduce cooldown of Retrieve to 7s at max rank, down from 10s. If a successful roll from body/container is credits, add half the amount of Endo to the drop. Reducing cooldown would make Chesa more reliable, as looting a single corpse/container is not as useful, especially since we are killing dozens of enemies in 5s period. Having Chesa loot extra Endo for the player would certainly make it more attractive.

    Sunika:

    Arguably has the weirdest, most game-mode specific precept out there. Sunika is supposed to be ferocious, but unless you play Capture missions, you won't really see it.

    - Instead of working only on Capture targets, Unleashed should instead be what Savagery is. It should allow dealing finisher damage, and target most dangerous units, based on similar order picking as Nekros's Shadows for simplicity. It would mean that Eximus Units, Bombards, Heavy Gunners, Nullifiers etc would be picked as priority targets.

    - Since Unleashed now would do what Savagery does, Savagery should simply be a Critical Chance/Status Chance mod specific to Sunika. For example, +10% base CC, +10% base status chance at max rank. Note these are base increases, not modded.

    Sahasa:

    Honestly isn't as bad, but not great either.

    - Dig could use small numeric buff of reduced cooldown, from +270% to +350%. Since Kubrow can only dig out of combat, it is not as powerful in game as it seems on paper.

    - Replace Ferocity with a precept similar to Kavat's Sense Danger. However, to make it actually usable, let it show enemies through walls, have much shorter cooldown. This would fit with the reconnaissance theme of this breed.

    Huras:

    Also not bad, but not great either.

    - Stalk is almost fine, but there are some issues with its activation/sustain. Also, can we have Kubrow's energy color being used for cloak instead of default teal?

    - Hunt could instead open enemies to finishers when attacked by Huras, regardless of their alert status.

    Helminth:

    I don't have any specific changes in relation to the Helminth, as the best way of making it usable is through buggy mess that is Strain mod set. More in-depth analysis here: 

     

    • Like 1
  5. On 2019-07-27 at 1:46 PM, 000l000 said:

    You're making up stuff so don't try to be the smart guy here when you can't even quote sources correctly. FyI you were the one who brought this thing first so don't waste people time with walls of text without much substance. And yes Mag does have some tedious learning curve so skill or experience matters as opposed to lazy frames, she also needs to be built the right way and so far every single argument you use only shows one thing - You don't seem to know Mag very well especially if you're really experiencing all of this so-called issues you mentioned.

    What am I making up, exactly? Instead of criticising me personally you could criticise my suggestions/arguments instead. Again, it's not about what issues you think I am or am not experiencing. She is not going to be replaced as a starter with Rhino, therefore, she needs to be equally good in the early game (meaning without augments) as other starters. Currently, she is not. In fact, the reason people rush Rhino so hard is because frames like Mag are currently so horrible in comparison.

    Mag needs more input to get same output as top tier frames. This is a fact. If she was top tier, then even if her learning curve was tedious, people would still play her regardless, because that's what being top tier means. If something is top tier/best, everyone wants to learn it/play it.

    You are saying that Mag doesn't deserve any buffs because she's already great. It almost sounds as if some Vauban main said, no he doesn't need buffs, so DE, please don't touch him. Fortunately Mag isn't such low tier, she is slightly above average, she doesn't need a full rework, but, she could use some buffs. My point is that she requires more effort in terms of modding/arcanes/skill to get the same value out of her compared to other starter frames. That doesn't mean that she has to be turned into a lazy press-4-to-win frame, and I don't think my suggestions would turn her into such. She should be more rewarding when invested in, but also easier to start off with. I would like to bring down her entry barrier, without bringing down the skill ceiling, and these buffs/QoL are my ideas of how to achieve it.

    • Like 1
  6. 1 hour ago, Xzorn said:

    You might like what I added to Mag here with one simple ability tweak. There's some debate which ability it should be but the concept gives Mag most of what she needs and additional synergy with her other abilities while allowing them to overall work better. It should double as making her far easier for new players to approach.

      Reveal hidden contents

     

    Far as her late game performance though Mag is a monster if a bit tricky to play.

    That is also a good suggestion as it wouldn't mess with Magnetize. Kind of like Garuda's Dread Mirror.

  7. 58 minutes ago, 000l000 said:

    She definitely is. If you have trouble with her surviving or whatever, you should work on that cause her kit can tremendously help with survivability or even the best armor stripping ability in the entire game. Magnetize is also extremely powerful and works on most bosses and all elites (eximus or heavily armoured enemies).

    Getting better and positioning are definitely viable arguments, way better than you arguing one can use 4xCP, fight only Eidolons, thinking that adaptation is only optional on a based upon shield frame or even comparing Mag with Oberon (Frost would be wiser but sadly Frost prevents status so it may be a big flaw for many players).

    You can't complain about a frame if you're doing anything with it, situational powers have to be used wisely, you have to know where to cast Magnetize and when to use her other powers - which augment to use too and perhaps trying a more balanced build.

    You've are completely missing the point. I'm not personally complaining because I can't play the frame, die to sortie level enemies or because I can't last 60+ minutes of Arbitration. This isn't my personal complaint. Please don't tell me to "git gud" because I don't really have to. I'm talking from a perspective of an average player or a new player (Mag is a starter frame after all), who doesn't want to commit more then 15%+ of playtime into single frame.

    There is a reason why Mag is not making S or even an A on tier lists. For an average player, she requires far too much commitment and work to be on par with the typical brain dead frames. Yes she can be a monster in the right hands. That is beside the point. The amount of time/knowledge/skill it takes for an average player Is too high for the overall payout. Adding a bit of QoL and slightly improving energy economy / give her additional shield bonuses would be great to make Mag more approachable without making her OP. Being a starter frame, people who choose her shouldn't learn from other players that building Rhino is their priority because Mag is a terrible.

    I was comparing Mag to Oberon because it was you who brought up the point of her filling the niche of armour stripping. Oberon does it better at very high levels where 2 casts of his 4 can strip all of it, while Mag will require multiple casts of Polarize+Fracturing Crush due to 80% cap. And yes if you go into endurance run and recruit people, you'll be better off having 4x CP instead of going out of your way to recruit a Mag. You don't need to strip any armour For 99% of the content. When you really need to strip it, 4xCP, Oberon or Frost is better since they don't have a cap. You also can't use an argument that she's good vs elite/bosses. Wolf, Orb Mothers, Ropalolyst, all recent content is ability immune, only recent exception being Demolysts.

    This is what I'm talking about when saying that Mag doesn't fill any niche. That also doesn't mean that Mag sucks. She excels at camping in a corridor in a long Survival. But the game has far more to offer then holding a position, which is why I suggested other changes like faster spread of Polarize or manual detonation of Magnetize without an augment..

  8. On 2019-07-22 at 1:46 PM, 000l000 said:

    I really think Mag isn't much popular because most players are basically lazy and don't look for complicated frames, nothing else. You said Mag isn't a "niche" frame which is wrong since Mag is one if not the best frame when it comes to strip armor in large areas, she's also the most effective frame when it comes to kill bosses/elite since everything inside Magnetize is literally shredded.

    She can have some difficulties to survive since she's quite fragile at first but her 3rd augment only makes her way more durable. In fact once you've built her the right way and know how to play her she doesn't have many issues, at least not enough to need that much of a QoL since she's top tier frame atm.

    The only thing i've never quite understood is why the hell Mag can be chosen as a starter frame - Without an operator and with only a few mods Mag can have a terrible time as a starter frame - Most people get Rhino ASAP to survive more tedious missions (especially Infested since this threat is particularly lethal to Mag at early levels) but at higher levels people actually play Mag more and more. She's also terrible to learn how the game is working, her learning curve is one of the most difficult, so a really bad idea as opposed to Volt or Excalibur.

    Rhino as a starter would be a way better idea.

    I'm sorry but I don't agree with your sentiment. She's not top tier. I love my Mag, but I am being realistic. I can survive better and kill more if I play Saryn or Octavia, for example. 

    There are other frames that can also strip armour, like Oberon, who also heals/prevents death, or you can simply use 4x Corrosive Projection. That is the meta, I've never seen anyone trying to recruit Mag for higher level content. She is great vs some bosses and single target, but several bosses are ability immune or require targetting specific hitspots like Eidolons, Lephantis or Ropalolyst.

    Without Arcane Guardian r2-3, Synth mod + Health conversion or Adaptation she is super squishy. Being a caster, she doesn't even have good Energy Pool or low energy costs to pull off Quick Thinking Build reliably. Saying that one can learn better parkour/bubble positioning/get better etc. is not an argument at all. You could say the same about Inaros or Nidus - "hey, get better at parkour/git gud, don't put any health or armour mods on these frames". Truth is, if someone can take their gampeplay skill that allows them to comfortably survive as Mag to levels 80-100 or so, then they can probably take a more meta frame like Saryn/Khora/Excalibro and easily survive at levels 150-200. Her being squish is one of the primary reasons why she isn't being used.

    She has much potential, but much steeper learning curve and is much less forgiving.

    Let's be real, DE is not going to replace Mag as a starter, especially after including her in the newest cinematic trailer. And giving new players Rhino as a starter would bore them and teach them bad habits since they would be indestructible for majority of the starchart, while any new frame would be a disappointment in terms of survivability. Mag needs some slight buffs here and there to be more relevant. I don't think giving her extra buffs like 50 base Shields/25 Energy or some extra QoL would break her to the point of being OP like Mesa, Octavia or Saryn.

     

    Thank you for your feedback anyway 🙂

  9. 2 hours ago, Naneel said:

    [...]

    Hmm that would be good but I know a lot of people really enjoy yanking enemies far into the air, not sure how hard would it be for it to not look too artificial when they stop/slow down Next to you after being pulled.

    49 minutes ago, Hyohakusha said:

    [...] 

     I've got 2 "main" builds, one for lazy Magnetize detonation and second which is mostly a regular build, that one swaps Redirection for Counter Pulse sometimes. https://imgur.com/a/b4xiRVI

    Mag is definitely a great frame once you learn how to play her and gather necessary mods. She has much higher entry barrier then other starter frames, and I can understand why she gets so much hate. Without Arcanes, Zenurik, Augments and a collection of corrupted mods, she does suck. Personally as a Volt starter I thought Mag sucks, then I rediscovered her back when I was MR 18 or so (I'm MR 27 now).

    I heard the stories about Mesa+Greedy Pull Mag, it must have been a fun time. I agree that 1st abilities don't necessarily have to be great, and some are downright bad like Chroma's, but I think Mag should get at least 1 ability that can proc magnetic status - Pull didn't seem OP at all, so buffing it slightly wouldn't break it. I didn't want to suggest making Crush proc magnetic since I had different idea on how to give it more utility.

    I see you are going more for positive duration, so I assume you are using Counter Pulse on both builds. Great augment, but I feel like it could use longer duration and/or faster spread. Personally, I kind of see duration as a dump stat, since in more mobile tasks the additional duration of Magnetize is wasted. Great for survivals though. 

    Regarding her 3rd, I don't think the total range has to be buffed, no no no. I meant the speed of how fast it expands, but lowering duration of the expansion to compensate. Same total range, but faster spread. It is way too easy to bullet jump or run in front of your Polarize. It's too slow, especially in open worlds or bigger tiles like Mithra's Interception. It's armour strip also stops being as useful at higher levels, but I don't really want to go there since Fracturing Crush exists 🙂

     

    Overall, Mag is in an "alright" place but she could be in a good place. She doesn't really need a rework of any sort. Just some little number buffs, more QoL and new passive would be enough to make both Mag mains and starters happy. It saddens me to see her being picked the least out of the starter frames, hope she gets some love.

     

    Thank you for the compliment 😃

  10. 4X5y4DN.png

    If you go by usage statistics from last year (more then likely still relevant, since starter frames didn't change in any way), the distribution of starter frames between new players is around 55-60% for Excalibur, 25% for Volt and 10-15% for Mag.

    Now the reasons for this might be that Excalibur is the posterboy, or that as a general advice people don't recommend Mag as a starter due to her more complicated mechanics. However, I believe the reason is simply that Mag isn't as good in as many of the game mods. She's not trash by any means, but she doesn't have a clear niche, isn't meta for any activity, and requires a collection of specific mods to reach her full potential, which isn't possible for new players. In this post I'd like to discuss not only problems, but also possible solutions to fix Mag's being so underused.

     

    1. Stats

    First, lets compare base stats of starter frames:

    Excalibur / Volt / Mag

    • Health: 100 / 100 / 75
    • Shield: 100 / 150 / 150
    • Armour: 225 / 15 / 65 
    • Energy: 100 / 100 / 125
    • eHP: 275 / 255 / 241

    Even though Mag has more armour then Volt, her total effective health is similar but still lower then Volt's, and both are outclassed by Excalibur, and especially if Steel Fiber is used. With r3 Redirection, r4 Vitality and r3 Steel Fiber, their eHP is 875 / 711 / 683. Based on stats alone, Mag is the squishiest out of 3 starter frames. Mag is also worse off compared to other Prime upgrades (Umbra in Excalibur's case):

    Excalibur Umbra / Volt Prime / Mag Prime

    • Health: 0 / 0 / +25
    • Shield: 0 / 0 / 0
    • Armour: +75 / +85 / 0 
    • Energy: +50 / +100 / +50
    • eHP: +8 / +28 / +30

    While Mag gains the highest amount of eHP upgrade, it is still slightly lower then both Volt and Excalibur. On the other hand, she doesn't get as much of an upgrade to her Energy as she should, having actually less energy then Volt Prime (175 vs 200 at base). Mag Prime not gains the least amount of extra survivability from any armour buffs, she also offers less survivability when using Quick Thinking.

    When looking at usage graph, even among high MR players, Mag/Prime isn't popular, also due to how squishy she is and how much more investment she requires to be able to survive at higher levels. 

    Solution: I don't think regular Mag needs any changes. However, Mag Prime could use some numeric buffs. Additional 25 base energy and additional 50 base shields would help expand her defensive options, especially since Mag fits the caster/energy shield archetype.

     

    2. Abilities

    First off, lets talk about the passive. Mag's passive is useful only until you build your first sentinel, which you can do as soon as you leave Earth. Her passive is therefore useful only on one planet, as you get Taxon blueprint for finishing Earth.

    Solution: Instead of worse, unreliable mini vacuum, give Mag +75% Shield Recharge speed and -25% Shield Recharge Delay.

    Alternative Solution: Mag's shields recharge twice as fast. Using an ability forces Mag's shields to start recharging for 2 seconds. This "activated" recharge isn't interrupted by taking damage.

    Either solution would not only gives Mag much needed defensive boost early on, it would also enable her to use Arcane Aegis + Adaptation or Adaptation in general with greater success.

     

    Her 1st ability is definitely good enough and doesn't need any changes, considering it's the first skill. However, I believe it isn't as valuable to cast it if you picked Mag as your starter, as you don't have Zenurik or Arcane Energize. Early on, 10/15/20/25% chance of dropping an Energy orb on kill is low, as you are dealing only 100/125/150/300 Magnetic damage.

    Solution: Increase Energy orb drop by 5% across the board, resulting in 30% at level 30. Add 25/40/55/70% chance (scaling with strength) of inflicting Magnetic proc on affected enemies - Mag is the only "elemental" frame that doesn't apply its elemental proc. It is a very small buff that will increase effectiveness at least a little.

     

    Her 2nd ability is great, however as a new player it is hard to justify spending 50 energy for a tiny bubble, especially since most of the early game missions are either Exterminate or Capture. This isn't only a new Mag player's problem. In any mobile mission where players don't camp in a single space, casting Magnetize isn't going to help you unless you are running a very specific <20% duration 230%+ range build focused on exploding your bubbles. Sometimes you will also accidentally place the bubble in a bad spot, trolling yourself and your teammates.

    Solution: Allow players to manually detonate Magnetize, same way as you can do with an Augment. Since DE hinted at adding another Augment for Mag, this would be a good way of both giving Mag some QoL, as well as making room for changing the mentioned Augment for her 2nd ability. 

     

    Her 3rd ability is decent, but not great. It suffers from similar flaw as her second ability, namely, the expansion speed is very slow and only useful in non mobile/camping game modes. Its forced synergy with Magnetize isn't useful past the first planet, adding pathetic 50 damage to the Magnetize's damage over time. It is an ability costing 75 energy, starting with only 5m of range and 2s expansion time. 

    Solution: Maybe reduce energy cost from 75 to 50. Affected enemies should drop shards that store 50 damage + the amount of stripped armour/shields (affected by strength), instead of plain 50. Decrease the pulse travel duration by 50% but increase its travel speed by 100%, resulting in same area coverage but faster application. 

     

    4th ability is quite bad considering it is a damage ability that stunlocks you just as well as it stunlocks enemies, deals undesirable, Magnetic damage, and lacks any end game scaling. Compare it to Volt's Discharge clearing and CC'ing rooms in ESO, Excalibur's infinite punchthrough Exalted blade, Frost's CC/armour strip/damage Avalanche, Rhino's CC/damage stomp, Nezha's CC/damage, Oberon's blind/armour strip/damage, you get the idea. Currently, the only use of this ability is for gaining overshields.

    Solution: Give it another utility - enemies picked up by the ability are continuously being pulled towards where you are pointing the cursor. This would allow to set up enemies for Magnetize or to group them together for more devastating Polarize casts. Additionally, add any potentially gained overshields past maximum available to the abilities damage. So, if you and your 3 teammates in range all have maximum overshields already and casting Crush would result in extra 1k overshields each, then this 4k potential overshields is added to Crush as additional damage.

     

    3. Augments

    Greedy Pull: Honestly, its perfectly fine. You could give it additional scaling, by adding the damage to the next cast by the amount of credits picked up with Pull. For example, if you pick up 400 credits with Greedy Pull, and have 200 strength, your next cast will deal 300+400 base damage, and 600+800 after the strength bonus. However, I don't think such a buff is really needed, but would be nice.

    Magnetized Discharge: Let DE change the Augment to work as in the latest trailer.

    Counter Pulse: Increase base duration from 4 to 6 seconds.

    Fracturing Crush: Remove armour stripping limit of 80%, allowing for full 100% armour strip.

     

     

    I believe these changes would give Mag better early as well as end game survivability, additional QoL and some extra scaling for her abilities. Currently, Mag is great for locking down a small area, but any mission that requires mobility or mobile objectives is where Mag is lacking. I don't think any of the changes are over the top, and they don't change how the frame works on a basic level.

     

    TL:DR

    - More max energy / max shields for Mag Prime.

    - Change passive for better / faster shield recharge.

    - Slightly buff Pull's orb drop chance, add chance to apply magnetic proc.

    - Allow us to detonate Magnetize bubbles without the augment. Change the augment.

    - Faster spread of Polarize, more damage for Polarize shards.

    - Crush sends enemies towards cursor. Deals extra damage based on overshields.

     

    • Like 4
  11. This is not what I'm talking about. Hear me out.

    Before update:

    Primary energy color: yellow. Secondary: teal

    Mag Ferro helmet: yellow like in the picture above with a tint of blue.

    Mag's abilities: yellow with a tint of blue.

     

    After update:

    Mag Ferro helmet: yellow with a tint of blue.

    Mag's abilities: blue with a tint of yellow

    OR

    Mag Ferro helmet: blue with a tint of yellow.

    Mag's abilities: yellow with a tint of blue.

     

    There is no way to match the helmets color scheme with your abilities. Before the update, it worked perfectly fine.

     

    9 minutes ago, NightmareT12 said:

    Don't use Bright blue and yellow, which aren't on the same spectrum

    That's the point, you're supposed to use antagonistic or highly antagonistic colors to get the best effect out of double color schemes. If you use yellow and orange for your flames, you're not gonna get the same color mixture as, for example, using purple and teal or green and orange.

  12. Emissive colors: Is second one the primary? Why is it listed second if that's the case? On most frames, changing first option to any other doesn't do much since they probably weren't designed to have 2 color schemes.

    Energy colors: The secondary (yellow in this example) is being used as a primary color scheme for the helmet, while primary (teal) is used as a secondary color and only shows up as minor splashes on the helmet. However, in game, all of Mag's abilities use the Teal color as their primary, so casting Magnetize on an enemy will result in a teal bubble with a hint of yellow.

    Similar issues are Pakal energy colors not working (they depend on warframe energy colors, not attachments!) or weapons not respecting their primary/secondary color choices or emissive colors.

    There is no way to have yellow bubble with teal hints and yellow helmet with teal hints. To have yellow Magnetize bubbles I'll have to have teal helmet, since emissive colors do nothing to the helmet energy color. I thought new energy channels and splitting colors into energy/emissive was supposed to give us more options, not break our previous fashion and ability colors!

    YZEQrXr.jpg

  13. Adaptation, Redirection/Vitality or Quick Thinking with Flow/P. Flow, possibly Rolling Guard there as well? Just to be able to survive as well as frames like Gara, Nidus or Mesa with a press of a button. Hilarious.

    Not to mention that there are reports of Adaptation not working in the void and other bugs and limitations of the mod.

    Maybe it's time we got Umbral Redirection and buffed raw values of shields/maximum value of overshields?

    • Like 3
  14. You can always have Archwing weapon set up for Radiation to kill him (which you should have anyway for Profit Taker). However, I only ever see Wolf at level 70 or so. Even my 3 forma Imperator Vandal needs second calldown to kill the guy, just one doesn't cut it. He's a bit too tanky imo. 

  15. On 2019-04-05 at 2:20 AM, Ayures said:

    At this point, I'd be somewhat happy with it if I could at least use the maggots towards nidus' stacks. That alone would make the set at least somewhat useful.

    5 months later, we're still waiting. Apart from breeding the biggest Charger I could and taking a few pics with my "horse", I haven't used the set at all. I was really hyped when I first seen it on a devstream. Wasted potential.

    • Like 1
  16. Lol at people saying that Kitguns take a lot of time or resources to build. They are dirt cheap if you have spent at least some time on mining/fishing/bounties. It'd take you longer time to farm relics, then farm Prime parts, then farm mats like Nitain for Prime parts if you were a newer player - you'd also get a worse weapon in the process. And if you are a veteran sitting on 9999999999 orokin cells and 200+ million credits complaining that Kitguns require mats you don't have, maybe you should have played the newer content like, you know, Fortuna 😄

     

    Catchmoon deletes everything, one shotting up to Sortie level. 4x CP and it one shots everything easily in levels 100+ as well. And its not single target, it literally clears corridors. 

    Rattleguts can be made into the best status secondary, overpowering Akstiletto's and similar weapons.

    Tombfinger has similar stats to Catchmoon, but has worse AoE, Gaze is just mediocre.

    There is no reason to use secondaries other then Catchmoon or Rattleguts in 99.5% of the game. Why waste time killing one enemy at a time when you can mow down 10-15 in a single click? In Arbitrations, you might still want to use Catchmoon just to snipe the drones -> it has punchthrough, it has AoE, it as damage.

     

    We can say "ok so buff non-Kitguns to Kitguns level", but then enemies are too easy. Make enemies tankier, and now Primary weapons/Frame abilities are too weak to handle content. Buff them, and you end up in a same spot as if you just nerfed Kitguns a bit, the only difference now is that your damage numbers are higher, even though kill time is the same.

    Honestly, it's just easier to nerf Kitguns, because now every new Secondary will have to be even more OP, or people will complain that DE releases crap weapons.

  17. Seriously, I'd rather have total immunity like it is now rather then all the enemies turning into small nullifiers. Lets be honest, drones just have to go, they aren't fun at all to play against.

    But, why suggest EMP draining both energy and shields? Shields aren't OP, far from it, and most of the shield heavy frames probably use Quick Thinking just to stay alive. Maybe I don't want to play Rhino/Nidus/Inaros on every Arbitration. If you want to make it difficult, make it equally difficult for everyone, and propose a drone that causes frames to lose their buffs on getting hit (Iron Skin, Vex Armour, Shatter Shield etc.), so that everyone can be pissed off. Last thing we need is something like this passing and making squishy frames even more squishy...

    I agree that rotations have to be changed, getting 1200-2000 Endo for 10 minutes of Sortie + level enemies doesn't feel like a reward. 

    Vendor changes? Sure, I'd be great if one could get more forma or Catalyst or whatever else. But I'm afraid DE might not want to do it since Forma for example is a great Platinum sink.

  18. Excuse me for not knowing how to quote properly.

     

    I do understand that handpicking buffs for each and every frame and possibly some weapons would take more development time, but I honestly was expecting something more substantial with changes to Arbitration. Especially since this issue has been brought up many times before, by many different people. Even if it wasn't perfect and people would argue about giving some specific frame 150% duration and 200% power strength vs 200% duration 150% range, it would be better then what we have now. I have yet to see someone pick Nyx/Vauban and live past first rotation B.

    I agree that it isn't specific to Arbitration that Excavators start to die super easily just few rotations in, but starting Excavator health could be adjusted, or even Excavator health depending on enemy level. 

     

    More units like Nox would definitely be a better choice then simple drones with invulnerability, I don't think anyone would be against that. But 20-30% of the total spawn might be too high 🙂

  19. A lot of what I'm going to post here has been posted in the past, many times over, yet nothing has been adjusted with the new Arbitration update. I'd like to bring back the discussion about some of the issues that I see, since the new debate about revives might obscure the true problems with Arbitrations (as a side note, yes, revives suck).

    Problem 1: 

    - One dimensional buffs in Arbitrations.

    Random frame/weapon buffs in Arbitrations were introduced to give players an incentive to try out different frames and weapons (to find something new they might enjoy/reduce risk of burning out etc.). This all works great in theory, but the implementation is poor at best. There is little to no reason to pick Loki or Limbo just because they get +300% extra power strength, for example, and same is true for many, many frames. In some cases, so much extra power strength, while useful, is a bit of an overkill and therefore not necessary, like a Magnetize Mag build, which would rather benefit from a defensive, not offensive power up. As for weapons, there is little reason to pick a Karak if you don't have a potato and a forma or two on it, when the enemy level scales now normally and will bite you a lot sooner.

    Solution: 

    Be more inventive and cycle a few different buffs. Examples:

    - Loki: All augments are automatically applied, +100% power duration. // Or +300% power duration on another occasion. 

    - Mag: +200% Shields, +200% power strength. // Or +300% power strength // Or +100% power range, +100% energy max.

    In some cases (Rhino, Chroma etc.) more power strength is a massive, highly desirable and only boost you will need, but in other cases, different options should be available (and possibly set based on case to case basis).

    As for weapons, Having the damage buff spread out between damage, multishot, fire rate and/or reload speed would be great. I might never pick Tigris Prime for Arbitration, even with +1000% damage buff, but give it +100% damage, +50% multishot and +100% reload speed and I might reconsider. I could bring Secura Penta now that it doesn't suck, if it had +100% damage, -99.9% self damage buff. 

     

    Problem 2:

    - Stale meta: frame picks due to annoying Drone mechanic.

    The way the Arbitration Drones work is preventing a healthier meta and severely limits your picks. Yes, there will always be some wacko saying that they play Loki in solo Excavation and do 50 extractors or are a solo Nyx that does 2h of Defection. That's anecdotal evidence and sorry to say it to you, but you are an exception to the rule and nobody cares about your bragging rights.

    Majority of players pick tanky, self buffing frames like Rhino, Chroma, Gara, Inaros, Oberon, Nidus, Mesa, especially if they do get +300% power strength buff. A big chunk of Excavation missions are carried by Gara, Limbo or Frost, without which it becomes almost impossible to progress far into Arbitration. Survival usually resorts to constant popping of the life support, since enemy spawns can easily screw you over. Defense missions consist of Oberon, Trinity or Limbo and Ancient Healer spectre spam, otherwise the operative gets downed really really fast.

    CC frames are totally irrelevant since Drones render enemies immune not only to damage but also to crowd control. Nyx, Vauban, Hydroid and Titania are just a few examples or frames that largely depend on their CC for survivability. 

    While it might look like a great idea to bring 300% strength Saryn, Volt or Equinox, in practice you have little room to actually use your monstrous power strength, because almost every second enemy pack has a drone with it. If I had a choice of playing without power strength bonus, but also without the drones, I'd choose no drones 90% of the time .

    Solution:

    Players in general are good in finding stuff that doesn't work, but are also quite bad in finding solutions to a problem. Honestly, I don't know what should be done, so I'll throw a few ideas and see what sticks. Maybe 90% damage reduction and 90% chance to avoid status effects instead of complete immunity, or // Allowing just crowd control abilities while keeping damage immunity, or // Allow abilities to be cast directly on the drones (for example, you can cast Spores on the drone to start damaging it, but Spores won't ever passively spread to a drone), or // Another option would be to simply remove Arbitration drones or give them simple buff to enemy units instead of immunity, like x3 health and 2x damage - one could say that the game mode would become trivial with +300% power strength Saryns around, but then again, the +300% power strength buff should be adjusted in response to drone changes. 

    Having a 450% power strength caster frame that cannot use its abilities 60% of the time is just silly and frustrating.

     

    Problem 3:

    Tying such strong, game changing mechanics to small drones forces specific weapon choices on the players.

    Drones have erratic movement, are fast, are small, and are so significant that player has to focus 100% of their attention on them whenever they pop up. Because of this, players limit themselves to AoE weapons (with punch through) that can easily achieve the task of eliminating them. Ignis (Wraith), Arca Plasmor, Atomos, Amprex, Staticor or Catchmoon are so common not because they are so OP (well, Catchmoon is), but because drones just by their mere existence force players away from weapons such as snipers, bows, semi-auto's, slow firing weapons and projectile based weapons with no AoE. I'm not saying that these weapons are popular in normal gameplay, but there is difference between using for example Exergis in a sortie or a high level mission to kill a Heavy Gunner or a Nox, and trying to predict the movement of a small, randomly moving target while your view is obscured by invulnerable enemies that are actively shooting at you.

    Solution: 

    Drones either have to have a smaller impact on overall flow of the game, or there has to be a way to temporarily nullify their presence. This maybe can be achieved either through some changes discussed before, or implementing some other ideas that have popped up in numerous threads about this topic.

     

     

    I was picking the same frames for Arbitrations, like everyone else, and play Rhino/Nidus/Gara etc., however, the whole point of the game mode was to incentivise people to try out new frames, new weapons. I only recently fell in love with Mag, and played her religiously in Sorties, Kuva Survivals etc.. However, in the current state of the game, she cannot be used effectively in Arbitrations. For example, your survivability depends on gaining shields with your 4th skill, stunning/disarming enemies with your 3rd, trapping enemy fire with your 2nd or ragdolling them with your 1st skill. None of which works on enemies that are under drone influence. If you do find a straggler and cast your 2 on him, guess what, your Magnetize bubble will disappear if you weren't fast enough and drone moved over to cover that enemy - you've wasted your energy. Melee is not an option on such a squishy frame. And no, Atterax "spin to win" macro spam is just stupid. If that's how you play, then you are a proof that evolution can go in reverse.

    My current Arbitration is 300% Ember, 300% Lato, Infestation Survival. Thanks, but no point in choosing a caster frame that could reliably CC enemies with an augment and maybe even do some decent damage with 400%++ power strength, when in I'm only "allowed" to deal damage with abilities less then 50% of the time. 

    I'm back to Catchmoon/Nidus loadout for my Arbitrations, and current revision has done nothing to change my mind.

     

    • Like 4
  20. So, lets say you are in a mission with friends, enemy level is around 50-90.

    - Recasting your 1 on enemies is a waste of time, since your team-mates will keep killing your minions. 

    - Because you don't have thralls, you can't really set up Reave one shots. Also at this level, you are probably better off using your weapons instead of using Thrall+Reave setup.

    - At the same time, your 4th skill is probably going to be ineffective with armour scaling and what not, so you aren't going to use it a lot.

    - Since you have great damage mitigation with your 2nd, you don't need to cast 3rd to replenish shields or use 4th to get overshields.

     

    There might be synergy, but it it's only on paper, his skills are too situational and not suited for group play at all. Recasting his 1 is annoying, and impossible in group. Therefore, you don't need to use 3rd ability, ever. 4th ability stops being effective at levels 50+, and you have to toggle sprint back on every time you use it (which is annoying), and what you end up with is a gameplay loop of periodically checking if you need to replenish his 2nd ability and not using any other skill at all.

  21. 10 hours ago, Ayures said:

    So it's been 3 months. I guess DE just doesn't intend for this mod set to be used by anyone.

    I was sooo looking forward to the really good synergy with nidus with this set, too. 😞

    Same. My guess is that people use it without knowing what it actually does or how much it actually contributes to kill speed/etc., so DE sees the mod as being represented to some degree and based on usage decides not to change anything. Personally, I kind of given up on the mod set.

    • Like 1
  22. 4 hours ago, (XB1)RPColten said:

    + fire rate is great on pretty much all the shotguns, and a bonus to revive speed sounds generally beneficial in pretty much all content.

    It's not like min-maxed builds are a necessity for any amount of the games content.

    It's too situational. You will get 100% uptime on sprint speed from Rifle mod, for example. But in case of Shotgun mod, you only get a little bit of utility when someone gets downed, so it maybe saves you 2 seconds every 20 minutes of gameplay. It's quite bad.

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