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Bristoling

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Posts posted by Bristoling

  1. 1 hour ago, LAWD said:

    His Terrify ability is fine as if, but it does feel like it should add more than just make enemies run away very quickly. Shouldn't it make a scare factor to the Shadows of dead? Probably make it Ember's accelerant for his shadows

    The biggest issue with Terrify is that it goes against what Nekros does in current state of the game - help prolong life support in Survivals. In Survival, you want enemies to come to you, not run away. You don't want to use it in defense either, since it makes each wave longer. Apart from Interception and Mobile Defense, there is no mode where Terrify might be useful, and for these 2 modes other frames perform a much better role at defending points and CCing the enemy. If Terrify was changed to a Curse increasing Shadow damage in a meaningful manner, as well as provide some small damage boost to Nekros by debuffing armour/multiplying damage, it could be a useful ability. Remember that this is a 75 energy skill that doesn't really do that much.

  2. So here's a couple of ideas I had in mind to improve the usability or power of some frames, while also trying to introduce some synergies between different skills on a few occasions. I understand people hate the threads containing a litany of changes to different frames but I assume they'd prefer it to having the sub be spammed with 10-15 threads a day from a single person or 3-4 threads from different people about the same frame. 

    Numbers marked by underline are stats that I believe should be affected by range/strength/duration mods. All numbers are considering max level abilities and maxed augment mods.

     

    Ash

    - Increase the reticle targeting area of his 4th ability, so that its easier to tag enemies, similar to Mesa's 4th ability although obviously not as big.

    Ash has a pretty good kit but the clunkiness of his ability prevents him from being good and more useful.

     

    Atlas

    - Rubble pick up amount increased from 50->75 on Petrify, 75->100 from Landslide. Increase maximum Rubble cap by 25%.

    - Increase Landslide critical chance and status chance from 5% to 20%.

    - Add additional scaling for Bulwark damage - for example, Bulwark deals additional damage equal to 30% of Bulwarks hit points on top of its normal damage.

    - Rumbler melee hits add to Atlas's melee combo counter, or gain additional damage based on current amount of extra Rubble that Atlas has, or both.

    Atlas has pretty bad scaling since both crit and status chance is so low, its not worth building around. His 2nd and 4th ability also could use additional utility/scaling for end-game content.

     

    Banshee

    - Increase the chance of Sonic Boom knocking down enemies and increase damage from 50 to 250, also change damage type from Impact to Blast.

    - Silence now also prevents aura/skill usage, like Ancient Healers damage reduction, Energy Leech Eximus energy drain, Toxic Ancients toxin immunity, Shield Drones shield boost, etc., or if it's too much, reduces their area of effect by 60%. Banshee could also receive 50% Evasion from enemies affected by Silence.

    - Possibly reverse the direction of the knockback on Quake abilities to force enemies closer to Banshee instead of away.

    Banshee has some pretty powerful ability in her Sonar as well as good AoE/CC for lower tier missions, however she lacks defensive mechanics and that's preventing her from being more useful in a squad.

     

    Chroma

    - Change passive to add 15% damage reduction from the chosen element combinations and 15% chance to avoid their status procs. For example, if Cold is chosen, Chroma gains 15% damage reduction to Cold, Magnetic, Blast and Viral damage. Energy colour is still used to select the default element when starting the mission.

    - Holding his 1 cycles the elemental bonuses between Fire, Cold, Toxin and Electricity. Increase Afterburn augment damage cap to 1000 and allow it to force a status proc of all combinations of that element to enemies hit (so if Fire is chosen, apply Heat, Radiation, Gas and Blast proc while dealing Heat damage). Spectral Scream now deals combined damage of up to 300 damage per second split up between 4 possible variations of that element damage (so if it's Toxin, then it spreads Toxin, Gas, Viral and Corrosive).

    - When Effigy is active, all allies in radius (lets say 15m) gain 40% bonus elemental damage to their weapons, type of which is depending on Chroma's current elemental pick.

    This makes him a tiny bit tankier, gives some CC/status potential to his first ability while also allowing to swap elemental bonuses on the fly, as well as give some reason for Chroma to cast his Effigy.

     

    Ember

    - Passive should be changed to increase Ember's damage by 1% per each enemy set on fire, or increase Burning damage/duration in similar fashion to Ash's increase to Bleed damage.

    - Increase Fireball duration from 10 to 15 seconds and allow it to be affected by duration mods. Put a cap of 3-5 on maximum number of Fireballs.

    - Rename Fire Blast to Fire Shield. Hitting enemies affected by Accelerant with "Fire Blast" creates a protective ring around Ember (200 health + 25 per enemy hit with Fire Blast, for example), but removes Accelerant status from enemies and makes them immune to Accelerant for 3 seconds. Remove the ring that is being produced after casting the Fire Blast, which will also remove bonus Heat damage while shooting through it - instead, add this effect to the augment under condition of the new protective ring/sphere being active. Also scale down the size of the ring to become a visual indicator of the protective barrier active.

    - When World On Fire achieves 100% overheat, each active Fireball in radius starts projecting is own World On Fire aura at 30% effectiveness.

    This would give Ember some defensive skill that comes at a tradeoff of temporary dps decrease, and gives her a reason to cast her first ability and possibly scale a little bit better in the end game.

     

    Hydroid

    - Tidal Surge removes status effects and grants temporary immunity to them by default. Augment causes Tidal Surge to leave a trail of water, dealing 250 Cold damage per second with 10% status chance for 10 seconds.

    - Undertow additionally deals 25 base Cold damage + 2% of targets maximum health as Cold damage to targets if they were pulled in after being affected by Tidal Surge by using his 2+3 combo.

    -  Add Undertow augment's heal to the base skill, at a rate of 10% health regen per second at max rank. Change augment to allow Hydroid to leave Undertow without cancelling it. Recasting Undertow again would remove he previous one.

    Changes simply to buff Hydroid's support skills as well as giving him additional mobility without sacrificing his core gameplay elements.

     

    Mag

    - Increase passive pull radius of pick ups to 11m and remove the need to bullet jump. This small change will let Mag players free up a mod slot on an companion.

    - Casting Pull on Magnetize bubble should cause enemies in small area around it to be pulled inside.

    - Increase Counter Pulse duration from 4 to 5 seconds.

    - Increase Crush shield restore from 40+25 per enemy to 300+40 per enemy.

    Simple defensive boost that is much needed for a squishy frame that is Mag.

     

    Nekros

    - Remove the knockback strength of Soul Punch and replace it with 3 second stun, also change it from single target to AoE effect in 4m radius. Enemies killed with the ability are instantly resurrected as Shadows, unless Nekros is already at the cap of 7.

    - Cap energy drain of Soul Punch augment to 50 when used on a downed player and fully restore their health/shields. Add a cooldown to casting it on the same player for 5 seconds.

    - Rename Terrify->Curse. Curses enemies in 15m radius for 10 seconds and causes them to take 50% more damage from Nekros and 100% more damage from Shadows if their current health drops or is below 40% of their maximum health.

    - Creeping Terrify augment is Knowledge Of The Dead and causes Shadows damage to ignore 50% of armour and shields of an enemy and deal bonus damage regardless of the current health value of the target.

    - Increase Shadow movement speed by 20%.

    This hopefully bring Nekros some much needed identity other then a nerfed rare resource drop chance booster. Extra speed should help with lack of mobility of Nekros, and extra damage/ignoring defenses should allow for better minion scaling.

     

    Nyx

    - Allow damage conversion and its duration to be affected by power strength and duration mods.

    - Add 50% movement, attack speed and fire rate bonus to Mind Freak augment.

    - Allow Psychic Bolts projectile number to be affected by power strength.

    - Increase Absorb range from 10 to 15 meters.

    - Increase Assimilate augment  movement speed from 50 to 70% but keep the effective radius of 5 meters.

    While the recent rework was good, I don't think it was enough to help Nyx climb out from the "least used frames" tier. Changes are focused to mainly improve what current Nyx already does.

     

    Oberon

    - Instead of creating a field and marking an area with his Renewal, Oberon should create a field as well as project an aura so that getting his buff is easier if you missed the initial cast location of his 3rd ability.

    - Enemies hit by Reckoning now have a timing window of 3 seconds from the end of the casting animation, where killing them gives a chance to spawn a health orb.

    Simple change to give Oberon extra help in spreading his healing buff around. Reckoning buff might not be necessary but would be helpful and possibly make him a better healer in general.

     

    Titania

    - Increase Tribute range to 50m or leave it as it is but make it unaffected by range mods. Allow Tributes to be collected with Vacuum/Fetch or Titania's own vacuum mechanic.

    - Increase Thorn damage redirection from 50% to 250% and provide Titania and her allies with 25% damage reduction.

    - Allow Entangle to slow fire rate and attack speed of enemies as well as movement speed.

    - Allow respawning of Razorflies at a rate of 1 every 5 seconds while in Razorwing mode.

    - Increase Diwata's damage from 200 to 275 and critical chance from 20 to 35%.

    Some more QoL features and buffs to some of Titania's core strengths.

     

    Valkyr

    - Change Rip Line to target up to 5 enemies in an 80 degree cone, pulling them towards the Valkyr.

    - Increase Paralysis base stun duration by 150%. Change augment to instead spread Paralysis on kill to all nearby enemies in a 5m radius for the remaining duration of Paralysis.

    - Change Talons damage distribution to 10%/40%/40% IPS and increase it from 250 to 300. Increase status chance from 10 to 20%, if not, increase critical chance from 50 to 65% and critical multiplier from 200% to 250%.

    - Change Hysterical Assault to instead spread all status effects on killed enemy to all nearby enemies in 7.5m radius.

    Currently Valkyr's gameplay is to cast her Warcry, melee enemies with her weapon and only use her 4th ability when Valkyr requires some extra healing. Changes here are directed to allow her claws to stay relevant for longer as well as give some more use to her Paralysis and Rip Line skills.

     

    Vauban

    - Increase Vauban's armour rating from 50->250 for normal and 100->300 for Prime version.

    - Tesla deals damage to all enemies affected by Bastille if it is cast on a Bastille target, and all enemies affected by Vortex if cast on Vortex target. Remove holding the button mechanic and instead give Tesla a damage buff from 150 to 300 and 50% status chance.

    - Allow Shred to  remove 70% of armour and shields of the target in one cast, change duration of the reduction from 4 seconds to 10 seconds.

    - Increase Concuss stun duration.

    - Remove Bounce and move rest of the mines one tier lower to be available earlier.

    Changes mostly to make setting up Tesla grenades faster as well as give them additional damage capability in later phases of the game. Giving more power and utility to his Minelayer should give him additional support role other then that of a weaker Khora's CC and also allow Vauban to still deal some damage against highly armoured units. Speaking of armour, it is increased to match Vaubans art as well as improve his defenses.

     

    Zephyr

    - Allow players to control Tail Winds direction at reduced effectiveness compared to normal mouse look (so that 180 degree turn is impossible but you can control movement to some degree)

    - Change Target Fixiation augment to instead cause enemies hit by Tail Wind to take 100% increased damage from projectiles for 6 seconds at max rank.

    - Change Airburst to throw projectiles in a triangle shape instead of a line. Add an effect to ragdolled enemies that delays their getting up by 3 seconds, adding more CC potential.

    - Reduce the chance of enemies being thrown out of the Tornado by two Tornadoes colliding and enemies being ejected after set period of time (as in, increase the pull strength). If Tornado was hit by Airburst, increase enemy pull radius from 5 to 7m. 

    - Change Funnel Clouds augment to let smaller Tornadoes pick up enemies, but limit it to maximum of 1 enemy per Tornado. Add 200% movement speed to Tornadoes with the augment.

    More CC for her 2, more utility for her 1, more reliable Tornados is all that Zephyr truly needs. 

     

     

    Thank you to anyone who read the whole thing, of course the numbers could be adjusted, I was trying to propose changes without changing too many things about abilities or changing the general theme of the frame. Some frames like Wukong, Revenant or Baruuk are not on the list but definitely deserve either buffs or reworks. 

    Feel free to comment on the suggestions and propose your own in return.

    • Like 1
  3. Quote

    Why does everyone feel the need to write encyclopedia's of changes in suggestion threads? why not make individual suggestion threads so that people that want to talk about just limbo and nekros can go to those respective threads and comment on them.

    If you have 1 small suggestion that would dramatically change how a frame is working/performing, but you have 10 of such ideas in mind, then are you going to start 10 threads? Or are you going to try to hijack someone else's thread posting your ideas there?

     

    I like some of the numeric changes you have in mind, OP. I like the idea of evasion buff/accuracy debuff with Banshee's Silence, and some of the Hydroid and Valkyr changes. 

    Inaros doesn't need any changes, same with Limbo. Hydroid 4 and Valkyr 2 changes are quite bad though, same as just tweaking Ember numeric values or changing Accelerant.

  4. Quote

     

    What if Soul punch, instead of acting like an arrow, caused the target to fall down flat for 10 seconds, and caused their soul to float above the body.

    The soul would have all the remaining health the target did, but as soul it would have no armor or buffs.

    So you would use it on troublesome units, like heavy gunners, bombards, ancient healers, as a way to CC the threat, but also make it a lot easier to kill them, while still being thematically appropriate.

     

    This sounds like an idea I also had but since then I've realized that a single target abilities are usually the worst ones in Warframe. Disabling 1 out of 30 targets just isn't good enough.

  5. Quote

    Remember that scene during the Nekros Prime Trailer? Yeah... that... let's do that. Hitting enemies with a charged Soul Punch will require more energy and will stun them in place, the soul will rocket out of the body and slowly move back towards it, once it reenters it's body it'll move around again.. Perfect CC, isn't op. 

    That honestly sounds fine. And if added functionality would be removing Shadows we don't want, that would be a bonus. Although in all honesty, a single target CC would still feel quite useless in a horde game. It needs something extra still.

    Quote

    What I do want is instead of armor reduction, it'll be damage multiplier. I hate how bias it is against armored units so what about unarmored units?! Oh and how do you scare robotics? Instead, shut them down. Kinda like Mag's augment, "Counter Pulse." Robotics are disabled, sounds good to me.

    Maybe if we stopped thinking about Terrify as Terrify, and instead reworked it as a curse, applying a damage multiplier (and higher damage multiplier for the minions), that would work better?

    Quote

    Desecrate: Change it from energy per body to energy per second. Despoil is a must have in every build. Vanilla Deserate eats up all your energy in matters of seconds making its augment mandatory in order to play it.

    Agreed, maybe we wouldn't need Despoil on every single Nekros build out there if that was the case and drain wasn't too big.

     

    Quote

    About 'Shadow of the dead', meaning the summoner warframe is more mobility way to shadows with give benefit by command which like 'Hunter mod set' option(Slash proc enemy will take more damage from kavat or kubrow, helminth charger.) with 'Hunter command' mod. Also Kora's order ability to 'Venari' which 'Attack', 'Defense', 'Heal'. Those things are can be use to nekros shadows. For example, 'Search & Destroy' giving shadows move pointed direction with increase damage. 'Guard' order give shadows surrounding summoner and try to make cover for nekros with gain damage reduction. 'Runatic' will rush in to the enemy with hard fight and gain speed boost to their attack & movement bonus with end of their 'Health bar' can be volatile like 'Volatile runner'(Increase health reduction percentage). Instead of 'Runatic', 'Death sentence' will give targeted enemy will focused fired by shadows and take more damage with additional damage. There are variable way to give or change his 4th ability mechanism. 🙂

    If we had Defend, Attack, Rush commands of some sort maybe? Let's say Defend is default, Shadows have their normal stats but slightly lower health drain cost. Attack is supercharged attack damage and attack speed at the cost of their defensive stats and slightly higher health drain per second. And Rush would supercharge their movement speed while sacrificing defensive stats and keeping their offense/drain at base.

    We could have current behaviour minions, high damage minions (one can dream of), or high mobility minions which would keep up with you on Capture/Extermination missions.

  6. Quote

    Oberon projectiles need to actually hit the target back, isnt scaled by strength AND is subject to armor which SP shouldnt be (tho even then it doesnt matter that much as the only difference between a enemy with 100000 armor and 10 armor for nekros is energy and power strength and at the point where armor starts influencing weapons significantly enough you already cast terrify for the cc).

    Wait what? You're the first guy who said anything about it dealing 7% true damage, that's why everyone laughed when you brought it up since everyone assumed armour reduction. Also comparing Oberon Smite which deals damage to multiple enemies to a single target skill. What Smite also does, is causes an Puncture proc reducing enemy damage as well as has a guaranteed radiation proc on main target and good chance to proc radiation on others. Anyway, Oberon can strip all armour in 2 casts of his 4th ability so I'm not sure why are you comparing Oberon 1 to Nekros 1 and talk about armour? 

    And no, Nekros should not cast Terrify for CC or armour strip. It's terrifyingly terrible. Nekros is only ever good in survivals, and in survivals you want enemies to come to you, not run away, because you want extra life support. Terrify is the worst skill that Nekros could possibly have. 

    Quote

    In not so short: if you want SP to be generic enemy effect limited, there is no point in changing it. If you just want general use nekros buffs, its the shadow type priorities+ai, augments and passive (and maybe making terrify work like despoil where its a non-drain aura that doesnt stop energy regen effects but costs a small bit upon a enemy entering its area and getting feared and then would keep losing armor while in range at no additional energy cost) or QOL things like Health Conversion not being lost when jumping into AW which should be the touch up focus.

    Making Terrify work like Desecrate would mean that Nekros has only 1 active skill which does absolutely nothing other then some meme knockback, 2 toggles, and 1 skill that might as well be a toggle. No thanks. Also having enemies permanently running away from me when I Nekros is mainly used for the life support is the most idiotic idea ever.

    What Nekros needs is a decent utility or damage from his 1. Needs a big buff to armour stripping on his 2 so that his Shadows can deal some damage and Creeping Terrify augment baked into it base skill, with new augment for his 2. He also needs his Shadows to deal a lot, a lot more damage since it takes around 10 seconds for 7 Shadows on a 215% strength build to kill a single enemy if they decide to focus fire, and that's lvl 30-40 enemies I'm talking about. It doesn't matter at all what Shadow picking priorities are since after lvl 40-50+, your minions will not die to enemy damage, and if its anything above level 20-30, your minions will be struggling to kill anything anyway. Priorities and AI won't change damage/eHP scaling.

  7. If you think 7% is bad, then deal 7% of enemy health as damage and reduce it by armour. You'll be lucky to deal 0.5% of targets hp if its Heavy Gunner lvl 40 or higher.

    Nekros kit in general is super bad once you reach mr 20 and don't need any more rare resources. His 1 deals no damage and has no use, 2 costs too much to cast and more annoying then max range Limbo on defense mission, 3 is a toggle that you press once at the start of the mission, and his 4 is just attention seeking damage reduction that deals no damage and requires an augment - compared to Gara's 2, Mesa's 3, Rhino's 2, Nezha's 3, Nidus's 3 and more that require you to just press a button to either get invulnerability or 90% damage reduction, no augments needed.

    And if you want to compare it to other frame's one as for power: Saryn, Gara, Khora, Nidus, Garuda, Mirage, Octavia and even Atlas, can kill higher level enemies and do it in an AoE. Nekros struggles to kill a level 40 Butcher.

  8. 1 hour ago, mario410 said:

    [...]

    First off, let me say I gone a bit too far with the idea of allowing PvE mods, arcanes etc. Let's forget about that part that I wrote before 😄

    And yes majority of the weapons are feeling just like a reskin of other weapons (lets forget the balance for now), and they don't bring anything new to the table. We could throw away 80-90% of the weapons and still have a good variation of unique weapons in the roster. It would make balancing a lot easier, since there is only a limited number of weapons available, and also make getting into the Conclave a lot more welcoming to new or veteran PvE players. As it is now, you open your roster of 400 weapons and have no idea whatsoever, which ones are trash, which ones are average, and which ones are OP, or how much they were changed in their mechanics. 

    In regards to movement, I understand why we all love the mobility that Warframe provides. However, what is equally important is the mobility of our enemies - they are mostly static in PvE environment. In case of PvP, too much mobility can be detrimental to the games success. Once you hit the amount of player mobility that aiming becomes problematic (for an average player, not a really good player, I'll get to that in a bit), the time of any skirmish on a map increases, and apart from becoming more of a twitch shooter, the fights start feeling slow since they take longer to conclude. The fix to that can be to make weapons more damaging to shorten the fights, but at the same time it creates the environment where mistakes are punished a lot more and good plays feel more like luck then skill. Other option is to give players CC abilities, but that has little to no counterplay, and counterplay is what makes skill based games fun.

    Now, I should explain that by mobility I also mean map design - some maps with tighter corridors and lower ceilings do make for fantastic shooting galleries and fighting in them feels responsive and snappy. But a lot of the maps that I've played on are big both in horizontal but also vertical sense - the actual speed of your character movement feels slow in comparison to the tileset, but super fast when fighting the enemies. Map design scaling is equally important to player speed since it allows players to feel fast, while constricting movement enough to allow for more tactical gameplay and allow the use of cover/obstructions. Reworking the tilesets would contain the verticality of movement, slowing the game down without touching the movement speed itself, and that would be the best solution - but that requires a lot more development time then just changing the base player speed. Now I understand that PvP movement can grow on a player, and in time one could start to love the way Warframe PvP plays out, but at the same time, PvP should feel good from the very fist game you play. Slowing/constricting player movement would let DE reduce the dps of weapons overall, so the fights would feel more skill based instead of dice roll based - I know it isn't luck or anything like it, but it feels like whoever spots/shoots the enemy first, wins. 

    Now someone could say that, for example UT99 or Quake 3, both of which are still considered the best in their series, have fast paced movement - while true, that movement is heavily limited in vertical plane due to either option the player has or the map design itself. The movement in the Conclave wouldn't be a problem if tilesets weren't so huge.

    A massive rework of abilities would also be welcome. DE would need to figure out if they want the PvP to be more gun or ability centered - and making abilities weaker would also make the balance between frames less of an issue. No AoE ability should be able to one shot another player. Idea of having 1-3 signature abilities instead of 4 is good and would also make balance/fun aspect easier.

  9. 51 minutes ago, Dopekoke said:

    you could always do tridolons for the standings and when plague star arrives, use that standing for cetus wisps too, they're even cheaper.

    Tridolon standing is better spent buying and crafting Arcanes. A 10k standing arcane can sell for 20-30p. When Plague Star is up, you are spending 10-15 minutes per run to get what, 3-4k standing if I remember correctly? 1 Wisp every 10-15 minutes is even more boring and tedious to do since instead of running around picking Wisps of the shore you have to travel 1000m into the cave, then out the cave, then another 500m to the drone, then escort the drone for another 750m... you get the point. If anything, its better but buy rare gems in high quantity if you hate mining and then spend Quill standing to continuously make and sell operator arcanes. That's the most efficient use of both Quill and Plague Star standing.

    I'm sorry but both suggestions are terrible. Its like saying "Hey, from now on all MR 1 weapons for all new players can be bought from syndicates for 4k standing so that they can get 1 every 4 days, or be farmed from this place, but they have to do 10 jumps, 10 situps, all while listening to Justing Bieber and watching how quickly does the paint dry ". Sure, 10 jumps, 10 situps, tolerating bad music or watching something isn't hard, but it feels tedious, boring and pointless. You wouldn't do that to new players as its cruel.

    Again, I'll refer to my previous post:

    Quote

    [...] 10k standing with any syndicate is a lot:

    - you can get Pax Seeker which costs 10-15p

    - you can get Vox arcanes that can sell for 40+p at this very moment

    - you can get half of an arch-gun/melee which sells for 15-20p (full one)

    - or you can get 1 Wisp.

    See the problem?

     

  10. I'll speak from a perspective of someone who's tried conclave last week for the first time. I started playing Warframe in August 2018, I'm mr 25 on the way to mr 26, over 120 pug hydro caps (half of which I carried the team of Umbras/Mags/Excals you know the score), played some Conclave matches and settled on 2.5:1 kill:death ratio. I'm not a pro but I'm also not a noob and I've been playing competitive games on a decent level in the past.

    So, the main problem with the Conclave is just 1: its very different from the base game. Second problem is that it cannot be balanced with so many weapons.

    New players don't understand how many abilities in PvE mode work just from ability desciptions, and even higher mr players sometimes don't know what particular abilities do on warframes they play on regular basis. Half the time you have to read the wiki to find out how abilities work. Now throw in completely new system of abilities, and you have no idea what's going on. Sometimes abilities don't work as they work in PvE. Weapon balance is bad.

    - Take a Nidus as an example, one of my favourite frames. You expect his Larva to work like in PvE, since the description says as much, but from what I've seen so far players aren't pulled but only "tethered" and seem like they cannot leave the range of the larva, although on multiple occasions I've seen people bullet jump away from it and escape. With everyone bullet jumping everywhere, there is no point casting your Parasitic Link, because that moment where you can cast it, you can fire your semi-auto and deal some damage to the enemy instead. Not to mention, 20m range is just 1 bullet jump away and the link is broken, costing you 1 mutation stack. Then finally take his 4th ability, and its an area locking skill that doesn't work on anything that moves, and everyone, even noobs move in Conclave. So out of his entire kit, only his 1 is usable if you manage to get someone by surprise. If you do, you get some sweet stacks of immortality, but its impossible to hit anyone competent with it. If you don't get any stacks, you're in S#&$ because everyone else has shields, Iron Skin or Warding Halo.

    - Now take Strun family as a weapon example. The normal Strun has lower damage but only slightly higher fire rate then Mk-1 Strun. And Strun Wraith has even less damage but a bit better fall-off and bigger magazine. For a classical "in your face" playstyle, Mk-1 Strun is better then the other 2 Struns.

    - Take Boltor family: Boltor, Boltor Prime and Telos Boltor have stats so similar they might as well be the same weapon. 

    - Take Bratons: Braton Prime is trash compared to Mk-1 Braton with the lack of Impact damage to deal quickly with enemy shields.

    - Karak Wraith is worse then regular Karak.

    The balance of weapons and frames is simply bad, yes I know nobody wants high mr players bringing superior weaponry and trashing newbies. But should a Prime weapon have same/slightly better stats, offering something minor like 10% dps increase, instead of an dps decrease? Balance of frames can be fixed, there isn't that many of them, however weapons...

     

    The idea of using the full roster of weapons and balancing them all for the Conclave is silly and it clearly doesn't work since vast majority wouldn't touch the Conclave with a 10-feet pole. When I've opened the Conclave loadout and seen that weapons that are good in PvE are trash in PvP, and weapon upgrades (Prime/Vandal/Wraith etc) on numerous occasions are worse then Mk-1 versions, I was confused, and frustrated because all the knowledge I've acquired during my whole playtime with Warframe was useless in that moment. I was having nightmares following night of Seer being better then Pyrana Prime, because in my eyes that's entirely possible in the Conclave.

    You want to make the Conclave fun? Then DE should do something similar to what they did in 1999.

    Have a roster of 6-15 weapon sets, with set spawns on tilesets. Let's say every player spawns with a Lato and a Skana. Let's say that other weapons to pick up are: Braton/Furis, Torid/Pox, Supra/Cestra, Panthera/Spira, Tenora/Aksomati, Zarr/Kulstar, Drakgoon/Detron, Strun/Bronco, Boltor/Bolto, Phantasma/Atomos, Snipetron/Arca Scisco for example, with some corresponding melee weapons.

    Player can only carry 3 weapons as per usual and when near a weapon spawn, you can choose which weapon you want to swap out. You got Braton/Kulstar/Melee equipped and want to change Kulstar to Cestra? Swap to Kulstar, go to the where Supra/Cestra/Melee spawns and press X on it. Enemies would also drop their weapons on death.

    Instead of 400+ weapons and counting, there will be only around 30-60 weapons to balance out at most. Nothing wrong with making some weapons stronger and putting them in tiers, so that Tenora > Braton overall, but on short-medium range Supra > Tenora, and on short range Phantasma > Supra. Yes, it is almost as if with this kind of changes Conclave became like the old Unreal Tournament, but that would be a step in a better direction. Unreal was a successful arena shooter, Conclave is a ghost town. If leaving weapon sets on the map is too drastic from what people are used to, then keep the loadouts but restrict available weapons to these 30-60 selected ones, and allow players who don't own these weapons to still select and use them just in the Conclave.

     

    Next thing, redo the rewards. Getting 300 Plastids for a 5-10 minute match is an insult. 

     

    Last thing, reduce the speed of bullet jumping. It doesn't work from a PvP perspective - you can't reliably hit the enemy, enemy can't reliably hit you, and you end up bullet jumping around with nobody taking any damage and everyone getting fed up. Then suddenly, a 2 well aimed shots from Lex or other semi-auto will kill you on the spot. There is a reason most of PvP shooters are including cover mechanics and urban fighting, reducing player mobility and vision. If targetting and aiming is hard because the target is too mobile, then in order for players to kill each other their weapons have to have high dps. Big open areas with superhuman speed jumping around, small targets to hit and high damaging weapons is very hard to get into, unforgiving, and possibly very skill based at higher levels, but lower levels are just a chaotic S#&$ show.

     

     

    Finally, there is another, different approach. Allow Warframe and weapon mods from PvE. Let people use all the weapons, all abilities, Rivens, etc. Scale player damage down hard so that you don't one shot Iron Skin Rhino with a single Mk1 Kunai, but rather take 2-3 Tigris Prime shots and survive. Bring crits back, let players use Arcanes, and leave people to it. In games like Diablo 2, everyone was playing PvE, yet dueling scene was thriving and you could always find games with people dueling, because people want to see how good their gear is compared to other players. PvP in looter games is about the size of your e-genitalia, not having fun and earning rewards - after all we play these games to fulfill our power fantasy. Let mister mr 26 one shot an mr 1 player as he's trying to take down his shields. Let people trash the non-potatoed crowd with 4-6 forma Amprex. Let people who worked long and hard getting and maxing out the mods and weapons the power they deserve and let them go into PvP. Let there be carnage and all these snobs who say "content drought" will forget about farming Toroids for a good few months.

    In Diablo 2, people who were bored with PvE would go into PvP games to see how much the worth of their gear is compensating for their lack of skill, and skilled players would also duel to see if they can take down others while having worse gear. That's all I'm gonna say.

  11. Problem with Archwing is, that new weapons are locked behind syndicates, and you pretty much can't get a set without trading since they are in opposing syndicates. The ones from the dojo cost 3.5k oxium for Grattler, or 4 Detonite Injectors + Forma for Knux. This is out of reach for a new player and 95% of players will get to Neptune with just Odonata/Imperator/Velocitus.

    Next issue, it's almost impossible to gather Archwing mods since drop rate is bad, they are hard to spot in space, vaccum range is small. 

    Another issue is that most Archwing missions rewards are bad or reward Archwing mods at an absolutely terrible drop chance.

    Final issue is that there are usually 1 mission per planet. So, while a player might get to, say, Jupiter, he will go through 10-20 different weapons, maybe a new frame, all maxed out - and with lvl 10-15 Archwing gear.

    All this means that new player will be under-leveled, under-geared and constantly die/fail missions which creates frustration. 

    Archwing weapon acquirement should be streamlined/easier, enemies should be scaled down in level or give more affinity per kill, mod drop rate (especially of the rare type) should be increased and rewards should be reworked for Archwing missions to be actually worth it, instead of what we have now, which is doing Archwing mission for the sake of getting Archwing mods.

    My hope is that Archwing content gets an overhaul once Razorjack hits, and that PoE gets Fortuna treatment and grind is reduced (3 mining items, all worse then Fortuna cutter which is easier to get for example) once everyone is back from holiday. Considering the rest of the issues, I hope they do find the time to rework some of the worse systems.

     

    • Like 2
  12. To people saying you can farm them easily by the lakes and such - yes, they are quite easy to farm, however the farm itself is boring as hell. If you fish, for example, you can catch 50+ fish in 20 minutes and gain like 20-40k standing from them. Meanwhile, you can get around 20 wisps during the day or 40 with a booster. For Quills, that is 200-400k standing. 

    Point is, wisps aren't hard to farm, so they shouldn't be expensive in terms of standing. 1k standing per wisp would be much more appropriate, 10k standing with any syndicate is a lot:

    - you can get Pax Seeker which costs 10-15p

    - you can get Vox arcanes that can sell for 40+p at this very moment

    - you can get half of an arch-gun/melee which sells for 15-20p (full one)

    - or you can get 1 Wisp.

    See the problem?

     

    • Like 1
  13. I was a long time Path of Exile player, which is also a looter game, and community there voices exact same sentiment: too much power creep, enemies fall over when you look at them, boss immunity phases, player damage is out of control, enemies either don't do anything to you or one shot you in higher levels due to their bullS#&$ mechanics.

    From what I can tell, this is the natural evolution of looter games which do get content updates. Remember that we still have same levels on the star chart, while frames get rework and get better, we get new damage/defensive mods, and we get new weapons all the time. 

     

    In my opinion, there is a way to balance out all factions in terms of difficulty.

    - Grineer can be left with their armour.

    - Add some sort of shield gating mechanic, and allow magnetic damage/proc to bypass it - because lets be honest, shields suck, and nobody apart from newer players mods for magnetic damage vs Corpus anyway.

    - Add some sort of enemy to Infested that does similar job to Arbiter drones and causes nearby Infested to be immune to Warframe abilities. We got Healers that heal and reduce damage, and Disruptors that drain energy on hit and cause magnetic procs - what if Disruptor aura was reducing damage from Warframe abilites by 90%? Well, coupled with Healers nearby that would make Infested a lot tankier overall.

     

    Now in terms of gameplay, there honestly isn't much we can do to force more tactical combat, I'm sorry, this isn't Dark Souls. The only way to make combat more engaging is to give enemies new abilities that force players to move/bulletjump around and play to the game's strength. For example Vallis Hyenas that cast their wave attacks, they are well telegraphed and if were dealing sufficient damage, would force players to move more. We have Lech Krill that is being Invulnerable if you don't shoot his back - being the only weakpoint exposed. We could have Corpus putting up some kind of Volt's shield that prevents attacks from one direction and force players to flank or jump over them. We could have tether mines from the Index with activation time, that slow down player movement if they don't move out before it activates. There are already mechanics in the game that force additional effort from the players, its just that they aren't implemented well or in enough places.

    We need more Hyena's in Corpus missions, more Noxes in Grineer missions that aren't on few select tilesets/planets, more Combas/Bursas in Corpus missions etc.

    It shouldn't be only about reworking damage numbers, bonuses and armour - because then we will just change the way we mod weapons, change the weapons we use, but end effect will be the same - either enemies will be falling over and dying or be bullet spongy.

  14. x77 is better then x27. Higher crit means more reliable crit, so you one shot shields much more consistently. Ofc that assumes you're using Virtuos Shadow, because if you don't, then Shraksun will have higher dps simply because you only get up to 3 shots on charged amp with Propa, Shraksun can keep firing without waiting for recharge.

  15. Let's talk about a new mod set for our Helminth Chargers out there: the Strain mod set. I've been testing it recently both in Simulacrum and in real time gameplay, and to be honest, there are some big issues with it. Let me start off by listing the first but most important bug:

    1. Out of 4 Strain mods, only Strain Fever actually allows the Helminth to grow cysts.

    This is a pretty big bug that should be fixed as soon as possible. In my hours of testing different mod combinations, I found out that only Strain Fever starts the cyst growing sequence.

    2. Strain Infection bonus can be manipulated to provide a constant bonus of up to 160% melee critical damage, if you let your Helminth Charger bleed out while growing last pair of cysts with all 4 set mods.

    Helminth dying with 160% bonus: https://imgur.com/SL7wlPi

    Helminth dead: https://imgur.com/gshdfTy

    Damage test with 140% bonus (had to redo the thing and ended up with 140%): https://imgur.com/jTfx5Ci - 98

    Damage test without any bonus: https://imgur.com/2qNpCVh - 41

    3. Nidus's 1st ability explodes the maggots spawned with the mod, however you do not get extra virulence stacks from it. It means that Nidus has an actual anti-synergy with the mod set, as the maggot explosion deals pathetic damage (I'm going to come back to that below), and you lose the only useful part of the set, which is 6-8 seconds of CC on an enemy every 30 seconds. Its especially bad since you Nidus appears a few times on the art of the mods from the set.

    Before hitting 8 targets with 8 maggots spawned: https://imgur.com/LXI97LH

    After casting Nidus' 1st ability: https://imgur.com/pWco0XD

    For reference, if normal maggots from Nidus 4th ability are spawned, hitting the same targets would generate up to 7-9 full mutation stacks, instead of 1+ 3/5.

     

     

    Now for the feedback on the mod set:

    - Strain Fever:

    In all honesty, at enemy levels 30 and above the Helminth doesn't deal much damage at all. Yes, it can one shot a level 50 Butcher or Elite Crewman with enough cyst bonus and maxed Maul, however these are super lightly or non-armoured targets. A level 30 Heavy Gunner takes only around 15-25% damage per attack with both mods. A non-prime sentinel weapon can kill such a target in around 10 seconds, and Helminth could potentially do that as well, but the problem is - Helminth seems to be missing around 80-90% of his attacks, and he attacks roughly once every 2-4 seconds. It took over a full minute and a half for my Helminth to kill one lvl 30 Heavy Gunner due to his attacks dealing no damage/missing. 

    I hope the accuracy issue is fixed at some point, but even then the mod itself is pretty underwhelming. If it also provided some attack speed bonus, it would greatly help with the dps issue. Other option is a health bonus in addition to damage, since Fever causes the pet to grow in size, and bigger pets, while more fashionable, are also easier to hit by enemies and therefore take more damage.

    Please don't forget that beast pets have very limited number of mod slots so damage mods should be powerful enough in order to be worth it (or unless we get beast "weapon slots" like sentinels have).

     

    - Strain Consume

    Pretty bad. Warframe mod slots are the most important out of all of them, and I highly suspect that only a very tiny minority of players would sacrifice such an important mod slot for this. But lets start with 3 biggest issues.

    1. Dead maggots turn invisible. This, coupled with small range makes it impossible to know where you should move in order to get healing.

    2. It isn't clear how long these invisible dead maggot bodies persist, its probably anyone's guess if its 3 seconds or 30.

    3. It restores 4% of your missing health, not total health. For example if your frame has 700 out of 1000 health, you will restore only 12 health per maggot, or 96 with full set bonus IF you consume all of the maggots. That is a whooping 96 heal every 30 seconds.

    In my humble opinion, it should be clearly indicated how long the maggot bodies exist, and range should be increased from 5m to maybe 8-10m. Heal amount should be changed to either some flat (20-40 per maggot) or a percentage of your maximum, not current health. The heal could also apply to your Helminth anytime you get healed yourself.

    All the feedback below is based on having 4 mods equipped since I wanted to test it throughout, but having 3 out of 4 mods would be more accurate just because Strain Consume feels so weak compared to all the modding options we have for our frames.

     

    - Strain Infection

    Its a fun mod and on average it will mean around 80% critical damage bonus with full set, or around 60% with 3 set mods if I'm counting it correctly. However, I think most players will prefer consistency and not time based buff when it comes to critical damage and therefore use Organ Shatter. This mod is only really useful if your weapon has free mod slots, like on a crit heavy/low status melee, but most good melee weapon setups use status mods which makes slotting in Strain Infection a big sacrifice in weapon utility vs higher level targets. Although it could probably work with stances that force slash procs etc.

     

    - Strain Eruption

    Simply bad. Very, very bad. If you group 8 Heavy Gunners level 30, let all the maggots latch on and explode, the Gunners will take roughly 30% of their health damage. Yes, Corrupted Heavy Gunners have high armour, but at level 30 they only have only 890 of it, or 78% damage reduction. Considering that Corrosive damage bypasses 75% of their armour, we are talking about maggots from full set bonus, which deal 75% extra damage against Ferrite, and are affected by roughly 225 armour (or 42% damage reduction), against a target that is only level 30. Not to mention, you get this damage bonus from maggots once every 28-30 seconds, since Helminth doesn't start growing new cysts right after dropping them and there is a bit of delay before new set starts growing.

    This is the type of damage you've been waiting for 30 seconds with full set bonus against 30 level targets bunched together: https://imgur.com/pWco0XD

    At best, a bunch of maggots latched onto Heavy Gunners or other high health targets might one shot a single Butcher. At worst, you don't even notice the mod has been equipped. To add insult to the injury, the % of damage is also based on current enemy health, just like Strain Consume's heal is based on your current missing health. It means that the more damaged the enemy is, the less damage Eruption does. 

    If the maggots were also applying Corrosive status procs (and dealing % of maximum health), then maybe we could see some use out of the mod, but in current iteration its almost like a blank that you equip to get some more benefit from the set.

     

    - Set Bonus

    The maggots are great as a form of Crowd Control and perform this job very reliably when they are alive. The problem is that you only get to see them in action every 30 or so seconds, and maggots themselves last only a short amount of time. 

    If at max rank we were getting 4 cysts, but taking 12 seconds to erupt and grow, the whole mod set would be more attractive. Crit damage from Infection would be less spread out (of course it would need a buff from 20 to 40% since number of cysts has been cut in half) and therefore more reliable. Healing from Consume wouldn't come in big batches but be more steady. Eruption would perform better (if it was granted a Corrosive proc) stripping armour more often, even if less. The roller coaster of some buffs followed by nothing for the next 30 seconds would be gone.

     

     

    In conclusion, Helminth has 2 pretty bad damage precepts. This mod set was a chance for the Helminth to least be useful at something, and the maggot theme does promise some great defensive and even offensive potential. However, remember that Helminth has to compete with Smeeta Kavat or Adarza Kavat, both which have some pretty serious utility and damage buffing potential, Huras Kubrows which have amazing defensive potential with caster frames, and Mecha set which can absolutely obliterate things with right setup (Link). 

    It needs serious buffs to numbers, more consistent/frequent maggot spawns, and step away from % of current or missing health mechanics, as well as fixing bugs like only Strain Fever actually letting the Helminth to grow cysts. And finally, I'd be good if it had some synergy with Nidus, since at the moment, he is the only frame in the whole roster which gets the absolute least out of the mod.

    • Like 9
  16. Go into Void Relic missions and farm Prime parts. Sell them if they are worth 20+ plat otherwise trade in for ducats. Run Index to get credits. Buy Primed mods from Baro or from other players. Stop spamming.

     

    There are many other ways of making platinum. You can earn Syndicate (Simaris included) standing and sell their offerings like rare mods or weapons. You can farm Fortuna standing and sell Pax Seeker mods. You can open relics. You can buy tons of mods from Baro and sell them when prices go back up in few weeks/months. You can farm Eidolons for Arcanes (but god, please watch some tutorials and don't jump into Tridolon to get carried). You can do Invasions for Wraith/Vandal weapon parts. You can roll Rivens with Kuva. You can mine/fish, then build and sell finished Arcanes from Quills/Hok.

    There's probably loads of other ways of making plat. If you don't have the skill, or patience, or time, well you have to take your wallet out and buy some plat if you get a discount from the daily reward. Nobody is going to give you expensive stuff if you put just half an hour of actual work each day.

    That being said, good luck and hope you get good enough in this game that you can look back at this post year later and laugh at it.

  17. Things that I think we should be getting with next pet rework:

    1. Being able to use same mods as with weapons, it's annoying that swapping your loadout may force you to unequip a mod on sentinel weapon, just so you have to re-equip another copy of a mod few seconds later.

    2. Unique precepts baked into the sentinels/moas/beasts or a separate "weapon" slots for beasts . As we get more and more mods, and get more challenging content (Arbitrations, Orbs etc.), we need more defensive mods for our companions. This is especially true for beast pets, since we did get new Kubrow/Kavat set mods, but also the new 60/60 damage mods which nobody uses since Fetch/Link Health/Link Armour/Loot Radar and other mods take priority. I don't even have the space for Maul on my Kavats/Kubrows anymore, for example, so the new 60/60 mods will be forever forgotten in my mod collection.

    3. Ability to swap stasisted pets from Arsenal.

    4. Rebalance of Sentinels/Pets. With addition of Fetch, everyone is running around with either Smeeta or Adarza Kavat, and only some people using Carrier with more ammo hungry weapons or Helios for scan completion. Now that does not mean we should nerf Kavats, since they are harder to acquire and deserve to have more powerful buffs going for them.

    For example:

    - Huras: Stalk is fine. Hunt looks underwhelming. Being a stealth based Kubrow, using Hunt should cloak Huras for 5 seconds on use to boosts its survivability.

    - Raksa: Howl is annoying since you want enemies dead, not far away. But a good buff to it would be to add same armour reduction similar as Nekros Terrify, so that at least enemies running away from you are easier to kill, maybe 25-30% reduction on cast. Protect should also replenish health of the Kubrow and its master by 1/3 of shield replenish value (100 at max rank) to further augment defensive aspect.

    - Sahasa: Dig could use a buff, going up to 350% success rate at max rank. Ferocity replaced with new mod providing loot radar and allowing Sahasa AI to automatically break containers.

    - Sunika: Unleashed should also target the highest danger rating enemy for takedown, to make it useful in general gameplay, not only Captures. Enemy taken down would are susceptible to finishers, so if you keep an eye on your dogo you can eliminate tougher enemy with ease.

    - Chesa: Retrieve should be replaced with innate Vaccum, but also stackable with Fetch if anyone wanted big area Vac.

    - Helminth Charger: Proboscis should target up to 5 enemies OR apply Viral and Toxin proc on the target. Trample should be buffed to do something extra then small amount of damage or be entirely scrapped to introduce a new mod.

    As for Sentinels:

    - Taxon: It's fine for starter sentinel.

    - Carrier: It's fine.

    - Helios: It's fine.

    - Wyrm: Crowd Dispersion should have 10 second cooldown, down from 15. Negate is fine.

    - Shade: Ambush duration should go up to 7 seconds. Ghost could use a range increase up to 15m.

    - Djinn: 5 second duration with a 30 second cooldown is too rare. Reducing the cooldown to 20 seconds would improve it.

    - Diriga: Electro Pulse should also proc Magnetic. Arc Coil could use higher damage and status chance, for example 100->250 and 10%->20% respectively.

    - Deathcube: Vaporize should deal 1000 True damage instead of Radiation or 75% of targets current health as True damage, whichever is greater.

    • Like 1
  18. Seriously, Twin Kohmak is fine as it is.

    Yes, you can shoot for 100% status, and just like with Kohm, you need a riven. Increasing the status chance to 24-25% from 23% would be enough to make rolling rivens a bit easier.

    However, you really don't need a status build to do well with Twin Kohmak. I rolled a multishot, damage and minus max ammo riven, and with it my Kohmak absolutely shreds. In Simulacrum, I can take out 2 Corrupted Heavy Gunners level 150 in a single clip, or 3-4 if I let punch through do its work. Without a riven, you can still finish off at least one. In real life missions, I can sit in Kuva for 40+ minutes, run forward through a corridor without aiming and clear it completely. Heavy Gunners, Bombards, Napalms level 80+, nothing survives.

    The spread, recoil and spool up effect are all part of what makes Kohmak and Kohm what they are, and they are both extremely good weapons with great disposition. If I wanted any changes to either of them, that would be increasing maximum ammo and possibly magazine size, since even Carrier won't keep up in higher level content.

    But seriously, don't treat Twin Kohmak like the Kohm - Kohm can be quite easily made into a status beast, but Kohmak can be a raw damage powerhouse. Don't reroll your +damage +elemental rivens, test them out.

  19. Problems with Nekros:

    1. Very passive/boring gameplay. Toggle your 2 on at the start of the mission and then keep up your 4 every minute or so,that's it. He's a Desecrate bot and therefore, not fun.

    2. Very mod hungry if you try to build him properly. You want Despoil, 200+ strength for Shield of Shadows (2-3 mod slots), Equilibrium to cast your 4 to refresh it, Despoil, Vitality, possibly Health Conversion - I can't think of another frame that has so many must have mods. Not to mention, all that extra strength does nothing offensively since minion damage and Soul Punch damage is pathetic. Going into Arbitration as Nekros changes almost nothing in your gameplay or modding, compared to frames like Oberon who can single handedly heal and beef up everyone, and make Defense Arbitrations a joke.

    3. Limited mobility due to Shield of Shadows range/recall issues.

     

    Anyway, 

    1. Soul Punch is bad. You get better value with Blast or even Impact procs on your weapon. Does zero damage to anything armoured and needs rework. It's single target in a horde-style game while not working on bosses at the same time. Should be entirely reworked. Example for max rank: Circle of Death - Nekros covers a ground area of 10 meters (affected by range) with smoke for 5 seconds (affected by duration). Any enemy that is killed by Nekros or his Shadows in the area causes the cloud/smoke to deal 100 base damage + 5% of the targets health/shields as Viral damage with 10% status chance (affected by power strength), ticking every second. Only 1 Circle can be active at a time. Damage from multiple enemies dying in the Circle of Death stacks.

    Augment: Soul Drinker - Standing in the Circle of Death will replenish Nekros energy and health by 15 with each enemy kill. Actually, maybe someone else has a better idea.

    2. Terrify - First off, armour stripping needs a bit better values, at 20% it isn't great at all. 25-30% would be more appropriate considering a 75 energy cost. Augment bonus needs to be built in for the ability to be useful. The only game mode where Nekros shines is Survival, and in Survival you want enemies to come to you, not to run away.

    Reworked augment should simply increase damage of Nekros and his Shadows against Terrified enemies based on the number of enemies affected, with your Shadows getting triple effect. Example: 5% increased damage for 1s per each enemy affected. Affect 20 enemies, you get 100% increased weapon damage for 20 seconds and your Shadows get 300% increased damage for 20 seconds. If you wait 15 seconds, cast again and affect 10 enemies, you still get 100% damage for another 5 seconds, but afterwards you will have only 50% damage for another 5 seconds (since only the "strongest" casting should be in effect, stacking would be too OP).  

    Putting this ability as an aura would be a big mistake. You already have 1 aura (Desecrate), and 1 semi-aura (Shadows being cast once a minute). This would do nothing to change the boring playstyle of Nekros, you'd also take away the possibility of stripping all of the armour if you wanted to.

    3. Desecrate is fine but if Nekros gets a buff in other areas a small decrease in % chance would be acceptable.

     

    This way, Nekros can have a little bit more synergy in his kit. You can cast 1 to kill enemies and then build up damage for your AoE DoT, cast 2 to strip some of the armour and slow enemies down, making sure they spend more time in range of your first ability and take more damage from it, while boosting damage of you and your Shadows.

    Anyway, that's just some ideas I threw together, I've seen plenty of other, but one thing is for sure - Nekros needs some buffs/reworks, he's as plain and boring as just running around without using any abilities at all.

    • Like 1
  20. 7 hours ago, Hayshucle said:

    I rather not have a heal pulse every few seconds. Having it as a constant heal and buff is imo a better option as instant heal goes to Trinity.

     

    I was thinking not every few seconds but every second. I'm assuming that it's the constant "healing ticks" that could be the problem from programming standpoint. A healing pulse every second working from mechanical perspective in similar fashion to a health pad would probably not be affected by allies losing the buff permanently after coming into contact with Nullifiers since the buff would just trigger once each second for same effect as constant buff. 

    Of course Nekros's Shadows problem should also be fixed.

  21. Quote

    Oberon creates a field with radius of 10 / 15 / 20 / 25 meters, which is permanent until deactivated. Ally players entering the field will receive a buff

    This in itself is a major problem and greatly reduces Oberon's role as a support. Many Oberon players don't even know how this ability works and as a result they think that they provide healing (and armour with their 2nd ability) to their team mates, while in fact majority of the time if you don't know where the Oberon cast his Renwal, you can be standing right next to him and receive no healing at all. If you are in any mission other then Defence you need good luck accidentally finding the marked area or you need to constantly ask the Oberon player to recast his ability (or do it yourself anytime you aren't sure if everyone has got the buff/someone gets downed and die). 

    This issue could easily be fixed if instead of marking an area that allies have to get in contact with to receive the buff, the buff itself was always centered around Oberon so that don't have to start typing to tell the Oberon to recast his ability while you are on less then 50 hp and under fire or just got downed and died.

     

    As far as I'm aware, there are also issues with his Renewal buff and Nullifiers, as "simple" solution to fix the skill would be to change the ability to a pulse every second, radiating outwards from Oberon, healing all allies for the amout specified instantly like a Health pad, instead of being a constant buff.

  22. Kohm is a beast for a MR 5 weapon. Point Blank, Shotgun Spazz, Elemental Mods, Hell's Chamber and you handle all of the star chart enemies with ease, apart from maybe Vodanoy. Then once you get a status chance riven, you can strip all enemy armour in less then 3 seconds and it can still handle enemies just fine in 150++ lvl range. Don't build it for slash, the damage per pellet is really small. Since it fires so many pellets, its an excellent armour stripping gun. Not to mention great innate punch through.

    Ammo economy is down the drain but if it was manageable without Carrier, the weapon would be downright OP.

  23. Progression with Archwing is the problem. 

    - Enemies drop mods more or less at same rarity as with normal enemies but you do this content only once per planet, at best Archwing missions are <5% of your playtime if you do every mission only once, at worst <0.5%. So by the time you are on Jupiter with maxed weapons/frame and collection of mods, you might not even find a basic %damage mod or any elemental mods for your Archwing gun due to low amount of time spent in that mode.

    - Finding mods in much bigger 3D space is super hard unless you already have maxed Itzal with a range mod and spam your 3 every pack you kill, which you won't have as a new player.

    - Enemies level up every junction as normal. By the time you, as a new player, get to Saturn/Neptune with your second/third maxed Warframe and multiple weapons (some with potatoes/forma), you will have to survive level 25+ enemies with next to no mods and your level 12 Ordonata... Since the difficulty increases rapidly yet you don't get rewarded for grinding Archwing like normal missions (which unlock Junctions, new nodes etc.), you feel week and therefore frustrated with the mode.

    - Controls are clunky. You can get used to them, sure, but it's still a chore. Especially if you've played any space sims before and have expectations on how space combat should look like.

    - Even if controls weren't clunky, tilesets don't allow freedom of movement and no dogfighting is ever going to be possible on Corpus layouts, since you will always bump into things if you fly in one direction for longer then 1-2 seconds.

    - New Archwings can be really expensive, like 7+ Nitain Extract for Amesha, or high Oxium costs of other jetpacks.

    - Weapons can only be obtained from Syndicates, and usually you will need parts from Syndicates that are hostile to you, meaning that you can only trade for them, and not get them in a more natural way.

     

     

    To fix this, we would need new nodes with new tilesets/mission types, alternative ways of obtaining weapon parts to craft them, rebalance of mission rewards (which are rather bad atm and not worth doing unless you level up stuff for MR), higher chance of rare Archwing/gun/melee mod drops from enemies, bigger "loot vacuum" radius or icons for mod drifting in space, new enemy types, some weapon/Archwing rebalance, and finally rework of the controls.

    In all honesty, it is all a ton of work and seeing that Archwing already has a bad stigma, I don't think DE is going to allocate a lot of resources to do anything major to it. Its just not worth the investment. 

  24. 2 hours ago, (PS4)Maverael said:

    It is not fine when you're Oberon and you're losing 10.5 energy per second while healing 7 Shadows whose health is constantly decaying. And that is before adding in the cost for having Renewal on yourself and teammates.

    The number above is based on a 1.5 energy/second build, which is in the more efficient range of the spectrum when it comes to Renewal's energy cost. With my build at 95% efficiency, it costs about 31 energy/second for 7 Shadows. (more or less, I can't recall the exact cost)

    As @MirageKnight pointed out, the Shadows are meant to decay. Renewal shouldn't affect them.

    My bad, I totally forgot Oberon uses extra energy per ally healed. That definitely should be fixed.

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