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Nyllith

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Posts posted by Nyllith

  1. il y a 5 minutes, xBloodySin a dit :

     

    So which is it?

    The so called "positive adjustment" (which in cryo weapon's case is a nerf) of weapons was made because people used WF abilities to counteract the absoltute trash balance of Railjack. Dude, I made it pretty clear, and DE as well.

    • Like 1
  2. il y a 2 minutes, Fallen77 a dit :

    They specifically said that they didn't intend on WF abilities to work with RJ guns I'm pretty sure, so unless I don't remember everything, it has never been balanced around rhino roar.

    Straight from the patch note:

    Our intent is to make Railjack weapons more effective on their own. As such, Rhino’s Roar and Saryn’s Toxic Lash no longer unintentionally affect Railjack weapons

     

    It definetely was not the initial intent, but that balance patch was supposed to make weapons better so we don't need those abilities anymore. And we need them more than even before, which is completly stupid and straight up bad balance.

    • Like 1
  3. The cryophon is significantly weaker now, especially when you consider the fact that it was balanced around rhino's roar being used.
    OG roared cryophon with munitions vortex took 2 shot to blow up whole squads, now you have to charge 5 shots and some ships will survive because it takes so long to fire 5 times into the vortex. That's a big nerf in my eyes.

    If you use the weapon in a "classical" manner, it is still weaker than it was before.

  4. il y a 33 minutes, Zilchy a dit :

    At no point did I call someone too stupid to press shift, do not put words in my mouth thanks.

    Did you see what word I used? I used implicitly. That means yes, you didn't say it in a direct manner. Do I need to quote you for you to tell me that this wasn't your intention in the first place? That's what I was saying about the delusional part about you, stop selecting the reality that better suits your agenda.

     

    Il y a 4 heures, Zilchy a dit :

    Nice, so because I can dodge and you can't it makes it fictional? Seems legit.

    What does that mean uh?

    If your point all along is "git gud", don't worry, everyone here acknowledged long ago that you must be some sort of superior player since you never get hit by unavoidable and unpredictable damage. Now you can let us mere mortals discuss what happens in-game and not on a fantasy spreadsheet.

  5. il y a 42 minutes, Zilchy a dit :

    Gonna have to disagree sorry but you'll never see my side of it so it is what it is. I won't agree with you, you won't agree with me. But you know the difference between us? I didn't stoop to calling you a liar, delusional etc. 

    You come here telling implicitly everyone they're too stupid to press shift and other vague platitudes and now you play the victim card ? Are you for real ? 

    The real difference is me being straightforward in my wording and not acting like a weasel. We can agree to disagree, I have no problem with that, but if you're going to go full Randy Pitchford on me, please, conceal it a bit better. 

  6. il y a 52 minutes, Zilchy a dit :

    That's simply not true. If you're doing late mission content ie endurance then chances are you're not going to use much in the way of survivability anyway because quite simply, it'll fall off eventually. Instead you're just using dedicated setups to survive. Therefore missions where you're going to be using Quick Thinking it's much more likely you're going to be mobile, facing enemies that can one shot you if you let them but more than likely, you're going to be able to evade them, either by dodging, using cover or simply by shooting them first because they're not super high level ie level 2000 or so. There's no golden rule that states you must stand in the middle of the room so that everybody has a 360 degree field of fire on you and embrace every Bombard rocket, flak trooper and sniper rifle that you can. So I'll thank you to not call me a liar mate. 

    Yeah, I will just call you delusional if you're insisting. This whole thread is based on stagger affecting low armor frames when QT is activated, to which you respond "you're supposed to dodge or not take damage". Not only is it silly, but you keep making up those fiction situations where you can always take cover, always outrun hitscan and whatever predictible thing you should do, but guess what, sh|t happens. Sometimes you will get shot in the back, or hitscanned while reloading (and don't tell to better time reloads because I see you coming), and QT should let you react to it if you have a sufficient energy pool, not make you dance like a helpless puppet.

    And there is absolutely no need to be running 3 hour missions, the latest vault opening forces Marduk through everyone's throat and enemies ranging from 50 to 150 isn't all that uncommon (arbitration, ESO, sortie) which is more than enough to get you caught up in staggerlock if you're not stacking DR like crazy on squishy frames (and you don't need a full room of enemies for that to happen trust me). Yeah you can run that cookie cutter comp that will do things perfectly without defensive mods, but let's be realistic, people like to bring whatever they have fun with, because that's what the game's about.

    This is not about how not to get hit in the game, this is about a specific mechanic not documented in-game that occurs under specific conditions (you got hit) on a specific mod.

    Do you get it now ?

  7. il y a 17 minutes, Zilchy a dit :

    Nice, so because I can dodge and you can't it makes it fictional? Seems legit.

    The dodging argument has already been adressed. You're either lying because you can't dodge while being staggered or off topic because the mod has nothing to do with dodging in the first place. Pick the one that suits you best.

    And yes, when you say stuff like "using evasion tactics and usually only cop glancing hits" in a third person shooter where most projectiles come from off-screen or hitscan , you get eventually called out. Keep it real, don't make it seem like 100% of projectiles are dodgeable matrix-style. This isn't a bullet-hell game.

  8. Il y a 6 heures, Zilchy a dit :

    Just roll, it's the best way out of the stagger.

    I edited the first post just to make sure these type of comments wouldn't come back, but let's go again. You can't roll out of stagger, you have to wait until the animation is finished, and any fast firing weapon will lock you up until you're dead. This is the problem we're adressing here.

     

    Il y a 6 heures, Zilchy a dit :

    Fair enough. It works for me but if it's causing you problems then so be it. I mean it's not gonna work if you just take direct hits, I use evasion tactics and usually only cop glancing hits which it usually saves me from. I'm either in a defensive ability of some kind ie snow globe, trin bless etc or I'm moving at the time I get hit so my momentum usually carries me out of the follow up shot that would've finished me off and allows me time for healing, regaining energy etc.

    This is the typical vague post of a fictionnal situation that never happens in-game.

  9. il y a 3 minutes, TARINunit9 a dit :

    To quote the wiki, "While under the effects of Quick Thinking (2 HP and losing energy instead), strong hits against you will cause a 'Stagger' effect, briefly causing your Warframe to stumble in place. Be wary, as repeated strong hits can effectively stun-lock you in place until you die. Weak hits against you will not induce this effect."

    The problem lies in what's considered a strong hit: if you're fighting enemies strong enough to trigger Quick Thinking at all, every single bullet is strong enough to be a "strong hit"

    Yeah, @taiiat mentionned this earlier in the thread. The problem remains, as the content where quick thinking is revelent/required, you will get perma staggered anyway as you said, or pretty close to it.

  10. il y a 21 minutes, Legion-Shields a dit :

    Consider it the price you pay for wanting a bit of everything. I agree that it may be a problem that it benefits already-tanky warframes even more, so if there's any reason to fix it it would be that. Wanting to be penalized less for stacking tank on something that relies on killing enemies to avoid taking damage in the first place? Not a chance.

    This is not the price to pay to want a bit of everything, the stagger is not even mentionned on the mod. This is an added "perk" that has no business being here in the first place (attacks that don't normally stagger, now do). And if we can agree that this mod already benefits beefier warframes with no aditionnal cost, why not make it equal for squishy frames that don't have decent survival tools?

    I just see no benefit from leaving it as is, because telling me to dodge or whatever is not an argument. If I were a dodge demon (intentionnal) I wouldn't even run Quick Thinking in the first place, would I? This is supposed to help me survive, not kill me in a slightly different fashion. Besides I'm a pretty experienced player, I wouldn't be bringing up this problem if I had figured an easy fix such as pressing shift.

    You wouldn't run armor buff if you had the armor only until you take damage, this is the same here.

  11. il y a 7 minutes, Legion-Shields a dit :

    This is a concept that exists in almost every video game it can apply to. Damage dealers are generally very easy to kill if they are hit in the first place, while units that can take a lot of damage generally don't rely on their damage output to fulfill their role. You can pick one or the other, but if you want both you will almost always have to compromise. Damage dealers in Warframe are strong enough as it is.

    I'm stating this in the context of "overdoing it". The fact I'm paying energy to stay alive is the deal when you install this mod. Getting energy starved + stunlocked which creates the need of another mod not to make it better but just downright barely work is not good design. Of course I would install Pain threshold on a heavy stagger fight, but in this context it is just wrong.

    il y a 9 minutes, TheGuyver a dit :

    Sounds like an unwillingness to learn to dodge or learning to sacrifice a mod slot for utility purposes to me. 

    No comment dude, dodge is not god mod. You won't dodge while turning, you won't dodge off screen attacks, and you won't dodge hitscan.

    • Like 1
  12. Le 05/05/2019 à 18:24, Legion-Shields a dit :

    Pain threshold. Call it garbage if you want, but that’s how you deal with the stagger. If you don’t like it, you may as well not run QT either. L2dodge

    Pain threshold in its design is a solution to an artificially created problem. You wouldn't need a stagger time reducing mod if the staggers weren't so obnoxiously long and repeatable in the first place. Plus asking squishy frames to run 2 to 3 defensive mods to be 1/10 as durable as tanky ones which get away with just adaptation is just unreasonnable. This limits build diversity. Would that be an amalgam mod, yeah sure I guess, but not a full blown dedicated warframe slot.

    So yeah, pain threshold is not a solution, it's part of the problem.

    • Like 8
  13. So, from what I understand, quick thinking, usually combined with flow is the main way squishy frames survive anything past lvl 50 damage.

    So why does a mod that is supposed to save us from death, trigger an animation that is so long and repeatable, that whenever you get caught, you're dead anyway 8 times out of 10?

    I honestly don't get it, it's not even consistent because sometimes the stagger won't trigger (like mid uncancellable animation). I've been running marduk a lot lately, and I like to be efficient, so the best choice is a portal nova, and this happens so much it's not even funny. When I'm not staggered and can recover with magus elevate + zenurik bubble, this feels great, I genuinely feel like the mod saved me.

    Am I the only one to find this choice to be completely unfair in a world where frames like gara, inaros, rhino or chroma can take 500 times the damage and not even be scratched? Discuss ! (and I'm not asking for those frames to be nerfed, but for quick thinking to complete its role with more consistency).

    PS: please, no need to mention things like adaptation (which won't save you from big blows on low armor frames unless you combine it with at least vitality) or garbage like pain threshold. If I wanted to make my frame utterly useless and weak, I would just play Vauban.

     

    EDIT: I will do a recap from the various arguments I read so far in this thread:

    - Stagger is a mechanic that makes it not OP --> Since we discussed that tanky frames are way less prone to being staggered or (in most cases) completly immune to it while Quick Thinking is equipped, this is strictly at the disadvantage of squishy frames, which are weaker to begin with. Suppressing stagger would not affect tankier frames since they can already completly ignore that mechanic, but will allow other frames not to be perma staggered to death. Damage reduction already affects the amount of energy consumed, so let's not make it worse for those who pay a higher price.

    And most broken mechanics involving infinite energy (rage, hunter adrenaline) seem to have been fixed, rendering that safe-guard obsolete.

    - Learn to dodge --> Non-argument here, but since it came up a few times, let's adress it. Once you get into stagger fest, you lose all control over your frame. You can't dodge nor transference out or use abilities to save yourself. If dodging were the ultimate solution to everything, no one would run any defensive mods ever. If the mod's job is to save you from dying immediatly after your health reaches 0, telling a player to not let his health reach 0 in the first place does not bring anything to the discussion.

    - Use Pain threshold --> I will quote myself here:

    Pain threshold in its design is a "solution" to an artificially created problem. You wouldn't need a stagger time reducing mod if the staggers weren't so obnoxiously long and repeatable in the first place. Plus asking squishy frames to run 2 to 3 defensive mods to be 1/10 as durable as tanky ones which get away with just adaptation is just unreasonnable. This limits build diversity. Would that be an amalgam mod, yeah sure I guess, but not a full blown dedicated warframe slot.

    Pain threshold is not a solution in this case, it's part of the problem. This is the kind of mod which should be situationnal given a certain fight just like handspring, not an auto-include with QT.

    Finally, the effect is way too weak to prevent any fast-firing weapon from locking you up in the dance of death anyway.

     

    • Like 10
  14. Hey there.

    I'm quite an avid eidolon hunter, but as most of you know, you had to turn bloom down quite a bit in the old hunts to be able to see anything.

    I just finished my first hunt since the remaster and holy hell are the lighting effects obnoxious during eidolon fights.

    I use the propa scaffold, so yeah, huge explosions. I set my amp energy to black to minimize the light spam.

    This was a non issue before the update, and I'm quite sure I heard the dev talk about lighting enhancements.

    I turned off bloom + adaptative exposure, but the light variation was still crazy and blinding and made the fights extremely frustrating and unenjoyable.

    Is this a bug/unintended interaction with eidolon lighting effetcs, or just working as intended?

  15. It's 40 energy a shot for the propa scaffold vs 10 for the Shraksun.

    If your only goal is to one shot a shield, yeah, sure. But I can't see it out DPS a Shraksun if it takes more than 3 hits to deplete an Eidolon shield (which is more than likely if you play in a chill 3x3 group or in public lobbies).

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