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TheLexiConArtist

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Posts posted by TheLexiConArtist

  1. On 2019-11-24 at 10:31 AM, BlindStalker said:

    @TheLexiConArtist A rough template of most of the ideas that I had in my head. Many of these are similar or same ideas proposed by your op as well. Sorry, I think there were a couple of others, but I might have forgotten them (hopefully I'll remember them later). Most of these changes are just numbers tweaking, but some other slight changes.

    Note, all "base values" presented are assumed for an Ivara at max level (rank 30).

    Alright, thanks for the input. I'll go through this as well for discussion's sake, even though we're broadly in agreement:

    Passive

    On 2019-11-24 at 10:31 AM, BlindStalker said:

    Passive: update it to also include loot on the radar (basically give Ivara 'animal instinct' instead of just pure 'enemy radar')

    A nice-to-have that at least doesn't currently step on any other passives' toes. Admittedly the enemy radar alone isn't the strongest of passives, but it's thematic and they do vary wildly over all frames, so this isn't a sole outlier.

    Quiver

    Spoiler
    On 2019-11-24 at 10:31 AM, BlindStalker said:

    2. Quiver:

    • Sleep Arrow
      • Change base radius from 6m to 8m
      • Change base duration from 10s to 12s
    • Cloak Arrow
      • Change base radius from 2.5m to 4m
      • Change base duration from 12s to 14s
    • Dashwire Arrow
      • If the dashwire cannot materialize, the energy is not spent (no one likes firing an ability and having it do nothing. Dashwires do no materialize sometimes, due to level geometry issues, but still cost energy when used).
      • Possibly increase the range from 100m to 150m (purely only for open-world tilesets)
    • Noise Arrow
      • Update noise arrow by adding a duration mechanic to it as well, base time 6s (affected by mods). When enemies are attracted to the noise arrow, upon arriving at the designated spot they will stay attracted to it for the given duration before returning to their normal behaviour. (The other side of this is that 'ai coding behaviour' with stealth mechanics must be improved too, to further emphasis the usefulness and uniqueness of noise arrow). Noise arrow though, does still need something else to make it more useful, but I can't come up with anything else at the moment.

     

    It's possibly best that Sleep and Cloak are simply standardised to each other's stronger stats - a 6m base Cloak and 12s base Sleep would go a long way. The Cloak bubble can get pretty sad - in the ability demonstration video you can even see the player almost getting shot inside the basic size of bubble just from the enemy shooting at last-known location.
    On the other hand, there's an argument to be made not to make it too big due to the omnipresent Nullifier Problem. I would immensely like DE to return that to the way it used to work, where the null-bubble reveals on player overlap instead of deleting the whole cloaking area. That's not just an Ivara issue, granted, but I've gotten used to my overextended Sleeps and having to reduce them to keep functionality of Cloak would be just awful-tasting.
    Other than Nullifiers, there's only good things to be said about extending build flexibility by making the baselines less restrictive.

    We agree on Dashwires wholly. Refund energy on fail, minimum. Nice to have better range and fewer fails based on hitbox pickiness.

    What did you think of the Noise Arrow in-combat usage discussed recently in the thread where it could minimap mark and possibly outline-highlight enemies in range, albeit probably smaller than the current non-combat function's 20m base as 50+m of enemy highlight is a bit much for a partial/first ability? It's still fairly niche, but it would at least be useful and thematic to extend her 'passive radar' benefit when situations call for it.

    Navigator

    Spoiler
    On 2019-11-24 at 10:31 AM, BlindStalker said:

    Navigator

    • Fix current existing client/host bug (see this bug report: Ivara Navigator bug with glaives as host vs client)
    • Fix navigator so that it has the ability to pause projectile self-detonation time/projectile range limit again. This is complicated to explain, but navigator used to override the limit of how long a projectile could be flown before it exploded/detonated. Example, formerly you could fire a sonicor shot and navigate it indefinitely until Ivara ran out of energy. Now you'll get kicked out navigator once the projectile reaches its max range limit (not sure if it's a range thing or projectile self-detonation thing).
    • Possibly reduce the energy drain by a little bit (key emphasis, by a "little bit"). I don't have an exact value on hand.
    • (Keep the damage multiplier and scaling multiplier growth. Navigator is Ivara's cannon ability. it is buggy and the choices are limited for weapons that pair well with it, but its one of the most unique defining features about Ivara and I don't want this ability to be removed from her.)

     

    I don't have a problem with the basic energy drain, but I'm absolutely certain the exponential growth of cost over time has to go. Not only is this preventing potential usage of the baseline ability, but it also severely hinders the augment as later discussed. On an ability that intrinsically prevents topping up channelled energy by removing control from the frame there is no justification to need something that reinforces a Total Time Limit Per Usage in this way.

    The scaling multiplier growth is a problem in its current form as it encourages antisynergy with Ivara's survival - needing to tank Duration as hard as you can so you don't have to wait for multiplier growth puts both defensive/utility Quiver arrows and Prowl into a far less functional/sustainable spot. If the growth stays it needs to be changed to some other relation or dependency, whether that's making it positive duration growth or by tying it in as a proportion of the total (and therefore not becoming linearly more prohibitive as strength increases). We don't have many abilities that co-depend stats, mostly it's the Duration+Efficiency Channelling cost structure, but there are some mono-stat outliers such as Nova's Null Stars and Gauss' Redline abilities which scale from Duration where ordinarily Strength would be used. Making Navigator a 'Duration+Strength' combination shouldn't be too unreasonable an option.

    Prowl

    Spoiler
    On 2019-11-24 at 10:31 AM, BlindStalker said:

    Prowl

    • Change duration steal time from 2.5s to 2s
    • Change headshot bonus from 40% to 50% (No reason to actually put this, I just like 50% more)
    • Change base steal range from 4m to 5m.
    • Possibly remove the drain multiplier on melee entirely
    • Possibly change the drain on hit from 10 energy to 2 energy per hit.
    • (Only for 'Infiltrate' - increase the base movement speed of mod from 25% to 50%).

    We've discussed the issues with baseline cripples and the Infiltrate augment in particular being barely identified as anything more than a compensation for that.

    I wouldn't complain about better headshot bonuses, but I don't feel these minor number tweaks would be enough to make the stealing viable. Fail-steals have to go, because there's not really anything DE can add in on the positive side of the spectrum to make it a build choice and not an arbitrary penalty. The stealing may be 100% chance, but that's not unheard of even in AOE (is it, Hydroid?) and the implicit limiting factor of living targets is more than enough of a consideration. The steal time for single targets needs to be absolutely slashed if it's not moving to a multi-target model, so that heavy Duration isn't the only way to make it happen in any reasonable time - alternatively, allowing multiple targets under the current model with only minor tweaks to range and/or duration would be a safe alternative. (Maybe this single/multi targeting steal could even be a tradeoff in a REAL Prowl augment?)

    Artemis Bow

    Spoiler
    On 2019-11-24 at 10:31 AM, BlindStalker said:

    Artemis Bow

    • Change the charge rate of Artemis Bow from 1.00 to 0.9
    • Make the vertical spread of Artemis Bow significantly tighter to encourage vertical shots as "long range accurate shots for headshots" while keeping horizontal shots as its normal wide spread. Basically Artemis Bow starts out with tight vertical spread and widens out to wide horizontal spread when charging it. See screenshots for significant comparison between Cernos Prime's vertical spread vs Artemis Bow's huge vertical spread. The Cernos Prime can be used effectively at longer ranges, Artemis Bow is sadly too wide-spread for long range engagements:

      This is how wide the vertical spread of Artemis Bow is at 10m. I have split chamber and VA mulit-shot mods on. You can't realistically get all 18 arrows to hit an enemy's head in vertical angle, even at point blank range. Read screenshot for further details.

      cREaKJ8.png

      This is the Cernos Prime's vertical shot, and by the way that's all 8 arrows being shot in a very tight grouping (due to mulit-shot mods). Cernos Prime can accurately hit headshots at range with its vertical shot, all 8 arrows! Read screenshot for further details.
      4UqMWl5.jpg

    • (Investigate the mulit-shot bugs with Artemis Bow, if they exist. Refer to OP's post in the original spoiler above.)

    I can see where you're coming from with this, especially with the Cernos Prime in comparison. However, I'm not absolutely convinced. I feel like Artemis is still pretty solid single-target with the vertical spread, even if it's not all hitting the head bonus. It might not be in-mission diversity like you'd prefer, but making the Concentrated Arrow do what it says on the proverbial tin would make the out-of-mission choice a matter of favouring AOE or favouring the single shot.

    Iif the bomb was still kept on Concentrated along with the actual-concentrating-of-arrows, then it becomes the better single target with the more dubious AOE clear (depending on the surrounding build and Hunter Munition).
    Base AB then becomes the nicer and convenient AOE spread option with a lesser favouring of the single target.

    The more efficient headshots you make of them, the more the two build options narrow their favoured fields - Concentrated gets its area damage in through bombs that wouldn't otherwise happen on bodyshots, while basic Artemis can squeeze out more of its single-targeting damage potential the closer you are with more of the arrow spread connecting headshot bonuses.

    (The bug absolutely exists, by the way. I fancied Void Strike Artemis Bow as a potential super-damaging meme build until Simulacrum testing showed me how '20x per shot' damage multipliers got slashed into a functional 2x.)

    Augments

    Spoiler
    On 2019-11-24 at 10:31 AM, BlindStalker said:

    Augments: baking them into Ivara's kit

    Now comes for a more unique change that is designed to encourage players to understand that Ivara can be used outside of 'spy missions'. I am disappointed when players only view Ivara as a frame that is only 'good for spy missions and nothing else'. Sure Ivara can do spy missions, but she can do SO MUCH more if the player just puts in some effort to understand her better. I keep calling Ivara a 'technical utility glass cannon, jack of all trades, master of none' type of frame.
    Most people don't even understand that Ivara is a glass cannon and just focus in on 'prowl' and nothing else. This narrow-mindness causes people to only regulate Ivara to spy missions. My other proposal is this, Bake some of Ivara's augments into her kit so that the glass cannon and technical utility aspects of Ivara's kit are better emphasized to players.

    •  Empowered quiver - baking EQ into Ivara's kit, should send a message to the player that she can give unique team buffs with crit-wire, that her cloak is also useful for status effect cleansing. They would at least better encourage players to use dashwires in combat more frequently. It would be basic QoL if EQ got added in as standard for her kit. It would send a message to the player that Ivara can provide obvious meaningful buffs to the team if EQ was baked in without having to balance modding around it (this issue is probably what stops people from using it as often, besides not taking Ivara out at all). This would then free up the augment slot for 'Quiver' so that something new can be created for Ivara.
    • Infiltrate - over time, I've been disappointed with this mod. Not because its bad, but because this mod accidentally caused Ivara to be 'pigeon-holed' into the spy niche. So many people just stick this mod on her, not really caring about the other stats and call it a day, building Ivara. At this point, you might as well just make it a permanent part of her kit. I don't want people to constantly just slap this augment on Ivara and to not do anything else with her. It would hopefully encourage people to realize that 'power strength' on Ivara isn't a "dump stat" since power strength affects 3/4th of Ivara's kit including this augment! Power strength is really juicy on Ivara, it should be emphasized to the player to not dump it, unless you truly are building only for quiver. This would then free up the augment slot for 'Prowl' so that something new can be created for Ivara.
    • Piercing navigator - just bake this mod into her kit already! We know that PN is the least used augment out of all of Ivara's augment. DE's own internal statistics even showed this during Update 25.6. DE only touched/updated augments of which they noticed were severely under-used by the community. Guess which of Ivara's augments got updated? Now navigator is supposed to be Ivara's "cannon" shot. But realistically speaking, PN is such an underused augment that if DE deleted it, nobody would bat an eyelash about its disappearance. However, to emphasize to the player that Ivara can be built as a 'glass cannon', PN should just become a standard part of navigator overall. This would then free up the augment slot for 'Navigator' so that something new can be created for Ivara.
    • Concentrated Arrow - .. okay don't bake this augment into her kit. It should remain as an augment. Update it like others have suggested (combine all the default 7 arrows into 1 arrow, instead of being misleading and only taking the damage of one arrow). Make it actually concentrated in damage.

    Now, you might have noticed that I kept saying 'free up augment slot' for 'x' ability. The point of baking augments is a few reasons.

    1. Again, to change perception in the wf player community that Ivara has unique abilities and that she can be useful outside of her spy niche, and to encourage people to view Ivara as a 'technical utility glass cannon, jack of all trades, master of none' type of frame instead of 'goes invisible and is only useful for spy...'. Ivara's augments are useful and I know some might say OP. But the fact that the average player isn't bringing Ivara out to more end-game activities like Eidolons, or Arbitrations or whatever end-game, and is instead regulating Ivara to just 'spy missions' only, strikes me as disappointing. Baking some of her augments into her kit should hopefully change the perception of the average player into trying more things with her. Encourage players to build for other aspects of her kit, instead of just infiltrate.
    2. Freeing up augments would allow new ideas to be proposed for Ivara. For those of you who don't know, Piercing navigator, is an augment that was unfortunately born from extremely poor feedback mis-communication on DE's part. Basically DE polled the design council on what Ivara's navigator augment could have been. The design council voted on 6 different options, and there was a clear favourite that the design council leaned on: "Ivara travels with the projectile, appearing at the location where the ability ends." Basically, give Ivara something similiar to Nezha's Warding Halo teleport ability. This was the top voted choice by a fair margin. However, DE didn't go with that option (I think the reasons were for technical reasons, but I don't if that was the case). In any case, DE didn't go with the top voted option, DE didn't even go with the 2nd most voted option (which was: "reduce energy cost per target hit"). DE gave us Piercing navigator instead, which by the way, was not even option that could be voted on in that poll. In other words, DE what was the point of polling the design council if you were going to just ignore their poll and ultimately give something completely different in the end for Ivara's navigator augment? Baking PN could free up the navigator augment slot and would give DE another chance to try again at maybe creating that voted on idea (or give us a new navigator augment that we would likely use).

    This is a rough template of idea proposals. At the end of the day, I'm hoping for Ivara to be improved in a way so that more players, take Ivara seriously as a frame and realize that she has great potential and can offer so much more than just 'spy and invisibility'. I don't want Ivara to just be a "pretty face and nothing more" type of frame to the average player. I would like to see them bring Ivara out more, especially out of her comfort zone (But honestly, she is very pretty and beautiful. Of course I'm bias in that regard)

    With the exception of Infiltrate (as I've made quite clear) I think the existing augments aren't without potential. It's just the design flaws that make them too inconvenient or unreliable.

    Empowered Quiver suffers because the base Cloak is poor and the Dashwires are temperamental. It's also lacking benefits for half the ability, but I suppose there might be only so much you can ask for. I think baking those in might be excessive; Quiver is already in a strong place notwithstanding those flaws we've pointed out before. I'd personally like Power of Three made cross-content instead of Conclave only, as I've stated - yes it would be the first ability with two augment choices in the same content bracket, but it's got more potential than people credit, although it depends on how wide the spread is - I imagine it's quite tight for Conclave given the lack of range mods but it shouldn't be impossible to give it a more generous angle in PVE. Maybe even scaling the spread arc with range to ensure best coverage, as this would be unaffected by the static stats in Conclave?

    Piercing Navigator suffers most because the ability makes you want to not keep one projectile going thanks to the ramping cost. The flat punch-through limit also doesn't do as much as it could to ensure the projectile doesn't 'run out'. Fix the channel-cost to the static drain, let the projectile punch through (unit) targets freely, and it's suddenly at least able to be fun, even if not high-meta.

    Infiltrate should never have been passed. Like Piercing Navigator, I recall it wasn't the council-favoured option (although I think it was actually on the list this time). With the caveats to Prowl it's still too inconvenient to make use of the laser bypass. Without the caveats it's not a strong enough identity for the slot. The speed 'buff' is just salting the current wound. Bake in the anti-laser, perhaps, while removing Prowl's cripples. Either way, new augment required.

    Concentrated Arrow as we've discussed primarily requires its name to be reflected in what it does, both to not mislead and to promote Navigator synergies. Keeping the bomb would allow that single-target/AOE gradient to narrow in gameplay as I mentioned under Artemis Bow. Giving the mod the Exilus treatment without the bomb would make it instead into a more accessible tweak to the ability, with no direct statistical influence (only Navigator cross-compatibility is really gained potential this way).

  2. 1 minute ago, nslay said:

    It's also seemingly not an Assault Rifle either since it can't equip Tactical Reload. But I think that's a bug because Kuva Chakkhurr is just another semi-auto hard hitting weapon like those other hard hitting assault rifles Opticor/Opticor Vandal.

    The category names do get a little odd at times, in particular "Rifle (Bow)" is an actual tag state where "Rifle (Shotgun)" is not. But some of these are just relics from an older time when things were probably less flexible in the game's internals.

    As it is, from mods, we can imagine that there is "Rifle, 'Unique'(/Launcher)" (e.g. Firestorm) "Rifle, Bow" (e.g. Thunderbolt) "Rifle, Assault"  (e.g. Overview) and "Rifle, Sniper" (e.g. Sharpshooter) all subcategorising the general "Rifle" classification. Ask me why 'Rifle, Generic' even exists categorically, and what material unbalance there would be from the literally 6 non-conclave Assault Rifle mods that exist which are all secondary or tertiary stats, and I couldn't tell you.

    There are occasionally edge cases within categories as well, and Ammo type can actually be separated entirely nowadays - see the Twin Rogga which take full-scale Shotgun ammo despite being 'pistols', where other pocket-shotties are still loaded with standard pistol drops.

    Always check your mods for best guess.

  3. The Chakkhurr is a 'special-ammo category' rifle-type weapon, in a similar way to how Launchers operate.

    It is not a sniper rifle, as can be seen from its lack of compatibility with specific mods such as Charged Chamber, Sharpshooter and Sniper Ammo Regen. Arcane Momentum, as another sniper-specific buff, will therefore not affect it.

  4. 2 hours ago, Snaccine said:

    No pizzas necessary. Just throw the ability range mod on (forgot what it’s called) and system reroute for the efficiency. The left over unused points count towards your starting energy pool. You’d have a little over 300 starting energy or so if I remember correctly. The pizzas are more for Eidolon hunting.

    Best case scenario, catalyst and both polarised up, you hit 300, I just checked. You have some 27 blinks in bank at that. Dredging out the Blink ability from the wiki history tells me it was a base range of 40m in free-roams. Adding the 60% range mod into the equation you have a total, 27 blinks of 64m distance = 1728m net blink range before energy becomes an issue. So, let's say optimistically 3 objectives at 600m apart or just 2 at 900m apart. Then you better call the Ninja Turtles because it's pizza time!

    I suppose if all you ever did was Tier 1 Bounties then you might get away with it? Any four or five-step bounties are out. Any time in the open zones with more than a single reference point in mind for your sojourn is also out. 

    With an Energise stack and orb luck you're getting yourself 150 so another objective-or-so of distance, but honestly, that's a proc and you're spending time and/or more energy actually popping out the orb and grabbing it in-wing (while the local wildlife endeavours to rocket you into oblivion).

  5. Let me ask those of you who used blink extensively and want to complain about your 'losses':

    How many of you got that energy organically, and how many were munching on pizzas?

    I've dabbled in all Archwings. I even spite the anti-air abuse and get something useful out of them in open-worlds.

    I also do not use energy restore pads unless as an absolute last resort.

    Whenever I've been using the Itzal, sooner or later, that little bit of energy regen doesn't cut it. 'Later' in this case being a frame build using Arcane Energise, since that does carry over to any energy orb pickups while still 'winging it. At full pelt, you'd get between a couple places before coming up short, at best, since you're not even generating energy while out-of-wing in the open worlds. You're likely to be sitting invisible if you're staying in wing - no energy regenerating back there either.

     

    Your Blink may have cost - assuming it was standard ability cost rules and with System Reroute in play - 11.25 energy per cast. But you don't start with your tank full, and you're blowing 11.25 energy maybe...5 times per second. Where else but pizzas do you get that sustain - and without it, how much have you really lost by going to the current Blink model, considering the 25% greater range (200% static new / 160% modded old), and that downtime being filled with your (presumably Hype Thrusters empowered) afterburners anyway?

  6. 4 hours ago, UNO168 said:

    DE just want ppl to cave and buy those resource boosters, especially on argon crystal that will disappear 24hrs after, asking ppl to farm 15 of these like you're working in warframe instead of playing it is despicable

    3 hours ago, Aadi880 said:

    But 15 argon crystals though...sheesh... well, might was well farm Vectis prime while I'm at it.

    Argon is ridiculously overblown by the average masses. This is the only time you might ever actually need to farm it. All the other Argon costs are just passive oh-look-a-void-mission checks because you just trip over them all the time.

    Essentially:

    3 hours ago, (NSW)Belaptir said:

    Second: What are you talking about? Like, really. You might need to do 3-4 runs of any exterminate mission in the void and you probably will have them all without boosters. Granted it's random and you might need a few more. But so what? God forbid DE making us work towards a goal! I seriously doubt it would take you more than 1-2 hours to farm all the argon crystals, are you being obtuse on purpose or just plain lazy?

    This is the absolute truth.

    The Teshub node is your friend. Lockers and containers are your friend.

    Run 1: 9 Argon (with a little kitten free-resource-spawn assist).

    Run 2: 3 argon.

    Run 3: My cat stacked just 2 affinity boosts together at a useful time, and I walked out with 20 argon from that one mission.

    These runs took around 15-20 minutes each and that's purposefully going out of my way for every last container and locker in the map (all the hidden ones I know of, too). Realistically, you burn through twice the missions in half the time, and keep an eye out for those lovely little Pegmatite containers that throw out 1-2 guaranteed crystals in addition to your RNG loots.

    You don't even have to do it all at once. Argon doesn't decay once it's contributed to the build.

     

    And in case the odd-numbers from my missions somehow didn't give it away, yes, that's without a Resource Drop Booster. Otherwise I would have been done in the first run - or have walked away with 49 excess argon quite literally burning (themselves into) a hole in my pocket.

    • Like 2
  7. 9 hours ago, (XB1)Knight Raime said:

    Vortex and bastille provide different benefits despite both being cc tools.  Dash wire only exists for movement because it doesn't provide any other functionality to her kit without an augment.  If Ivara had full movement capabilities it 100% becomes invalidated when not using the augment.

    I personally use a bow or baza.  I don't feel forced into using a silence mod.  My point is that sleep arrow allows her to take advantage of prowl's innate benefits more easily.  and if Ivara never had to worry about uncloaking said benefits from sleep would be lessened.

    I apologise for being too ambiguous with these - for Vauban's kit, I referred to his new 'tether mine' versus the Vortex part of his current 4th ability, named "Bastille/Vortex". Bastille and Vortex do have different enough functions, but the Tether Mine is simply a cheaper and fewer-targeting Vortex.

    Naturally silent weaponry I thought was redundant to mention. But, there are not a lot of them in the grand scheme of some 84 unique primaries (primes/variants disregarded) and 79 unique secondaries (variants disregarded but including kitgun types). It's still a limitation that you do have to engage with - harshly limit your toolset, or spend that extra mod tax keeping quiet.

    9 hours ago, (XB1)Knight Raime said:

    Her cloak is a toggle.  Which is already far better than every other cloak option in the game and I feel you're undervaluing it on purpose.  Her cloak is also the only cloak that comes with extra benefits.  She gets extra multipliers for headshots and loot capabilities.  Every other cloak in the game simply gets to be invisible.  Them being able to move about unhindered isn't a big deal.  You can argue it's unfun to play slower.  But I don't know why you'd be playing a frame designed to be this way if that's something you're not interested in.  As I said.  I can agree that some of the drawbacks are a bit much.  But she absolutely needs drawbacks for her stealth.

    Channelling has its own implicit drawbacks, namely to energy regeneration. Yes, you can work around this with things like Arcane Energise, or Sharpshooter (if you want to pay even more mod tax). I treat duration-based abilities by the "Energy Siphon Threshold" - if a build can cover the cost with that 0.6 energy per second, then it can, functionally, be indefinite. This is something I've mentioned before. Even Ash's paltry 8 second base passes this test. Anything channelled, of course does not. It also imposes a limit on the total effectiveness of the build as Duration and Efficiency tie onto the same statistic - you can only reach 'full efficiency', you cannot reach full efficiency and a longer duration (which is more effective efficiency beyond).
    You might argue the 'window of opportunity' for re-casting - this is as fixable in build as anything you can do to alleviate Ivara's problems, e.g. by timed Rolling Guards. Octavia doesn't even suffer this as the stealth buff is disjointed from the ability.
    Prowl, therefore, wins only by AFK, as I stated previously. You can sit AFK and remain hidden better than anyone else, assuming Octavia's not abusing a macro.

    It's not unfun to play slower - unless you're playing slower for tantamount no reason, as Ivara has to. That little headshot bonus? It's a forgettable, background benefit. Half the time the hitboxes for headshot feel like being temperamental, or your targets might not technically even have heads, so does it really justify that much of a drawback? Similarly the pickpocketing, while 'a bonus', is so tedious it requires you to stop everything else. Again, not a prominent enough draw to have a constant drawback in all usage - and let's not forget it has the unique property of being able to be made worse (<100% strength) with no corresponding benefit (>100% strength); the literal definition of being an arbitrary drawback for the sake of drawbacks.

    9 hours ago, (XB1)Knight Raime said:

    In non solo missions my survival is rarely a problem.  If it's an exterminate mission i'm probably teamed up with trash clearing frames.  If i'm doing an endless mission I have options.  Usually siting up on a dash wire being cloaked when I feel like I need to move.  I agree that traps draining energy is a poor thing that should go.

    Any damage suffered on a naturally squishy frame is its own penalty. Statuses and traps are the worst offenders for just draining away reserves outright, but even the incidental touches and crossfire should go - you need to be cloaked to keep going when things get at all challenging, as you say, so being forced out of that, on an ability that is also terminal due to channelling if you can't go get energy top-ups, is poor design.
    Even in solo you can get caught up sometimes, when enemies have some mission objective to target and, being in stealth, you can't hear that good old NpcThrownGrenadeWeapon about to obliterate the universe, as it tends to do.

    9 hours ago, (XB1)Knight Raime said:

    Cloak arrow in my opinion has never existed for Ivara herself but for allies.  Simply to have a built in method to share her invisibility without needing an augment.  AFAIK her cloak arrow is just straight invisibility.  So buffing it or prowl I don't think will effect the other one.  Simply because by design prowl is for ivara and cloak arrow is for others.  I don't agree about your energy point as energy is rarely a problem for Ivara if you specifically build with duration and efficiency in mind.

    If Cloak Arrows could be Navigated and actually stuck to myself, I'd probably try to do that quite often instead of lumbering around in Prowl. Admittedly, Prowl became slightly less inferior an option even in this case when Nullifiers got yet another function to put on their Majestic Tower of Hats, since before that it took overlapping Ivara herself to reveal her inside the Cloak area, as it would while Prowling (plus she could move around inside the area less slowly).

    Cloak for others, though, it'd be nice if there was a 'hold option' for Navigator that would let us auto-mark a target to make sticking them easier. It's such a nice function, but so unreliable. Even AI Operatives can take a few shots when they decide to start wandering.

    I assume, again, that you're utilising Arcane Energise for the energy problem. I tried for a while to run Ivara before I had that available and ranked, and really, the orbs are just too unreliable - especially if you're losing energy from those extra melee/damaged taxes, or using more than Prowl. That and (Primed) Flow too - all these are near-mandatory taxation not to improve, but to maintain necessary function.
    Maybe you can circumvent the energy problem. I know I can, wild traps/dots notwithstanding. But the design of the frame should not be for the '1%' - especially when the active playerbase for the frame is so vanishingly small it doesn't even exist on a stacked bar graph.

    9 hours ago, (XB1)Knight Raime said:

    No it wouldn't.  Then again, if ivara wasn't a frog princess they wouldn't be making a jelly fish prime.  I see where your point is but I find that to be more of a nitpick rather than an actual counter argument.  It feels more like a distaste.

    You know the 'six degrees of separation' theory? Almost anyone can be connected with anyone else, through that few total social links? Consider that when it comes to thematic design.

    Say we accept this, then years down the line we get Ivara Umbra or something. Now, since we have precedent that we can take degrees of separation, Ivara Umbra can now be designed after anything not only related to her 'deadly woodland huntress' interpretation which became Poison Dart Frogs, but also her Prime's 'passive-but-deadly unrelated water creature' jellyfish incarnation. If you pick out arbitrary facets of a frog and/or a jellyfish, then you can make the same argument for a whole slew of wildly unrelated entities to base Umbr-Ivara upon. Literally anything aquatic is fair game, for instance, because you have at least 'two connections' in that it corresponds with Jellyfish and Frogs. Doesn't have to hunt or even necessarily deadly - we've already linked it two times, despite both being through degrees of separation.

    It dilutes the theme. You have to tie it to the foundation. If you build a structure with a thin base that only gets wider as you go up, you're going to have stability problems.

    I'm aware that may seem esoteric and theoretical, but at its core the point is that making such a logical leap should only come after exhausting any inspiration from the foundation of the theme.

     

    6 hours ago, Ichsuisme said:

    Ivara's strong and she's in a good place. I do all my arbitration with her, and only her. Most importantly, to me at least, Ivara is one of the few frames in the game that I consistently switch between builds, depending on how I'd like to play. For example, when I take my Vauban, gara, baruuk, or whoever, I really just stick to my one-size-fits-all build; but with Ivara, I've got a range of options.

    I feel Ivara can be strong, but she's not in a good place. If she were, you'd see more of her - I'm sure that graph DE gave us counts solo missions as well, yet Ivara's still practically nonexistent on it. As I like to put it, she's functional, even strong, but all in spite of herself - and those many little and larger faults.

    There are a few frames that can be serviceable in many tasks with a single build. Even myself with Ivara, I generally stick to my basic 'sneak and huge-range Quiver' build for most content, unless I really need powerful Navigator/Artemis Bow - my risky, max-strength min-duration C loadout - or I'm specifically out to sit forever-prowling and steal - my paper-thin but all the duration, energy, efficiency and range (in that order, but without sacrificing 100% strength for obvious reasons) B loadout.
    I think that's more a personal factor - I have variant builds on my own Gara and Baruuk for different approaches.

    However, I might argue that Ivara is obliged to strongly different mod builds for her varying functionality, just to compensate the caveats in the kit - where others can make strong primary functions without leaving them at a complete loss of the things the build disfavours.

    6 hours ago, Ichsuisme said:

    Unless it's a capture, exterminate, or other mobile mission, I always use my dashwires. I have no issues using them. They are great. Cloak and sleep arrows are also great.

    Ok, we agree on this. Noise is pretty much pointless. It needs a secondary effect -- maybe enemies could show up on the map like Banshee's sonar. I don't need a game-changing buff, but I need a reason to use it. In fact, I can't remember the last time I used noise arrow.

    As a first ability, Quiver is overall excellent. I hesitate to say that Cloak and Sleep are fundamentally flawed, just that it would be nice if their baselines were bumped up a little so that it isn't required to go quite as hard into duration/range stats; Cloak's unfortunate companion issue being directly solved is the only real 'hard ask' I make there.
    Dashwires I use infrequently but despite this, the issues I mentioned often occur. Out on the open-worlds it shows up a lot - whether that's range-based or odd scenery hitboxing. The refund on a 'fail' is my bare minimum expectation and an easy change. Passing over the hit detection to see if it can be improved is a nice to have, better range would make it more forgiving in those really wide areas, but those are at DE discretion.

    Noise does give off a sort of 'sonar ping', so your suggestion is a good one, I think. Perhaps it could be extended to mark enemies revealed in this way on allied minimaps as well, and/or highlight them, like the Kavat 'Sense Danger' mod. We already have a harder in-combat control in Sleep, so forcing a weaker 'distract' for alerted enemies may be mildly redundant.

    6 hours ago, Ichsuisme said:

    Navigator is a mess. I don't like the skill, it really does have awful controls. I know it's the key to Eidolon hunts with Ivara, but in all other missions it's just too messy to use & the flight duration is a pain, especially since it takes me awhile to actually hit anything. And if I'm going to spend the time driving a projectile around, I need it to feel worth it. I need more than raw, pointless, over-kill damage.

    I actually used Navigator from an early stage with Ivara - back when Sorties were less refined in their challenge (or maybe I was just insufficiently built on her) I remember having great fun taking a Heavy Caliber Ogris and solving the 'shoot myself in the foot' issue by navigating rockets into the next room to clear it out before I ever needed to reveal myself.

    Greater control finesse would solve a lot of the issues and inconsistency (anyone who's tried to navigate the Lanka knows about the effect inherent projectile speeds can have). Adding infinite enemy punch-through, even if it's only on the augment, would give it a better identity as something other than overkill, especially with static energy costs. The 'rule of cool' says that navigating my single arrow through a legion of Grineer all flooding down the corridor towards me is not overpowered!

    It's hard to argue with 1500% or higher damage buffs on something that persists, though. Zenistar-Navigator was lovely, before both lifespan pausing was removed, and the Zeni-disk duration base was annihilated recently.

    Do you have any other thoughts on Navigator functionality besides these/the baseline?

    6 hours ago, Ichsuisme said:

    Prowl is a good skill. As long as you have energy, you can stay in stealth and energy isn't super difficult to keep up. The movement restrictions are unique and I actually like them -- playing Ivara and relying on smart jumping and roll dodging as made me a better player. I would be sad to have those movement restrictions lifted, I want them to stay. You mentioned the noise issue with prowl but now that we have weapon exilus slots, prowl was buffed; although even before these exilus slots, I wasn't struggling with this. Before, I just modded for silence or used a innately silent weapon. Energy being drained on movement, receiving damage, and melee kills never felt great. Those costs should definitely be removed. Lastly, given Ivara's diverse build choice, I don't think the steal chance shouldn't be tied to power strength.

    Perhaps the augment could be refined the opposite way - to restrict but add real benefits - if it really meant that much to you, but overall, the issue is that the ability is not providing enough baseline benefits - compared with similar abilities - to justify so many caveats in using it. Inherent slowness is often a denier of co-op play, because you just never get anywhere before the fight's over; tying this into something you're expected to rely on to survive is just painful.

    As I said in the other block of replies - energy is more difficult to keep up for Prowl than anything else, because they can all be indefinite with a single Energy Siphon. Short of Arcane Energise/Sharpshooter snipers, it's very possible, even expected, to run short of energy in Prowl, particularly if you're also using your Bow and Quiver to accomplish more alongside it than just 'not getting shot'.

    Objectively, even with weapon exilus, the obligation to silence the weapon is still a tax Prowl forces you to pay. You pay an adapter to unlock the slot, or you pay a 'power slot' in the main build, and you might even have to pay an extra Forma if the Exilus came with Madurai polarity instead of Naramon. All just so you don't give enemies free tickets to murder you.

    The steal-strength issue is one of being a drawback for drawback's sake. It doesn't exist as a 'choice', it exists purely as a penalty - because there's no beneficial aspect to higher strength, for stealing, only a chance to get screwed over on what is already a mechanical chore. Other looting abilities, although most are augments, are still strength agnostic; except I believe Atlas' Ore Gaze scales with strength, but positively as well as potentially negatively.

    6 hours ago, Ichsuisme said:

    Her Artemis bow is fine. It's strong and I like the charge level determining the angle of the shot. My one note to give is that the other exalted weapons feel stronger. The augment for this on the other hand is terrible.

    Like @DatDarkOne said, you nailed it here. It's a bad mod. Sleep arrow can help with head shots since enemies won't be moving, but even that takes too long to set up. I just end up frustrated and wasting my time. I can kill enemies quicker without the mod. The augment should just be a guaranteed lenz-type shot without the lenz's delay.

    I'm not against the gradual charge-angle motion, I just find it odd and (very situationally) inconvenient that I can fire / but never \ in those edge cases where a diagonal shot is optimal.

    Concentrated Arrow could be taken in so many ways, but fundamentally I feel like its name is so misleading it should never have hit release.

    Shooting 'one fat arrow' has been a pretty common desired option for Artemis Bow, whether or not they were talking about the augment, and I like it for the potential with Navigator. Taking the bomb out of the equation for a moment, can you visualise a build with both actual Concentrated Arrows and the 'infinite enemy punch-through' Piercing Navigator I suggested? That one fat ballista bolt carrying its hefty, multiplied damage through as many troops as you care to - especially if the concentrated arrow had a nice generous hitbox. It sounds like spicy fun to me.

    • Like 3
  8. 2 hours ago, DatDarkOne said:

    Where did you find this absolutely false rank from.  EVERYONE knows Ivara is the Survival Queen and pretty much undisputed in that title.

    Assessing the core EHP statistics of the Warframe plus any abilities that directly enhance this. It's a measure of direct survivability (enduring damage) versus indirect (circumventing damage).

    Compare Ivara with Ash, for example. Ash's superior health and armour make him less reliant on stealth, and as such has the least generous duration, although still within the Energy Siphon Threshold for indefinite sustain.

    2 hours ago, DatDarkOne said:

    I actually don't have any of those problems with Dashwire.  

    It's most noticeable the more open the area is that you're trying to use it. Large open arenas or defense tiles, Open World zones, and any time you're trying to chain together less prominent scenery objects. It's worth a revision pass to see if it could be improved, and I'm sure you'll agree that the energy refund I suggested is still fair.

    2 hours ago, DatDarkOne said:

    Covert Lethality was a crutch.  After doing numerous Stealth Kills with EVERY MELEE in the game using Sleep Arrow, I can honestly say that I don't miss Covert Lethality at all because it was never needed.  

    Well, I did say possibly. It was certainly nice to have the hard-kill option, making it as strong a tool for Ivara's kit as those who argue Concentrated Arrow is 'usable' because it interacts well with Hunter Munitions.

    2 hours ago, DatDarkOne said:

    This was done intentionally by DE after certain Tenno used Navigator on Arca Plasmor to wipe out most enemies in PoE and other places with just one bullet.  Before this was added, Navigator DID pause lifespans on all projectiles.  (info given for those who might not have known this)

    It's possible I only caught this after the fact, I remember doing my usual navigator projectile tests while levelling the Arca Plasmor and being confused by its abrupt disappearance. Still, the energy cost issue should have prevented abuse as egregious as you suggest, and I'd argue the bulk of the problem is in the Plasmor itself, being a 'shotgun' without any of the pellet-spread caveats that usually mitigate their superior damage output.

    Besides, I miss my UFO Zenistar now more than ever.

    2 hours ago, DatDarkOne said:

    This is just an opinion and not fact.  

    Only bulletjump and Sprinting is effected.  Ivara can still parkour.  Meaning Jump, Doublejump, AimGlide, Wallrun, roll, Air roll, Backflip, Air Backflip.  (info given for those who might not have known this and clarity)

    This one is extremely simple.  Just mod for Efficiency.  

    While we can differ on whether to call them "crippling" or not, they are necessary for a few reasons.  Without those drawbacks, Ivara would be an OverPowered Beast.  I'm using the old school meaning of over powered and not the watered down version from this decade.  😄  The drawbacks IMO are necessary because they keep people from coming on the forums and screaming "NERF IVARA!".  Which hasn't stopped a few from trying just that over the last 4 years.  

    - It is objectively a vastly limiting ability, and offers little benefit to justify the numerous (mostly hidden) drawbacks, compared to similar abilities.

    - Bullet Jump is the biggest offender, doubly so due to the fact we had a bullet jump for a very long time before that so-called 'bug fix'. Bunnyhopping and rolling cannot hope to measure up with the proper execution of mobility tools which include those disallowed by Prowl, as these fail to conserve and build on momentum. Also you missed sliding as a restricted act.

    - Treating the symptom does not cure the disease. Whether you lose 10 energy or 2.5 energy per tick of 1 damage is irrelevant when it can still build up to hundreds of meaningless energy drain. Building to mitigate those as much as possible also hamstrings your duration stat, making Quiver's best tools markedly less useful. Even the extra on-moving cost is disingenuous because it means the ability UI is flatly lying to the player by only displaying the stationary cost. And none of it is justified. Not in Warframe.

    - Octavia exists. That alone defeats any hope of Ivara being 'beastly overpowered' just because she can actually move around reasonably well while in her survival obliging stealth state. I'm sure you mean no disrespect as I do not, but this is literal fear-mongering used as an argument. One minor and situational damage enhancement and one tedious looting ability that requires you to sit by enemies without letting them die does not overpowered make.

    2 hours ago, DatDarkOne said:

    Here's the problem with this statement.  Non-solo (meaning your teammates) sabotage everything about Ivara's intended playstyle.  So much so that I learned a long time ago that when playing with groups it was overall better for me as Ivara to move away from them.  Using Dashwire to get above them, move off slightly to the side, or anything that could get me away from the "Anti-Stealth, Gotta-go-fast, Leeroy Jenkins" teammates who were almost guaranteed to get you killed.  Over 90% of all the deaths I've gotten in the 4 years that I've been playing Ivara all came while I was in a group mission.  Let that sink in.  😄  

    That is only when you try to play her outside of her Designed intent.  Ivara was designed as a Solo Infiltrator/Hunter/Assassin.  Notice I said solo.  Almost everything you listed as either bad or a drawback cease to be so while she's solo.  So much so that you can easily say that Ivara actually is more Powerful solo than with a group.  There aren't many frames or a very elite few that can solo pretty much all of the game, has the tools to do so, and change tactics in the middle of a mission.  This is all with the Drawbacks you mentioned. 

    As a primarily solo player myself, I can attest that DE has routinely either ignored or actively sabotaged the solo player's lifestyle anyway, so there is no excuse for them to retain these issues on Ivara that so strongly disincentivise taking her out of her private little hunting grounds.

    No stealth-based frame really enjoys getting caught up in allied crossfire - and even Ivara in solo has that issue sometimes when using Cloak Arrow because of rogue kavats going out to attack and alert the enemy, or putting the bubble in just the wrong place that a sentinel peeks out above it. The existence of unnecessary extra energy penalties to that in Prowl simply breeds contempt for the ally who caused it.

    But, as that selfsame solo player? All those issues I mentioned are still issues I have observed, frequently, while making Ivara useful in spite of them. 'Keeping up in non-solo' was just an example case. Wanting to keep mobility without committing suicide is perfectly applicable to lone players too. Just because she's an 'infiltrator', a hunter, a tracker, doesn't mean that she has to be glacial; infiltrating against intelligent opposition is as much about moving quickly when you find opportunity as it is being cautious until those opportunities present themselves.

    • Like 4
  9. 6 hours ago, (XB1)Knight Raime said:

    You make some decent points But I pretty heavily disagree with your issues with prowl and how you feel about her prime/deluxe.  I can agree to a point that prowl itself might have too many checks in place for balancing.  but I disagree with your approach to it and your solutions.  You're basically asking for her to have the best cloak in the game when there isn't even thematically a reason for that.  Not to mention asking for it's drain to be increased as compensation is just lazy.

    If she retained full mobility dashwire becomes less valuable.  Positioning would be less important. If she didn't break cloak for using non silenced weaponry then sleep arrows become less valuable.  etc.  She's meant to play slowly and methodically and you seemingly have an issue with that despite her theme being a favorite of yours.

    As far as her prime goes it actually fits Ivara quite well.  Frogs and jelly are both water based creatures.  Both can be poisonous.  Ivara is referred to as a frog princess which implies gracefulness and beauty.  Jelly are considered to have both traits.  The only "clash" here is the hunter thing.  Her deluxe leans more into that combat centric aspect of her design.  As that one is more of a forest guardian.  And forest guardian's in many mythos do feature hunter like beings as protectors.

    It's perfectly fine for you to not be into either things visually but both the deluxe and her prime do hit key notes in her overall thematics.

    I can't agree with any of your points on why Prowl deserves to stay for the sake of arbitrary Quiver arrows. Vauban's recent rework includes a grenade that shares functionality with Bastille/Vortex. Kits can have overlaps without being an issue, but calling Prowls concrete overshoes justified in order to keep Dashwire relevant is simply short-sighted. That's not a synergy, that's a bit of padding to soften something strictly there to inconvenience the player.

    I disagree that Sleep arrow has any relevance to the exposure problem either. In practice, Ivara's just obliged to put Hush, Silent Battery and Suppress on her gear if she wants to remain prowling. That's no gameplay decision, that's an out-of-mission tax.

     

    Saying 'Ivara is designed to be slower-paced' falls under this same question of execution. Is she designed to be slower-paced, because it grants benefits above and beyond similar Warframe abilities and kits? Or is she obliged to be slower paced simply because the mechanics penalise or prevent anything else with little to no compensation? Either Prowl would need a laundry list of reliable benefits to compensate the crippling drawbacks, making it arguably 'the best stealth ever', or it needs to have those needless drawbacks removed outright, wherein it simply becomes... comparable, and still not 'the best stealth' - that's going to still be Octavia's.

    The impetus to be slow and methodical is not a positive influence. Ivara relies on stealth for survival, but everything acts to sabotage that. Want to keep up in non-solo missions? Endanger yourself. Caught a DoT status or broke a window? Endanger yourself or lose stacks of energy. In a Grineer mission? Better check yourself before you accidentally yourself onto an Arc Trap. All that, to 'balance' against the benefits of 'minor personal headshot bonus' and 'barely functional looting bonus'.

    Also, if you'll allow me to flip the equation and use your own argument for Dashwire, doesn't a crippling Prowl make Cloak Arrows less desirable, or vice-versa? That bubble already fills the stationary stealth niche, and is arguably a better option because you can generate energy (and not lose extra for crossfire/status/melee-strikes). Prowl should be the mobile tool, but it inhibits so much mobility it can't fulfil that.

     

    Design-wise of the Prime and Deluxe, that's more of a personal thing (though I see most sharing the opinion, I know better than to take that as objective majority vote). I don't even see a theme on the Deluxe, it's just a mess of elements stabbed onto a frame to my eyes.

    With regards to the Prime, though, you're playing the degrees of separation to justify the Jellyfish. Where the original is <Dart Frog> = <Deadly> + <Woodland> you're now taking the added leap of <Jellyfish> = <Deadly> + (<Frog> = <Aquatic>) which means you're building from the wrong part of the foundation. This makes the Jellyfish direction more of a 'flying buttress' extension than one with its own directly-grounded base. It's not relevant to Ivara's theme, it's relevant to Ivara's Theme's theme.
    Think of it like this: If Ivara's base frame design had chosen any other deadly/poisonous woodland creature or hunter than an amphibious frog to fit her theme, would Ivara Prime make any sense?

     

    26 minutes ago, Xzorn said:

    Invisibility = Weak survival... Oh Warframe.

    Ivara is near perfection in her role, her kit, her versatility and her potency.

    Her Noise Arrow is the only ability I could see making a reasonable argument and 1 out of 7 is exceptionally good for this game. Maybe some bugs but stuff like "No other stealth Warframe limits in this way" - No other stealth Warframe gets head-shot multipliers in addition to melee stealth multipliers either. Some of this isn't a bug to fix really. She's not supposed to cloak mobile defense objectives and Artemis bow uses shotgun mechanics so buffs get divided.

    Concentrated Arrow required head-shots is pretty easy when you have no stealth timer and can AoE sleep enemies.
    100k Bleed ticks with 15k AoE ticks is pretty solid, it's far more energy efficient and does more than the base version. It's probably Ivara's best option since the Bow buff otherwise might as well not even use Artemis bow really. Why she didn't come with Daikyu Prime I've no idea but that thing..... why even use energy.

    Maybe you're intentionally misreading, but Invisibility is a method of survival. So is direct numerical damage mitigation. Because Ivara is one of the weakest at mitigating or enduring damage, she relies on stealth to survive. That's all. But, in that context, the stealth should be reliable, not something from which you're routinely forced to expose yourself.

    No other Warframe specifically gets headshot multipliers, but last I checked, Ash stunned enemies, Wukong's cloud grants mobility and stuns enemies, Octavia has all those other buffs attached and can give it to her entire squad. Loki then is the only one you have a baseline argument for. His is an old kit that does few things, but well. Then you look into the attached augments where appropriate - now Ash too can extend stealth to friendlies and Loki gets free silencing to avoid the several mechanics and attacks that will happily pinpoint anyone who makes an alarming sound, visible or not. Ivara gets some of the concrete chipped off her feet and a largely redundant laser bypass (which, because Prowl is so glacial, is probably slower to use than just going around them the normal way).

     

    I think you misunderstood the issue of cloaking mobile defendable targets. Not Mobile Defense consoles, but any allied units you need to defend which move. That's just a personal bugbear because those drones in that one Orb Vallis objective should absolutely be cloak-friendly.

    The buff issue is inarguably a bug. That 'shotgun mechanic' is and always has been nonsensical. If you have a weapon that shoots 1000 damage over 10 projectiles of 100 each, your 500% damage buff should result in 10 projectiles of 500 damage each (total 500% damage), not 10 projectiles of 15 damage each (total 150% damage).

     

    Concentrated Arrow is still a misnomer. But I'm not saying they have to remove the bomb - just give the base arrow the concentrated damage and it's already viable for more than the awkward gimmickry that it takes to make full use of that. In my experience it requires far too much sacrifice elsewhere in the kit (plus absolute reliance on Hunter Munitions) to be worth using, especially since failing to headshot - which is incredibly common if you're not blowing all your energy on short-term Sleep Arrows for every single shot too - makes the augment a sevenfold nerf to the ability's output.

    I'd personally be happy if it was a bombless exilus augment, but I never said that was what should absolutely be done.

    • Like 2
  10. 6 hours ago, peterc3 said:

    Sounds like you want to use other stealthy frames more.

    Not at all. It's a comparison study of sorts. The key here is that, from a stealth ability standpoint, Prowl only excels if AFK. Any other stealth can maintain invisibility indefinitely with Energy Siphon, so the 'long channel' is not a strong superiority - and in some ways a drawback in itself due to the overriding of energy regenerating effects.

    Prowl feels like it's an ability built into a competitive game. It's stuffed full of random catch-outs and limitations to hinder it like you might see for some reworked, long-overpowered ability in a MOBA. Even the argument of its additional effects doesn't give a strong reason for all of those drawbacks together, especially since the pickpocketing has its own arbitrary drawback and is the worst option ingame besides.

    And then you look at Octavia, who in addition to her zero window of visibility, permanent stealth also uses that same ability to grant a whole array of other buffs. What does she pay for it? Needing a bit of timing, or to sacrifice the melody of the song for consistent beats. Completely minor.

    There is no reason in Warframe that Prowl alone should have so many limiting factors where similar abilities have one or none. I can guarantee if Loki was suddenly given even half of those caveats, the playerbase would explode at DE.

    6 hours ago, Andele3025 said:

    The only issues ivara has is the nerf to be unable to bullet jump in prowl and the bug since PoE era where navigator no longer pauses projectiles.

    Mentioned the bullet jump thing, but lazy crossposted Navigator assessment forgot to mention that projectile pause. Limited lifespan objects, like the Zenistar-disk, right? Added that into the section.

    • Like 3
  11. 24 minutes ago, Test-995 said:

    Mostly agreed with those.

    But do not forgot cloak arrow has pitiful duration too, 12 seconds base is little too low, especially when efficiency and strength is the must for her (so you can't really build for duration).

    Two of my builds for Ivara use high or maximum duration. The other is absolutely tanking it due to the Navigator antisynergy issue. My go-to is actually a utility build that doesn't even maintain 100% strength (although I try to fill spare capacity to close the gap, so I can steal on occasion without it failing cycles for an hour.)

    I wouldn't say Cloak has a terrible base duration either, 12 seconds is already 150% of Ash's Smoke Screen, and even that can be built heavily enough to become paid indefinitely by a simple Energy Siphon.

    Bumping up her Quiver radius bases a little would be nicer with the rest of her kit having minimal range stat influences (Prowl stealing, Concentrated Arrow bombs). Potentially not needing to Overextend your cloaks and sleeps would more than make up that Strength desire.

  12. Ivara has been a favourite of mine since her introduction years ago. When new content drops, my first choice of approach, invariably, goes back to her. Rathuum, Eidolons, on and on. Now, considering usage data for Warframes was displayed on the recent Devstream 133, one thing I noticed was a near-complete absence of Ivara's key colour where it should be on the graph notable drop-off in usage at higher ranks despite a surge of popularity in the mid-to-late region (which itself is likely for spy purposes and not everyday usage).

    So Ivara has many problems. Problems that stop most people extensively playing her. However, this doesn't mean that she is fundamentally bad, or in dire need of a rework - no. Her real enthusiasts come to find she's functional, even powerful, but it comes in spite of herself and the many drawbacks Ivara suffers in core gameplay and kit functionality.

    Here I seek to highlight as many key points as possible, as I understand them. With those, we can dive into the realities of Ivara's kit - and the coming Ivara Prime Access - to diagnose what does not work and, ideally, to suggest solutions that can be explored to rectify the issues.

    Overview

    Spoiler

    -Theme

    Ivara, the huntress. Ivara - named after a legendary archer, and with name etymology that translates to 'Tree Warrior', draws design inspiration as a forest-dwelling, stealthy huntress-come-assassin. Visual design reflects this by evoking both Tree Frog colouration - particularly notable examples being the vibrant and toxic Poison Dart Frogs - and a kit direction involving Stealth, Bows, and creative utilities to engage targets at distance and without alerting them.

    This is followed by her core cosmetics. The Salix Syandana evokes the cocoon - such as that used for chrysalis, hanging safely from foliage until the creature within is ready to emerge - and the Loxley Helmet which, obviously, bears the namesake of a certain famed woodland bowman of legend.

    -Gameplay Identity

    Ivara is ranked amongst the weakest Warframes in the game for actual survivability in combat. Consequently, her core gameplay identity is to circumvent combat with superior utility (such as crowd control) and stealth. However, due to her huntress and bowmaster roots, this doesn't leave Ivara's identity in the same space as Loki, whose trickster themes see him into a purer supportive/misdirection identity with no direct offensive abilities like Ivara's exalted Bow, and supporting damage buffs present in her kit.

    Ivara also has two sub-identities to explore: That of a looting frame (in very specific circumstances, explained more in Abilities/Prowl) and the emergent gameplay of niche builds turning her into an offensive powerhouse against Eidolons - in a manner that befits her creative roots, as this uses preparation to ultimately build a sort of lethal trap, detonated when the time is right - when the Eidolons become vulnerable.

    Abilities

    Spoiler

    -Passive

    Spoiler

    Ivara's Passive gives her innate enemy radar. I don't think there's anything wrong with this passive thematically or for her gameplay. For a squishy, stealthy tracker, knowing where your opposition is, definitely helps in knowing how to approach.

    -Quiver

    Spoiler

    --Cloak

    Cloak Arrows are Ivara's utility and cooperative stealth option, allowing her to extend her hiding places to locations at distance and to entities other than herself. However, this is limited by a few factors.

    The base radius of the ability is very poor. Unless attached to the target, this heavily limits mobility - for Ivara herself, currently Prowl has the same issue, making it difficult to choose one over the other generally.
    Companions can either float (sentinels) or wander/attack (mobile companions) outside of the cloaked area, becoming visible when Ivara is not. 
    It is often very difficult to attach a cloak arrow to a desired target unless that target is immobile. It is also impossible to attach the arrow to the user, even when redirected as such with Navigator.
    Some 'units' that should be cloak-able are not (e.g. "protect the drone" objectives in the Orb Vallis)
    As a bonus mention, Nullification effects now completely remove cloaked areas instead of simply revealing any hidden units within when overlapped (original and much healthier behaviour, allowing players to move around in the limited space to maintain their needed stealth)

    Solutions:
    Raise base radius by a moderate amount. Ensure companions correctly inherit stealth at all times. Properly allow all smaller/mobile defense objective units to be cloaked.
     

    --Dashwire

    Dashwire is one of the most limited usage arrows in the Quiver. It's difficult to find reasons to put down a Dashwire that could not be equally solved by other, innate parkour options, or Aim Glide/Wall Latch. Its primary uses currently are firstly in using the ability's augment to provide power to critical-based weapons at the cost of restricting position, and in circumventing the unnecessary slow of Prowl, including that ability's augment, to (re)gain some movement speed along the Dashwire and when dismounting.

    Range and targeting limitations make Dashwires often unreliable to use. The calculation of the wire on projectile impact can even fail to connect to a surface the player is standing on, seeking some point following along the vector behind them, causing additional failures in attempted wire placement.

    Solutions:
    Revise hit detection/vector logic to reduce failed lines. Improve (or remove) range limitations. Refund energy spent on a Dashwire shot which does not create a functional line.
     

    --Noise

    The Noise Arrow is the least-used arrow in Quiver, primarily due to complete non-functionality the moment a target is Alerted/Hostile. Its current usage is to (slowly) control the location of enemy units in a solo and/or pure-stealth scenario, either separating units to safely stealth-killable locations or grouping them together for easier control with single Sleep Arrows.

    Previously it had the usage of causing retrograde amnesia in Interception missions, which is to say that affected enemies would simply stop engaging with Interception points unless they became alerted after investigating the Noise arrow. This was bugfixed and AI will now resume (but remains a solid strategy for initial grouping of enemies then managed by Sleep Arrow cycling)

    Solutions:
    Give this Arrow some identity or function when used on units that are alerted, making it usable in situations where enemies will not or cannot be kept unalerted and susceptible to current Noise Arrow usage.
     

    --Sleep

    Ivara's primary non-stealth option for handling opposition. Sleep Arrow is a potent hard-crowd-control at the designated area. This includes opening up affected targets to Finishers (including stealth or 'back' finishers and parry or 'front' finishers).

    It should be noted that this arrow has been indirectly reduced in its offensive utility as a result of the mechanical change to the Covert Lethality dagger mod, meaning that the finishers this ability allows cannot be interpreted into an absolute guaranteed kill. Additionally, units with crowd control reduction (innate or diminishing returns) cause the Sleep Arrow to become barely-functional in some cases due to its base duration

    Solutions:
    If anything, give a minor radius and/or duration improvement to the ability. Potentially investigate some way to compensate the Covert Lethality loss as this was a thematic fit for the stealthier, assassin-like side of the Huntress.
     

    --Augment

    Two augments actually exist for Quiver; Empowered Quiver and Power Of Three (a conclave restricted augment).

    Empowered Quiver imbues Cloak Arrows with status immunity - which provides limited benefits with the static nature of Cloak Arrows. It may be useful in avoiding knockback effects that would expose the concealed player, and certain risks of Damage over Time (e.g. Venomous Eximi, Mutalist Ospreys) from stacking up while the player cannot move.
    It also grants Dashwires the ability to enhance Critical Damage for players standing on them. This can be used to great effect (as in the emergent Eidolon Hunter gameplay) but is limited by the picky nature of Dashwires.
    It provides no benefits to Sleep or Noise Arrows.

    Power of Three increases the cost of Quiver but fires a triple-spread of the selected arrow. This plays into the alternative arrows Quiver uses in Conclave (which I won't be going into) but would also be useful for covering greater areas with Cloak and Sleep arrows in a single cast.

    Solutions:
    Improving Dashwires would make Empowered Quiver's buff to them more accessible. Adding functions for Sleep and Noise would be desirable.
    Possibly add an alternative augment that replaces certain limited-use arrows (likely Dashwire and Noise) with different ones. Conclave arrows may not be a viable option for this as they are equally niche or overlapping in the case of Slow vs. Sleep; all-new functions may be required instead.
    Definitely grant Power Of Three the "universal" attribute and allow it as a resource for non-Conclave builds. It doesn't break anything, and would provide some nice enhancements in team-utility that might bring Ivara out of her primarily solo cave.

    -Navigator

    Spoiler

    --Base

    Navigator takes remote-control of a projectile and allows transfers the player's input to the attached projectile, allowing free motion and providing a damage buff to the controlled object.

    I can cross-post this ability's issues and core solutions from another thread:

    Quote

     

    The current Navigator is limited primarily by three things:

    Control

    The speed of projectiles differing per weapon, and only having two speeds available (initial and More Zoomy) makes many use cases inviable. When looking for fine control, you have to limit the initial speed somehow (such as catching a bow's arrow AFTER it punches through something and loses most momentum).

    This should be solved by A) Standardising the speed of Navigated projectiles and B) Adding a greater selection of speeds which increments and decrements with Fire and Aim respectively This could be either 3 or 5 speed depending on the fine control or Excess Fast desirable.

    Cost

    Previously to Grendel and the Ember rework, Navigator was the only ability with an exponentially scaling cost over time. Unlike Grendel and Ember, Ivara cannot move to pick up energy while Navigating, making this restriction completely unnecessary and begs the question why it was added in the first place. A stationary warframe can already only sustain a channel for so long.

    This scaling cost needs to be removed and replaced with a flat per-second drain.

    Antisynergy

    The Duration Antisynergy problem is thus: You cannot reach high power output Navigation without sub-par duration - adding duration makes the ability worse, you have to wait around and beg for the scaling cost to increase before you're up to speed. In the opposite, going low-duration makes Ivara's primary defensive option of stealth difficult to sustain, and both options still suffer from the Cost Problem by either forcing more Navigation time for costs to scale, or a higher base drain which is scaled up.

    This needs to be rectified by either removing the 'damage multiplier scaling' mechanic entirely, standardising it (either to percentage of the max or by tying its value to Strength as well as Duration) or just make it scale with duration, not against duration.

    In addition to the above, Navigator is artificially limited by limited-lifespan projectiles - those which simply disappear or return to user after a time. Originally, Navigator overrode this as part of the ability's effects, as some Zenistar enthusiasts discovered to great entertainment. It would be nice if projectile lifespans were once again paused while the projectile is under Ivara's control.

    --Augment

    Piercing Navigator adds critical chance to the controlled projectile, scaling up with consequent targets. To facilitate the scaling, it adds some punch-through. However, this static punch-through can still reach its limit and prematurely end the ability. Core Navigator issues also greatly limit the functionality of Piercing Navigator.

    Solutions:
    In addition to the core Navigator changes, Piercing Navigator needs to give more for its cost, and to be reliable in its given function. As such, it should be given unlimited enemy punch-through in the same way the Ignis currently functions, allowing the player to remote-control projectiles through any number of foes (while energy drain permits) but without the developer issue of allowing the player to go exploring outside of the map (as still-limited terrain punch-through prevents this outcome).

    -Prowl

    Spoiler

    --Base

    I have a lot of problems with Prowl. It is a mess of an ability with so many hidden caveats (and used to have even more) that it's outright painful to use.. but you have to, if you don't want to keep exposing yourself between Cloak bubbles.

    Prowl grants stealth, for an indefinite channelled duration. It also, as ancillary benefits, offers improved headshot damage and pulling an extra loot roll from enemies (stacking with other sources of looting bonus such as on-kill e.g. Hydroid:Pilfering Swarm and 'grave robbing' e.g. Nekros:Desecrate.

    However, these are all brought down by an excess of crippling drawbacks, most of which are absolutely unnecessary, often redundant:

    Energy Costs: After casting, Prowl drains energy in four different ways. Only one of these is listed in the ability pane. Not all are affected by the same ability statistics equally. These are:

    - Base Drain: The listed per-second energy cost. This applies only when the user is immobile, including from outside influences like Knockbacks and Drags but not counting moving level geometry (e.g. standing on Hijack mission objectives). This is affected by the 'channelling cost' paradigm, using both Duration and Efficiency.

    - Movement Drain: When moving in any way not attributed to the level itself, Base Drain is multiplied. I thought it was simply doubled. Wiki says it's tripled. Either way it's an arbitrary extra.

    - On Melee Strike: Every strike of a melee weapon on a target costs a base 2 energy. This counts multiple enemies in a swing, hitting containers, even Finishers that deal multiple damage instances. This is only affected by Efficiency. This is antisynergetic as Ivara will want to make use of stealth-melee bonuses and finishers. No other stealth Warframe suffers when utilising the stealth-melee bonus.

    - On Damaged: Every single tick of damage Ivara receives costs a base 10 energy. This includes everything from gunfire, to environment hazards, to that gradual drain from atmosphere loss when you break Corpus windows, to Arc Traps (which tick very fast), to every tick of a DoT effect, including each of the many stacks of 1-damage toxin just from being near a Venomous Eximus. This is also only affected by efficiency. This is also completely redundant as Ivara is already frail and taking damage is its own punishmentNo other stealth Warframe suffers additional negative impact from damage.

    Functional limitations: Prowl removes a lot of the player's options or directly penalises them for violating this.

    - Concrete shoes: Prowl innately slows the player's movement speed (unless on a zipline) not unlike Nyx's Assimilate augment, except that's not going from immobile to slowly-mobile. No other stealth Warframe limits in this way. It is comparable to Operators going into Void Mode, except they're also invulnerable, again like Assimilate Nyx, along with the invisibility.

    - Mobility Tools Stolen: While Prowling you are forbidden from Bullet Jumping and Sprinting in addition to the slower base movement speed. No other stealth Warframe purely limits mobility in this way. Break this rule and Prowl is irrevocably removed, you must cast the ability again including its casting-cost. Additional note: There was a long-standing bug/feature that allowed Ivaras to bullet jump from stationary without breaking Prowl. This made life much more pleasant and was a sick joke to remove years after the fact.

    - LOUD NOISES: Prowl forces the player to use naturally silent weaponry, or to consume capacity on a silencing mod. No other stealth Warframe does this. Loki's augment even adds the silencing for you. If you violate this rule, you are temporarily removed from Prowl's stealth. You don't have to expend casting cost, but those enemies already suspicious of the gunfire noise are now presented with a direct, visible target to shoot at. Ivara being as paperlike as she is, this is Not Good. Note that even 'suspicion' is enough to direct many of the game's attacks to the exact position of the noise, which would be risky enough without visible exposure.

    - The Worst Looting Ability Ever: Prowl's looting is just the worst. It functions - can only function - on very specific and limited target enemies. Because of the single-targeted nature, the inherent delay, the need to sit close to the target to maintain the process during that delay, it's not a general-purpose looting ability. Making decent use of it requires inaction. But wait, it's Ivara, so we need more arbitrary limitations - sub-100% Ability Strength causes the steal to sometimes fail (where over 100% strength does literally nothing beneficial!) and, despite its awkwardness making it specialised to specific and limited enemies, many of the targets you might want to actually use Prowl on, are considered 'minibosses' and immune to thievery. Great(!)

     

    As a stealth ability, Prowl's shining achievement is being the best AFK stealth ability and that's all it has going for it. You can stand, AFK, in stealth, longer than anyone else. The moment you try to do more, you could have been better served if Prowl was Invisibility, Metronome:Nocturne, even Smoke Screen.
    Its headshot bonus is the only unimpeded part of the ability (if you don't count poor mobility to aim your headshots and spending mod potential on silencers).
    The latter subsection up there sums up the 'pickpocket' aspect.

    Why does Ivara uniquely suffer for engaging her core gameplay identity? Should Gauss tear a tendon if he ran for too long, leaving him crippled for the rest of the mission? Should Loki be unable to interact with NPCs because he went invisible once too often and it stuck?

     

    SOLUTIONS!
    Okay, this is going to sound like an insane buff, but just look at the laundry list of things up there.

    Literally remove those extra caveats. Wholesale. No slowed movement. No parkour limitation. No arbitrary energy costs for everything. No breaking stealth. Just let the reliable stealth be the reliable stealth.
    Compensate that by doubled base drain if you have to (still equal or less than the moving-cost now depending on what that undisplayed difference is), so it also reduces the AFK-ability. Just let me play the game instead of feeling like I'm as trapped as the Solaris debt-slaves every time I need to not get shot in the face while going somewhere.

    I'd also suggest the looting be made more usable. I'm not sure how, but it's really godawful the way it is. Maybe just make it not single-target at once any more?
     

    --Augment

    Infiltrate has two, equally-redundant effects:

    - It increases Ivara's movement speed while prowling. This is something that only matters because of the naturally crippling downside Prowl currently has. Address that, which you should, and it's no longer necessary as a primary benefit.

    - It allows Ivara to ignore (most) 'laser barriers' while Prowling. This might be more useful if Prowl didn't already stop most mobility. Being able to bullet jump quickly through lasers? Sure, maybe. But if you're going to be crippled anyway, you might as well just be out of Prowl and going around the barriers. Additionally, though Ivara Prime might counteract this argument: Anyone who earned Ivara through Spy missions is familiar enough with laser barriers they no longer need to ignore them. Experience brings the routine to an easily replicated process.

    Solutions:
    It's probably safe to replace Infiltrate entirely once Prowl is made not-a-crippled-mess. Anything else on the suggestion list at the time Infiltrate was decided upon - and if memory serves, Infiltrate wasn't even the majority vote then - would be a more attractive augment than this redundant band-aid to a badly undertuned ability.

    -Artemis Bow

    Spoiler

    --Base

    Artemis Bow allows Ivara to use her Exalted Bow to fire a spread-shot of multiple arrows. Charging shots rotates the firing spread from vertical to horizontal. Alt-fire also fires the current Quiver arrow quickly.

    This is a solid ability that outputs good damage. However, there are some indirect caveats when it comes to certain damage enhancements, which cause the effect to be reduced by a factor of however-much multishot the bow has after mods. Critical damage is also oddly averaged across the full spread of projectiles despite whether each individual arrow actually registers a critical on impact.

    It can be awkward at times to control the spread of arrows to the desired orientation. Only one half of diagonal-spreads is traveled through during charge, the other is never attainable.

    Solid ability in general.

    Solutions:
    Investigate oddities of multishot projectiles inheriting damage buffs (personal tests indicate Madurai-Focus Void Strike divides its buff multiplier across the multishot spread, making it at least cut by a factor of 1/7 in effectiveness, more if modded for extra projectiles).
    Investigate alternatives for controlling shot orientation?

    --Augment

    Concentrated Arrow is the name of the mod. Concentrated Arrow is not what the mod does, at all, in the slightest. "Wet Noodle Bomb Arrow" may be more appropriate, because this mod actively nerfs Artemis Bow if you fail to meet its trigger requirements (headshots) with every shot you fire.

    Instead of concentrating the multishot spread of Artemis Bow into a single, high-damaging arrow, the augment simply ignores the other arrows, firing off only one (1/7th normal damage output) which, if landing a headshot, then explodes with additional effective critical chance into radial damage. It requires specifically building for, and essentially sacrificing so much of the kit for that one sweet-spot, that it cannot be considered for any realistic build. Gimmicky alternative augment at its finest.

    Solutions:

    Make the name actually applicable. Concentrate the full Artemis Bow damage into that single arrow. Then, at least it doesn't matter if the player missed the 'bomb' benefit - they still do what Artemis Bow would have done without it. This additionally provides a synergetic build with Navigator; where ordinarily only one Artemis arrow out of 7(+) would be able to be controlled and its damage multiplied, a Concentrated Arrow would be able to apply the Navigator bonus to the full output of the player's Artemis Bow build.

    You can keep the bomb for the players who like to build for that, but personally speaking I'd be content if you made it only concentrate the arrows into one and allow it to be one of those few Exilus-slot augments since it wouldn't be granting any inherent buffs of its own.

     

    Ivara Prime Access assessment

    Spoiler

    -Design

    Why a jellyfish? What does this match with Ivara's nature, besides (as mentioned in the Devstream) simply being a poisonous creature? Even the 'aquatic' qualifier barely counts; frogs may be amphibious, but we're specifically talking tree frogs for her original thematic, to marry the 'silently deadly' huntress and 'tree warrior' etymology. Jellyfish are.. sea life, purely. They don't even bring in any of the other facets of the theme to counterbalance that. They're just big dumb floating nerve systems that aren't pleasant to touch. Nothing huntery, nothing calculated and planning about them. Frogs might not be hunters either, but at least the type chosen have tied the deadliness into the theme another way.

    What you've made is pretty and beautiful, but it's not a pretty Ivara. Sadly, her Deluxe skin from previous teasers looked even worse-representative. It's a real shame her thematic identity will be lost, but evidently we're too far along to hope to change her Prime design now.

    -Gear

    The Baza Prime is a decent choice as she will naturally carry a primed Artemis Bow; its natural silence does hold relevance in the context of the current atrocity that Prowl is, providing a naturally-silent weapon to not fall victim to unfortunate exposure. This can stay, even though Prowl should no longer necessitate the silent nature of the weapon by release.

    The Aksomati Prime should not be released with Ivara Prime. In fact, they shouldn't even be considered for several Accesses down the line. We have a lot of akimbo pistol Primes filling the same role already. The Soma family of crit-based gear is already covered - especially by the AkStiletto as an automatic, but also through the other akimbos filling the crit-role while semi-automatic.

    I would heavily suggest evoking Ivara's themes more by introducing something more like a Karyst Prime. This innate-toxin dagger fits the poisonous creature themes Ivara's designs have encouraged, while also remaining a silent option (thus not breaking Prowl, though melee strikes are still problematic as explained above). A dagger is also befitting the hunter/assassin theme, and although Covert Lethality is no longer a one-shot, it still provides a core Finisher-based benefit to daggers, which Ivara freely capitalises on through Sleep Arrows.

     

    In conclusion: Ivara needs a breath of fresh air, and taking her many, many shackles off so that people can fully enjoy playing her when Primed, as currently, in so many ways, the experience is more that you're fighting the dev-written caveats in her kit than you are fighting your enemy faction in the mission.


    (Also Pinging @BlindStalker my fellow Ivaraphile.)

    • Like 16
  13. I'm unconvinced on the design of Ivara Prime. It's hard to be any less Ivara than the proposed deluxe skin was, but props to DE for finding a way to pull it off, it's sad. Neither of them fit Ivara in any ways but the most superficial. Why a jellyfish other than 'poisonous creature'? I want a pretty Ivara without Tennogen, thanks. You've given pretty, but you've not given pretty Ivara.

     

    But visual design aside, how about instead of the completely un-representative AkSomati which we REALLY do not need when we have the whole slew of primed dual pistols - AkStilettos AkJagara AkVasto AkBolto AkLex - already kicking around, most of which already fit the 'crit baby' archetype the Soma family is generally built for..

    How about we hit the points of "Poisonous" and match her hunter/assassin/gameplay options and give her a Karyst Prime? Toxic damage - poisonous. Dagger - fits the themes. It actually goes with Ivara's design.

  14. The current Navigator is limited primarily by three things:

    Control

    The speed of projectiles differing per weapon, and only having two speeds available (initial and More Zoomy) makes many use cases inviable. When looking for fine control, you have to limit the initial speed somehow (such as catching a bow's arrow AFTER it punches through something and loses most momentum).

    This should be solved by A) Standardising the speed of Navigated projectiles and B) Adding a greater selection of speeds which increments and decrements with Fire and Aim respectively This could be either 3 or 5 speed depending on the fine control or Excess Fast desirable.

    Cost

    Previously to Grendel and the Ember rework, Navigator was the only ability with an exponentially scaling cost over time. Unlike Grendel and Ember, Ivara cannot move to pick up energy while Navigating, making this restriction completely unnecessary and begs the question why it was added in the first place. A stationary warframe can already only sustain a channel for so long.

    This scaling cost needs to be removed and replaced with a flat per-second drain.

    Antisynergy

    The Duration Antisynergy problem is thus: You cannot reach high power output Navigation without sub-par duration - adding duration makes the ability worse, you have to wait around and beg for the scaling cost to increase before you're up to speed. In the opposite, going low-duration makes Ivara's primary defensive option of stealth difficult to sustain, and both options still suffer from the Cost Problem by either forcing more Navigation time for costs to scale, or a higher base drain which is scaled up.

    This needs to be rectified by either removing the 'damage multiplier scaling' mechanic entirely, standardising it (either to percentage of the max or by tying its value to Strength as well as Duration) or just make it scale with duration, not against duration.

     

    These are the core changes needed to make Navigator a fun and more globally useful tool for projectile-weapon based gameplay.

    • Like 2
  15. I have just confirmed that the 26.0.7 Update did NOT fix the problem of non-spawning Larvlings.

    Players affected with this bug (existing since 26.0.4 or 26.0.4.1) experience no light-flicker triggers which commence the 'kill enemies to spawn larvling' window of opportunity. Therefore, missions run by these players - including solo and matchmade games where the player is the mission host - will never allow them to create Kuva Liches.

    The only way around this is still to plead for other players to allow taking a larvling OR anti-socially run ahead and steal larvlings from public matches.

     

    This is an unacceptable progression-stopping issue (outside unreliable/unhealthy multiplayer interactions) and should have been acknowledged and resolved immediately.

  16. It's only a new 'trend' in so far as it's happened to finally hit more than one Warframe (and, at that, hit two new ones at a time).

    Ivara's Navigator was the first exponential-drainer a long time ago... On a skill that implicitly locks you in place thus stopping you from out-pacing a static energy drain with orb drops. Never made any sense. At least with Ember and Grendel you're mobile through it all.

  17. 2 hours ago, ScorchedIce said:

    Hello, I've had this issue since I vanquished my last Lich, no matter where i go in the star chart, no Larvlings spawn at all. I've decided to ask for help here since usually it wouldn't take more than 3 tries to get one to show up, and today I've been trying for around 3 hours, running exterminations, sabotages and captures in Saturn / Sedna / Lua and still nothing.

    That last Lich wasn't killed in any weird way, Vanquished like the others I've had.

    Could my account still "think" my last Lich is alive and won't spawn another because of that? Either that or I've had exceptionally bad luck.

    Seconding this. No flickering to trigger the kill window regardless of mission. Started occurring as of 26.0.4 (possibly 26.0.4.1 panic-hot'fix' as there was no time to finish off my lich in the interim).

    Current workaround is to go into a public mission with a host who isn't suffering the bug and beg them to let you have the kill. This does not correct whatever underlying issue is happening - I just converted my Lich from this workaround and am unable to trigger larvlings again.

    This is a critical bug, since you're not guaranteed to find someone kind enough to let you tax their larvling.

  18. 6 hours ago, G.L.O.R.ious said:

    I just wasted 5 forma on the Ogris and guess what: still a piece of trash. No bonus damage, only more capacity without space for other mods.

    Level 40 weapons is one of the most disapointing mechanics on the game. I don't recomend it even to peaple that want MR.

    This update is making me more sad by the minute.

    The Lich bonus damage appears bugged on the explosive weapons specifically, because their total (the number seen in the arsenal) is actually the sum total of both Projectile and Payload - two separate damage entities.
    There's something gone wrong in the weapon generation algorithm between those two parts that results in the weapon losing almost as much total damage as it gains, regardless of the actual bonus percentage that the generated weapon should have over baseline.

  19. 4 hours ago, (XB1)GearsMatrix301 said:

    Zero polarities? Really? UUUUUGH

    It's almost like they're trying to ensure you use Forma on the weapon, thus to discover their other special property.

    Ugh(!)

    real talk though, the Kuva Ogris is just sad. If I wanted faster, smaller explosives I'd use one of the secondary 'Pocket Rockets'.

  20. Well, I had some mixed results but I can grant the following advice for those looking to solo:

    • Hildryn is reliable due to the opposition being Corpus and having good shields to spam pillage against, allowing sustaining some passive damage from her 3, control from tactical usage of 4, and of course surviving. If you want an alternative to those certain start-to-finish-OP frames, look no further than the strong independent woman who don't need no energy.
    • Abuse the ever loving hell out of Heavy Slams. Your mileage may very depending on the weapon in question, but even with no combo the damage output and control was as strong as one can hope for with no mods to help. I used the Karyst, because of the free toxin - unfortunately it's not pure toxin any more or it would have been a hell of a lot better.

    Bursas will be your biggest nightmare hands down, though. Armour, directional immunity and general pain-in-the-arse-itude are stronger than ever when you're cut down to bare bones.

    The Excavation depends heavily on the map and layout for actually being able to complete the drills. My first run aced 4 drills but bugged out and wouldn't spawn any more after the 5th got destroyed, while my second run was an absolute mess of exploding excavators. Luckily you don't need to even have one full-completion to trigger extraction.

    Defense was tough and took a good half hour, but keeping my slam-control going prevented the objective from getting overwhelmed while enemies got chip-damaged down.

    Survival was easy even solo, I never left the first life support room until ready to extract using this setup.

    • Like 2
    1. The Zenistar disc throw change is terrible, it works counter to the purpose of the melee overhaul by enforcing 'mindless melee spam' simply to attain a useful disk duration now. I get that you were in a tough spot since it's a 'charged' manoeuvre that now has to drain the combo meter in the process, but please consider simply applying the damage and returning the static duration OR, if you really feel like incentivising combo sinking with the Zenistar, make the duration start at its previous 45 seconds then add some FLAT time per combo tier (5 seconds per tier would even out the duration to the current format at 9x multiplier - cap would be 105 seconds at 12x instead of 120, not a big loss for the QoL of base duration).
    2. strongly disagree with your assessment of applying physical damage to the majority of previously elemental weapons. What kind of double-speak is "making status more reliable by adding physical damage" when you know as well as we do that physical statuses are A) largely unwanted unless Slash and B) Heavily influence the odds of the build's elemental procs actually occurring by being weighted, what, 4 times heavier? This is an unwelcome homogenisation of weapons. We like having pure elemental weapons, in every circumstance that isn't broken enemies having 100% immunity to elemental damage through stacked resistances (like Link Trinity used to be - you missed the sensible change to make back there by isolating it to self-damage transferring through the link instead of capping additive resistances).
    3. A lot of weapons are going to need much better base status or crit to make use of the base-multiplicative Blood Rush and Weeping Wounds mods to reach comfortable functionality.
      The delta between a non-crit and a crit is often the biggest one (going up to orange and red crits simply being 2's powers while going from non-crit to yellow is a factor of modded crit damage) and Blood Rush allowed almost any weapon to achieve reliable crits during combos.
      Weeping Wounds was incredibly niche at best since there was no benefit from going over 100% status - I can honestly say now I think it won't be used in any meaningful build. Even slash-focused builds would rather slot Viral through dual-stats to improve status chance long before considering Weeping Wounds.
    • Like 3
  21. Zenistar suffered when melee line-of-sight was introduced as a measure to reduce polearm/whip spin-to-win. That was an unfortunate casualty, but fine. We could work around it. Throw the disk into a better spot to look 'over' the smaller obstacles. It still did its job.

    Now? It has no real job. Going from what, 45 second throw time to a base of 10 - so you need to hit 5x combo before you even break even and then have to build it again because whoops, there goes half your combo because you dared to throw it out. What's that? It bounced off an enemy or ally and got itself into a bad spot for line of sight? Tough. You'll have to recall it and throw it out again with half the duration gone.

     

    It wasn't about AFKing with the Zenistar. It was a tool. A utility. A way to cover your back for those hallway fights so you don't get ambushed. A way to keep one point covered while you defend another (soloing interceptions, for instance - Zenistar covered the first point while you were capturing the rest at the start of the round).

    Now you have to spend all your time swinging a weapon which, very likely, isn't even built to be wielded directly.  You had a range of about 100m before the disc was forcibly tethered back. That's a distance that doesn't say you should be stuck fighting where you're throwing it.

    Let's be real here, the only reason that it got touched was because it's something that had a charge-attack function and DE couldn't de-couple throwing out the disc from the new heavy attacks, so they thought they had to give it some benefit since it's going to junk the combo counter as collateral.

    But we don't want this. We'd be happier if it just inherited the damage multiplier on throw and remained flat in its duration. Maybe give it back the 45 base and code in +5 seconds per combo tier if you really feel like adding some incentive for disc duration. A minor benefit, not an insane penalty for not mindlessly meleeing all the damn time... You know, the thing that prompted this overhaul in the first place?

  22. @(PS4)Claudija You might also consider trying to build the Amesha archwing for your troubles in those nodes.

    For Rush, though it's a relatively slow 'wing, having its first ability Watchful Swarm active prevents terrain collisions from staggering you while the drones are active (consuming 1 per bump) which can help a lot when you're trying to power through the Corpus trench runs.

    Its immeasurable defense and utility should allow you to run in and simply face-tank any enemy units while you're fighting to keep hold of your interception points, too. Hard to fail when you can slow like a Nova while being invulnerable and regenerating all your health and energy consistently.

  23. Veteran Solo lord checking in. The OP may seem to be exaggerating as a less-experienced player, but there is a bit of a mixed-results situation for several solo-life experiences.

    For example, Interception; yes, you capture your point quicker. On the other hand, you literally cannot be in two (to four) places at once - and some maps are both large and lack line of sight, making this also affect enemy recapture efforts, either while you're still making the initial captures of a round or those times they don't all pile on one point later. It's invariably slower and often irritating for the most part, but not impossible.

    Disruption is an insufferably slow affair when alone. You generally can't get key drops fast enough to activate multiple conduits, and if you do, well, you're likely going to start losing them sooner than later. It's poorly designed for squad size scalability.

    Spawn issues are a known problem as well - particularly Excavation carriers and historically Survival upkeep - and this is why people have long asked for a "treat me like I'm a full squad" button.

    I don't have a problem with standard Hijack, but since Nullification is such a pervasive cancer to the player's arsenal (mechanically speaking), the Sortie Hijacks reduce your options as a lone Tenno to very few approaches. You pick your tankiest non-ability-reliant and, unless it's Inaros who doesn't care enough, do your best to gun down opposition from your field of crippled misery.

     

    Solo is a valid and viable path to take, whether it's by necessity or by choice. Whenever anyone has a problem with matchmade influences, the first thing people like to tell them is "go solo then", after all. Interception proves that we can have things scale, even dynamically within a mission, to the player count - even if that's an imperfect example, it's a start. More of the game's design direction should follow that. It wouldn't hurt to make Disruption key carriers more common, and the demolisher's approach direction more easily located for the individual who is tied to exploring one path at a time.

    Judging from criticism I've had to supply myself in times past, I agree that DE often seems to have precious little testing for those who don't squad up for the vast majority of their missions. It's matchmaking - and random matchmaking for 90% of it. You're never guaranteed to find someone. When solo is permitted, especially restricted solo, the responsibility is then on the developers to make squadding up a choice, not a tantamount necessity (to the average player).

    It doesn't have to be brainlessly easier mode outside of a group. Little things can have a lot more impact to a limited individual than their absence would for the diverse squad. Going back to the Interception example - the capture speed increase narrows the squad gap to account for concurrent (but slower) captures, but nothing addresses the enemy recapture aspect. They could take a bit longer (but not fourfold as with player capping bonus) to complete a recapture, allowing an individual to cross the map from a far distant point, or to personally deal with two enemy capture attempts without the second simply being a lost cause.

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