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crazywolfpusher

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Everything posted by crazywolfpusher

  1. Certainly Nidus need some little tweaks. Recent maps, missions and objectives demand a lot of movement. My Nidus has 235% range and Parasitic Link breaks all the time because I moved too far or the enemy is dead within seconds. All this micro management on top of having to keep an eye on his mutation stacks is just annoying. Parasitic Link should follow the same logic as Trinity's Link, both are essentially the same, even if this means half the duration. This could be added to the augment if DE is not willing to change the "stationary" core essence of Nidus. Same with Ravenous, it could move alongside Nidus. More than the healing or the damage, I just want to be able to move around freely. Camping 8m of the map so I can benefit from his ability is not fun. Imagine Wisp having to camp her tiny motes 5m radius 😐
  2. Mag's Pull behaviour is very inconsistent since the last patch. It's like if consider enemies bodies as obstacles and prevent it from pulling larger groups. If you pull 20 enemies, half of them will be ragdolled in place instead. It's happening in mission and can be easily reproduce in simulacrum at mid range (20m+) from the enemies.
  3. The Magnezite bug not affecting ragdoll units has been around for a loooooong time. In this post @[DE]Pablo mention: "Old LoS check: We do a raycast, basically draw a line from you to the enemies center and if nothing interrupts the line along the way they are considered on sight. Raycasts ignore other enemies. Additionally we had a bug that prevented it from working on ragdolled enemies, so if they were pulled by vortex or whatever they were totally invisible to the ability." Which probably related to Magnetize as well. I also been having problems with Mag's Pull after patch 35.5.6 I see enemies affected by Pull getting knockdown/ragdoll in place like if there was something blocking their trajectory. You can test it yourself in the simulacrum. Try pulling 20 enemies from different distances and you'll notice that some of them are just knocked down.
  4. If anyone reading this can record a video testing Mag's Pull on simulacrum against a group of 20 enemies it would be helpful. Basically Pull enemies from different distances and angles and you'll see that some of them are stuck in place knocked down instead of being Pulled. I'm 100% sure it wasn't like this before this patch.
  5. Internal Bleeding, Hunter Munitions, what's the difference? The weapon by itself is heavily reliant on chances provided by 1 mod. There are dozens of better options to combo with the Spears and is not like Nezha is heavily limited by them. If you wanna tryhard with the Chakkhurr good for you. About Divine Spear Range yeah, added 1m by mistake, my bad. Without the range limitations would be the highest KPM Radial Nuke without LoS and Steel Path viable in the game still. Just to clarify, we are talking about Radial Nuking without LoS and SP viable. I don't know what game are you playing but there not that many as you make it sound. Equinox, Saryn and Gauss are the best. Sure you can Nuke entry steel path with Discharge (since you mentioned Volt at the very start), but you give so much on all aspects to pull it off that I didn't want to consider him to make my point. Same with Thermal Sunder Rhino. Nezha is the best Nuker in the game, if not, it's only because the Murmur faction is holding him back. The Murmur faction is not 99% of Warframe. They are still work in progress. 2 weeks ago they just got finishers animations... is not Divine Spears unrightfully being ignored just because. I suppose Hydroid Tentacles are on the same boat. Give them time to work on it. Just don't create a whole narrative about things that are going most likely get fixed in the future to justify Nezha's augment to be stronger than it should. Please, tell me you are one of those that used to ask for Shield Gating nerfs, that would be funny. What about it is extreme? Aegis? if was Guardian wouldn't just be just your Typical Nezha? Anyway, Halo DR works fantastic with Aegis, he is a great tank. Doesn't even need PSF, very beginner friendly. I just find Shield Tanking tend to be less demanding. Nezha Health tanking fall short quickly around high levels and since his shield gating eventually will be consumed faster than Halo, Condemn was a good source of Shields on demand with the massive range the build provide.
  6. Uhmm.. Gloom Connaisseur I see. Awful taste. The problem is not that the energy drain is difficult to understand, because is not. The problem is having to build sky rocket efficiency so you can have 20-30 seconds to manage the exponentially growing energy drain while doing, I dont know, hacking a console, reviving an ally, killing a Thrax, whatever. Immolation offers so little and demands so much, is not rewarding, is not fun. Why not simply cap it like Gloom? But what would you know about fun? I mean you play Gloom.... no offense. Before you answer me:
  7. While playing Mag I realized that sometimes enemies that were supposed to be pulled were instead knocked down like if they were blocked by something. Did some test on simulacrum and it seems that up to 23m approximately from the last enemy, I'm only pulling those in front while the backrow is ragdoll and stay in place. I hope this image can explain it a bit better. My guess is the blue enemies are blocking the LoS check on the red ones. Also Mag is pulling enemies within radius at full range which I suppose is a bug since her ability is a 90 degrees cone.
  8. She need an augment that turn her Navigator into this. Tap ability and pierce everything in a decent radius. Kinda her own range version of slash dash without the i-frames of course.
  9. I literally quoted your whole bible 😆 The arguments you were using to justify a 20m radial Nuke (56m easily moded) make no sense There are only 3 frames (aside from now Nezha) that can nuke without Line of Sight at steel path level. Equinox. Need to accumulate damage, drain energy per second, require a helminth armor strip. Damage diminish with distance. 18m base radius. Saryn. Spores need to ramp up damage. You mess up, Spores damage gone. Not exactly easy to handle on a full squad. 16m base radius. Gauss. Thermal Sunder need to charge redline which can take a while. Very spammy and energy hungry. 12m radius If we look just at the radius without considering nothing else, Divine Retribution with 14m is sitting at third place, just below Saryn, the AOE Queen. Now if we consider how effective is, the steps needed to pull it off, the KPM that can achieve? is in first place no doubts. See? the only limitation Divine Retribution has, is that cannot damage Overguard and CC immune units. Which are RARE. btw
  10. No, there is no soft Line-of-Sight, there is no LoS at all. You can hit speared enemy through walls with aoe weapons or enough punch-through. Trying to compare Nezha's augment to Volt's Discharge is such a terrible take. Volt's Discharge doesn't spread status, hell, it doesn't even apply Electric procs, need armor strip, and super high enemy density to chain properly. At high levels scratch enemies. "Hit one button and things die" only apply to Divine Retribution. Well, maybe two because you still need to shoot your gun, right? I wish I could say the same for Ember or Equinox, because they need more than 2 buttons. We'll get there. To be fair, Divine Spears wouldn't have affected them without the augment anyway, and yet, the only place where this might be an issue, is the new Deep Archimedea where one of the modifiers gives all enemies 50% Overguard. 99% of the game is not flooded with Eximus. Same as before. Divine Spears wouldn't have affected them anyway so it make no difference for the augment. This is such a nitpicking situation... and I know it very well because I play Voruna and she is tied to the same rule. First, why would you use a Kuva Chakkhurr with Divine Retribution? is such a terrible weapon choice. The only means it has to apply status effects (slash specifically) with enough consistency is through Hunter Munitions. Using this specific case to argue that Nezha's Augment has so many weaknesses is just... you are not fooling anyone... not me at least. btw, a glaive Prime is not killing anyone above steel path with blast damage alone. Divine Retribution weapon pool still quite huge. And thanks god it doesn't. Divine Retribution has its own multiplier on detonation. I haven't figured all the intricacies on how damage is calculated on the ability but it seems be doing more than enough damage to kill everything that's speared. Only a problem if you build Nezha with the lowest duration possible, and even then, 1 duration red shard will solve the problem, and Nezha has plenty of Archon Shards space, since they are not required to make Divine Retribution work. You already build Nezha with some strength, escalating the status spread based on Chance-Strength wouldn't have any impact. Currently the best way to build Nezha's Divine Retribution is with low duration. It kill so fast that you end up spamming spears constantly. Reducing it's duration is not a nerf. ----------------------------- Compare Nezha's 39.2m radius of damage that goes through walls without Line of Sight and doesn't need armor strip and can be spammed at will... with Ember or Equinox. They were the AOE frames, and now? they have been absolutely outclassed. Nezha is a great Tank, highly mobile, Status immune, with good energy economy and a damage vulnerability debuff. So let me ask you... all this for what? make Nezha the strongest nuker in the game? I have news for you. Already is.
  11. Fine for me. Just give them Overguard and Overguard regeneration in exchange.
  12. Ok, but give Saryn Overguard and Overguard regeneration on her Molt. After all, the whole point of Molt is keep Saryn alive and synergize with Spores.
  13. eh? strong where. I'd say Ember is weak. I've invested a big amount of resources on Ember and no matter what I try, she struggle to kill stuff, especially corpus. Is not the type of frame that cast her 4 skill once and kill things instantly. Extremely spammy and energy hungry which is not a bad thing, it just feels very unrewarding. Compare it to the new Nezha augment, no Line of Sight, no armor strip needed, 1 cast, a few hits with your weapon of choice, done, map clear on a 40m radius. Ember is suppose to be the AOE frame. She is the one summoning comets from out of space. She is the Fire Warframe, and is outclassed by Gauss on the heat department. What about Heat inherit? just as good as any other frame. There isn't much going on for Ember. And then core problems like Fireblast not affecting Acolytes and Immolation draining energy without cap once fixed are not going to change the sad state of Ember.
  14. I don't think changing her passive would help, not at this point. Equinox need more adjustments than simply a 10% equilibrium that work on full health.
  15. If a 40m radial Nuke, without LoS, no damage fall off, no need of armor strip, no setup, no nothing is the new standard then Equinox need some serious buffs. Other than the fashion, why would anyone pick Equinox? The only thing that keep Equinox somewhat relevant was his Nuke, that require accumulating damage, energy drain and armor strip. Nezha can do everything Equinox struggle to do with a single augment. Such a sad day for Equinox.
  16. That's very weird. I just tested pillage with the same Range and Duration as you did on the video. Same position. I'm stripping them just fine.
  17. I just tried the same and I'm stripping them from behind the pillar just fine. Are you playing on console? might be a console thing?
  18. Nice catch haha Kullervo with infinite energy would have been insanely powerful. Lovely patch although Nezha becoming the best Nuker in Steel Path sounds borderline broken. No LoS, no damage fall off, no further requirements than a decent gun. I don't know. Makes Equinox quite irrelevant.
  19. Metamorphosis is supposed to enable her whole kit but that isn't entirely truth. You need the augment Energy Transfer to do that. Basically you have 3 ways of playing Equinox, Day, Night or a mix of both. Don't worry. To be honest, there isn't a correct way of playing unless you are trying to achieve something very specific. That being said, here are the 3 most obvious ways of playing Equinox. Day Equinox with armor strip of choice replacing skill 1. The best Equinox. Fast and mobile, very simple and deadly. Can dump strength while achieving certain strength thresholds with her 3rd skill. You'll have plenty of mod space. Night Equinox is a very solid Shield Tank or Health Tank. Extremely boring though. The only active ability you'll have is Rest. So boring that the enemies fall asleep. Since the introduction of Arcane Intention, you now can stack Peaceful Provocation slow by simply activating and deactivating Mend & Maim, prior to this arcane, stacking her augment was problematic. Now, biggest problem that remain to this day is how wild the energy drain can get since it has no cap. Energy Transfer augment allow you to use day and night but in the end you'll find yourself doing the same as Day form but with extra steps. Stay on night form killing stuff accumulating damage while getting shields on kills. Switch to day form to release accumulated damage. 3rd skill is deadweight since the bonuses you might get from it are reset when switching forms. Still require an armor strip. Very tight on mod space. Every time I participate of some Equinox discussion I end up bringing the same topics because I truly believe they need to be addressed. As is, Equinox feels very disjointed, instead of one entity they feel very separated, like you are better off picking one instead of playing both. Energy Transfer need to be a core part of the her kit. It should also apply to Pacify & Provoke. It doesn't make sense that she is punished for switching forms. Being able to keep both abilities active when using Metamorphosis would solve all the issues Equinox currently have.
  20. Never tested it myself since I only play at 60fps but i'll refer to these two videos: I know the first one is very old and it was filmed after an update that was meant fix the issue. and the a most recent one, after the Gargoyle event when people were capping their FPS to bypass dmg attenuation. 2:54 is the Mesa bit I guess to test it you gonna need a high fire rate Mesa build. Amalgam Furax Body Count +45% FR, Arcane Velocity +120% FR, Reinforced Bond +60% FR, Anemic Agility +90% FR, Lethal Torrent +60% FR.
  21. Mesa fire rate is also affected by player FPS cap. Mirage Prism is also affected by player fps if I'm not wrong.
  22. I'd say my Saryn it's quite decent. This was last night Lua Conjuction Omnia Fissure. Dante with just skills did 737 kills. Half of my Saryn kills were melee, and not any melee. Dante is perfectly fine, it just need some extra adjustments on the LoS.
  23. Bruh, Saryn can't even keep her spores at low levels. You clearly don't know what you are talking. Are we talking about level 10 missions? subsume Thermal Sunder, join the club.
  24. This. And it's funny because the same people are crying about the Overguard changes. Which in high level content, doesn't even matter how much Overguard you have. The nerfs were aimed at low level content, which is were most people play. Dante making the whole squad immortal while also killing every enemy on a 40m+ radius effortlessly, can trivialize the game. The nerfs were poorly timed, yes, but needed nonetheless. Now, no excuse for how janky line of sight was implemented, and still need fixes, so people need to give them time to work on it properly. This affect a decent number of frames, it's not Dante exclusive.
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