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crazywolfpusher

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Posts posted by crazywolfpusher

  1. 9 minutes ago, [DE]Purzzle said:

    Ember Inferno is not meant to hit enemies behind her (except if they are right behind her and thus benefit from LOS generosity):

    Thanks for the clarification, is just that abilities descriptions in Warframe are not often as accurate with what they do in actual gameplay.

  2. 54 minutes ago, iSkylines said:

    secondary outburst is still bugged and still not working as it once did. Buff will keep refreshing and can be at a reduced buff....

     

    Tested myself and I cannot replicate the bug.

    Mine is working fine. Maybe there is a weird interaction with a mod or something 

    outburst.jpg

  3. 1 hour ago, Armadillidium_vulgare said:

    Hildryn always had LoS. The changes to Pillage have made it even more forgiving than it used to be. Can't speak to the others, but I know that Mag had a bug that gave her much wider AOE on Pull than it was supposed to have, and they fixed that with the recent changes.

    Hildryn's Pillage is certainly better after the LoS revamp.

    Mag's Pull used to go through walls and that was problematic because very often enemies ended stuck on walls and terrain. With Dante Unbound patch 35.5.6, Mag's Pull got hard Line of Sight added (also patch 35.5.6 introduced the radial pull bug and it was fixed right after on patch 35.5.7) and while it solved the issue with walls and terain, created another. Now enemies can "body block" other enemies from being Pulled and they need clean trajectory to the Vortex, otherwise they end knocked down instead. 

     

    • Like 2
  4. 2 hours ago, Grimm said:

    fix for 10 energy cast animation no enemy targeted on inferno. 

    I don't have this problem.

    1 hour ago, [DE]Purzzle said:

    Hiho!

    Do you have additional info or possibly a video for this? From what I can see, the ability only drains Energy for enemies hit.

    Thanks.

    There is actually a problem with Inferno.

    • Ember’s Inferno (Rendered Check) 
      • In addition to rendered checking, it is also no longer FOV dependent, which was causing issues where enemies outside of FOV (low FOV settings) were not considered in the checks. 

    Yet, can't hit enemies right in her back. Far as I understand the ability is a radial cast, like Pillage, Howl and Radial Javelin (I mention these because all received a Rendered Check fix on the same patch) and none of them have this problem with FOV.

    giphy.gif

     

    • Like 4
  5. Quote
    • Ember’s Inferno (Rendered Check)
      • In addition to rendered checking, it is also no longer FOV dependent, which was causing issues where enemies outside of FOV (low FOV settings) were not considered in the checks.

    Were these changes to Ember's Inferno reverted?

    Right now can't even hit enemies behind her. 

     

     

     

  6. Powercreep Powerfantasy has never been this ridiculous anyway. Let all exalted weapons have access to arcanes.

    Some trash ones like Titania Diwata would get instantly better by having access to stuff like melee influence and melee exposure.

    Excalibur melee influence, can you imagine? maybe that would be a bit too much 🤣

  7.  

    The blue light on the borders of the screen when shields are depleted disappear near instantly and it doesn't reflect the invulnerability phase. 

    I think Shield Gating needs some better visual ques.

    shield-break.jpg

    Something similar with adjustable opacity maybe? Also being able to move the health bar would be great.

    At this point I'm very used to react when my Shields break but for newer players It can be difficult to understand without getting a deep trip into the wiki or some youtube video that explain it with details.

    Like Reb said on the last devstream:

    Quote

    if the player doesn't see it, doesn't happen

     

  8. The time has finally come. Fantastic changes and very much needed.

    Whatever the outcome might be it can be worse that what we currently have. So I'll let you guys cook.

    I just hope stuff like Mag's Polarize, Amalgam Argonak Metal Auger and Shattering Impact doesn't get behind.

     

    Edit: After reading some of the feedback given by the community I would like to add my own suggestion regarding Blast status. Many abilities that deal Blast damage do not apply blast status effects and scale poorly on the damage side, so I thought it would a great opportunity to lift these abilities in conjunction, by giving them force blast procs in some way.

    Sound Quake - Banshee

    Fusion Strike - Caliban

    Molecular Prime - Nova

    Rhino Stomp - Rhino

    Photon Strike - Vauban

     

     

     

     

    • Like 2
  9. 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 😐

    • Like 1
  10. 16 minutes ago, [DE]Megan said:


    Line of Sight (LoS) Changes & Fixes
     

    • Fixed Mag’s Pull ability pulling enemies from all directions instead of in a cone directly in front of her as intended. 
      • This was accidentally introduced with Hotfix 35.5.6 as part of our efforts to improve LoS check consistency with Pull. The established behavior for many years has been that Pull only works in the direction you are looking, so we’ve returned it to that intended state but with the new and improved LoS check logic.


     

    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.

     

     

    • Like 13
  11. 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.

    On 2024-04-11 at 1:26 AM, MrVulcanator said:

    most noticeable when using Pull

    I also been having problems with Mag's Pull after patch 35.5.6

    On 2024-04-10 at 3:05 PM, [DE]Megan said:

    Line Of Sight (Los) Improvements 
    The following Warframe abilities have received the aforementioned improvements: 

    • Mag’s Pull (Rendered Check)

    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.

    • Like 1
  12.  

     

    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.

     

    • Like 2
  13. 22 minutes ago, KitMeHarder said:

    Yeah, while getting plenty wrong and completely missing most of the points. You quoted my part about the Chakkhurr and Internal Bleeding, only to completely ignore the mod, call the Chakkhurr a "terrible weapon choice", and then try to claim the gun is reliant on Hunter Munitions? The Chakkhurr is one of the best slash sources in the game.

    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. 

    30 minutes ago, KitMeHarder said:

    You don't even care enough/have enough intellectual integrity to get the facts right. Divine Spears has a base 19m, not 20.

    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. 

    1 hour ago, KitMeHarder said:

    Again, completely wrong. And no, I'm not going to tell someone with a mindset like yours which frames they are just so you can lambaste them in the future.

    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.

     

    44 minutes ago, KitMeHarder said:

    I guess you're not quite there yet in your Warframe journey, because Archon Hunts, Netracells, SP Circuit, Deep Archs, etc... are full of them.

    And again with you missing the point and not reading the OP. It's not simply CC immune enemies, it's ANY random enemies DE didn't program a ragdoll animation for. You can Ensnare something like the Anatomizer, slow it with Molecular Prime, blind it with Radial Howl, charm it with Resonator, etc... but Divine Spears unrightfully does nothing because that enemy doesn't have a ragdoll animation. And there are plenty of enemies like this, literally every non-grunt enemy in the Murmur faction is immune to ragdolls.

     

    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.

     

    1 hour ago, KitMeHarder said:

    Yeah, you must be constantly dying to need 3 different sources of shield tanking, two of which are quite extreme. So much for your original claim about Nezha being a "great tank", you've seemed to have missed your own memo.

    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.

     

  14. 11 minutes ago, SteveCutler said:

    Ember is in a pretty good place. I play her often and don't have any problems with energy at all. People really love to exaggerate the energy drain, or just don't understand how it works. Literally just cast Fire Blast, and the energy drain will reset. That's it. Press 3 once every 20-30 seconds or so and your energy issue will magically disappear. I like to run Gloom on her personally, and still have no issues despite the extra drain from that with a range build.

    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:

    Spoiler


    19 minutes ago, SteveCutler said:

    Why on Earth would you cast Fireblast 30 times to try and get your heat growth neutral?

    People like to have fun in the weirdest ways.

    Imagine doing disruption level cap spamming Ember Fireballs 

     

    • Like 2
  15. 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.

    magpull.jpg

    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.

     

     

     

     

     

    • Like 1
  16. 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.

    1. Equinox. Need to accumulate damage, drain energy per second, require a helminth armor strip. Damage diminish with distance. 18m base radius.
    2. 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.
    3. 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

    Spoiler

    Nezha-SStier.jpg

    This is my current Nezha build. Notice something? 

    yeah no prime mods needed, no umbra forma. highly flexible actually. I wish Equinox was this easy to build.

     

    • Like 1
  17. On 2024-04-10 at 7:35 AM, KitMeHarder said:

     

    • The augment already has a soft Line-of-Sight restriction
      • In large part, you already had to see an enemy in the first place for this augment to work. This isn't Volt's Discharge, where I just hit one button and things die. I have to actually see an enemy to spread status onto before I even cast my 4, I have to have highly invested weapons for it to reliably (even then) kill everything speared, and you had to do even more than that to actually get the most out of the augment..

    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.

    On 2024-04-10 at 7:35 AM, KitMeHarder said:

     

    • Overguarded enemies
      • Overguarded enemies are already a counter to Divine Spears, as they can't be ragdolled by the ability. Compare that to other damage abilities, where most don't need to CC enemies first to do damage.

    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.

    On 2024-04-10 at 7:35 AM, KitMeHarder said:

     

    • In fact, all Ragdoll immune enemies counter the augment
      • So not only is it that overguarded enemies counter Divine Spears, but any enemy without a Ragdoll animation counters DS. Enemies that are prone to countless CCs otherwise, now counter Divine Spears and thus the augment. Kuva Guardians (vulnerable state), the Anatomizer, the Hollow Vein, Nechramechs, Bursas, Amalgam Alkonoist, Deimos Saxum, the Severed Warden, Deimos Jugulus, Aurax Raknoid, Terra Jackel, etc...

    Same as before. Divine Spears wouldn't have affected them anyway so it make no difference for the augment.

    On 2024-04-10 at 7:35 AM, KitMeHarder said:

     

    • Overkilling an enemy does not spread status on more sources than you'd think
      • If for example I head shot an enemy with my Kuva Chakkhurr and Internal Bleeding would have produced a slash proc, but the enemy dies, no slash proc spreads. Same thing with something like the Glaive Prime, if I one-shot a butcher trying to kill a speared Heavy Gunner, the game just says "no slash proc for you". This is just another limiting factor the augment already has, and it reduces the amount of viable weapons you'd think would normally work.

    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.

    On 2024-04-10 at 7:35 AM, KitMeHarder said:

     

    • Elemental mods do not apply to spread DoTs and Faction damage only applies once instead of twice (including slash)
      • You can see in the screenshot, the heat DoT from my Javlok is doing 1,194 damage to the initial target, but only 249 damage to every other speared enemy. That's less than 21% of the initial damage.

    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.

     

    On 2024-04-10 at 7:35 AM, KitMeHarder said:

     

    • Enemies are speared at different times, and not all at once
      • Enemies are not speared at the same time. There is up to a 0.5-1 second delay between when the first enemy is speared and when all the rest in range are. This inconsistency makes it very hard to work with the other problems the ability/augment already has.

    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.

     

    On 2024-04-10 at 7:35 AM, KitMeHarder said:

     

    • Make the augment only transfer status from Nezha or Nezha and his companions. The augment doesn't need to transfer statuses from every source, especially other players.
    • Make it so the augment only has a 65% chance (capping at 100%) to transfer status effects, scaling with strength.
    • The same 65% chance to spread as above, but also remove the status detonation multiplier entirely.
      • In exchange, make it so his spears still stick into ragdoll-immune enemies for the full duration (without CCing them).
    • Have the augment reduce the duration of his 4 by 50-65%, so you have less time to get full value from it.

     

    And for some final words, please revert the range nerf fully and please DO NOT add LoS to Divine Spears.

    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.

    • Like 1
  18. 5 minutes ago, FaraTenno said:

    Throw the exact same LoS requirement on Saryn's Spores and Miasma and we'll see if your opinion stays the same.
    Both abilities are intended to synergize with each other. This change would break that synergy by not allowing Miasma to hit infected enemies, AKA the whole point of the ability.
    Doesn't sound very fun

    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.

    • Like 1
  19. 1 hour ago, Mr.Holyroller said:

     but she's very strong already if you build her correctly just like most frames..

    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.

     

    • Like 2
  20. 4 minutes ago, L115A3_XB1 said:

    Equinox's passive being a very weak equilibrium ( please just make it a full one)  , anyways the main problem is it still behaves like old equilibrium in that you only get health orb pick up when you do not have missing health , you recently fixed Purple archon shards with  same effect to match current equilibrium in having health orb pick up even at max health - so would be nice if you could:

    1) Make it a full equilibrium ( Harrow gets a full Preparation mod as one of his passives nevermind having 2 passives.)

    2) Make it work on full health please

     

    This is a minor thing but it would help her out massively

    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.

     

  21. 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.

     

     

     

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