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Kherae

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Posts posted by Kherae

  1. 8 minutes ago, DTaina said:

    I've been saying this for years!  His snow globes can be such a detriment to the squad.  I've lost count of the number of times I've had squad members complaining about them even when I go out of my way to pop them.  Giving allies the ability to shoot through his snow globe from the outside would be a much-needed QoL update for poor Frost.  

    Also, for a future upgrade, I'd love to be able to move the snow globe like the Eximus can.  

    most things can shoot out of, not into...but qorvex's 4 cant do EITHER...

    very annoying yes

    • Like 2
  2. 6 minutes ago, Masta said:

    Feels like a huge difference in damage now. Base roar is 50% and the helminth one is 30% that is a 40% reduction in effectiveness from from 50% -> 30%. It feels like that should be the same thing, make eclipse go from 200% -> 120% that is also a 40% decrease in effectiveness. That would keep it in line with how roar works. If you still think the helminth version its too powerful then I suggest lowering the duration, increasing the energy cost, and/or reducing the damage resistance on the helminth Lunar Eclipse. Eclipse might be the most subsumed ability now, but with your suggested changes I can see it falling off the top 5 because it no longer has any tangible benefits for using roar over Solar Eclipse, and there are better abilities than Lunar eclipse, to prevent getting damage. Ultimately we don't need another ability that does something similar to roar without all the upsides of double dipping on abilities that deal damage over time and being able to leave the casting radius after getting the buff.

    completely missing the point. it's not about the difference between normal version and helminth version, it's about where it stands relative to other helminth abilities.

  3. With regard to weapons: Eclipse is a final multiplier. Roar is a faction modifier, additive with other faction modifiers. 30% eclipse is still stronger than 30% roar.
    Nourish is still going to be overused, because it grants massive amounts of viral procs around you easily, on top of granting energy and elemental damage for weapons. It may have gotten lightly tapped, but it isn't going to stop people from using it or even impair said usage. They should remove the viral explosion entirely while they're at it. Also, if anyone gets upset about losing viral damage, consider how status weighting works...technically it might be a buff.

    • Like 4
  4. Screenshot_20230427_042127.jpg
    I blame this 'fix'

    it's a direct usability nerf, since I prefer using scrollwheel to address how awful spamming melee/gun fire with 'semi auto' weapons. I would rather they revert this 'fix' or make an optional toggle.

    then throw in 'interact' being 'target lock on enemies', and the 'cycle target' keybinds being stuck active even when unbound...ugh.

  5. overall liking the rework ideas. health as the resource, removing energy, would certainly make him unique. removing the annoying and actively detrimental sarcophagus passive inaros currently has would definitely help.

    not fond of caps (except the DR, which definitely needs one on inaros), as I believe the abilities can be based on current modding constraints and/or alternative scaling formulas like chroma's breath ability (which is done via the formula R*(1 + Ability Range)1/3).

    the removal of elemental sandstorm may be a bit much, thinking that since it doesn't really do much damage most of the time such a mod would be more for utility which can synergize with his other abilities or his weapons somewhat. radioactive sand blizzard could be amusing. good potential CC layer for his team. Especially since it has its own status chance separate from the weapon 'stat stick'

  6. I don't play Grendel much, had to rework the builds I have but overall...they're okay. However, one thing still stands out and it's a bit of a pain point on higher level missions.

    @[DE]Megan is it known that Nourish does not heal companions through link health, and is this (hopefully) getting fixed any time in the foreseeable future? It's basically the only thing that ever bothered me on Grendel and basically locks me into using the helminth system to add another (redundant) healing ability like gloom, or a vulpaphyla, due to other healing options not working so well. I still want to bring Dirty Cheater to missions and my poor moa barely gets out much as it is! Think of the moa! :(

    • Like 1
  7. Top 3 most used are skiajati, Zenistar and for some reason, Broken Scepter which I haven't used in missions in over a year.


    As for top 3 on favorites? I have 6 now that are all tied for first place: Skiajati, Gram Prime, venka, paracesis, my toothpick (plague kripath rapier), nami skyla prime. Hard to choose, I love 'em all.
    As for 2nd and 3rd place: glaive prime and...there is no third place.

  8. recoil on tombfinger has long been a problem. today I finally finished my weapon exilus, forma'd the weapon, and slotted steady hands. -60%, added to the -49.2% from my riven. You'd think that at -109.2% recoil it wouldn't have recoil at all, but...it still has noticeable recoil.I dont have -recoil rivens for my other kitguns, but I'm noticing similar with my rattleguts and catchmoon...they all use haymaker

  9. Valkyr Prime claws with gladiator vice. Gram prime with weeping wounds, gladiator vice, blood rush.  no gladiator mods on frame.

    Had 12x. Switched to operator form to disarm a kuva guardian. back to frame. mods were nonfunctional. Was switching between valkyr claws and gram prime as necessary for healing. Had to switch to claws to build combo counter, then switch back, to force mods to update again and regain stack value.

    It is very painful to effectively "lose" the mods' effects when so much of my damage, and healing through healing return, is lost.

  10. it might be elsewhere too, but I was going through operator equipment and noticed when hovering over an arcane, it showed the arcane being sellable for 100 ducats.

    Quote

    Can be exchanged for {ducat icon}100 DucatsThis Arcane can be fitted into your Amp.

     

  11. Did disruption, team got a Nullifier Conduit. Went in to kill enemy, went out, was still Nullified. Conduit ended, still nullified. Was Hildryn, couldn't die, so Nullified for the whole mission. Fix please.

    Stupid bug present in other game modes, still not fixed yet. Stupid game-breaking bug.

  12. auto-block kills me more than it helps me, since it both disrupts combos and when you're channeling it consumes energy (even in hysteria, which gets no benefit from blocking whatsoever).  ragdoll force on melee attacks has gotten too excessive. not having manual melee aim glide sucks, but AUTOBLOCK IN THE AIR TRIGGERING AIM GLIDE SUCKS WORSE! Why? the dozens of times it triggers and I land out of bounds, losing any buffs I have active at the worst possible times. Out of the melee changes, I only see the aimable slams as a good thing, the rest is horrible. If they wanted faster weapon switching, they could have reduced the holster time significantly, that would have done the job without making melee a pain to use. Also, there's a reason people used quick melee: a lot of stances are badly made, and they also slow you down significantly, making you look and feel clumsy. Need I also mention brutal tide and those like it? Unusable.

    My problems are summarized as a loss of overall control, flow, and flexibility...and by extension, enjoyment.

    DreadWarlock: Go back and re-read the 41 pages again. there's plenty of reasons for many of us to be upset. Especially with a lack of DE response on their own feedback thread.

    • Like 2
  13. numerous items are missing proper division of emissive and energy. these are just some of them:

    • excalibur's chromatic blade augment is based on emissive color, not energy color, similar with chroma. unsure if intentional, but it is marginally annoying. (yay color blending, though)
    • nyx's absorb takes the default secondary energy if you haven't unlocked it Nyx's absorb with 0 forma, using the blackest smoke color, is near invisible, but the rings are their usual green.
    • with ash's bladestorm, enemies are still highlighted red. unsure if that's intended, but  I think it was like that before. either way, I would like it changeable.
    • ember prime's head fire is still based off energy color, emissive doesn't seem to do anything to her at all.
    • loki's clones seem to inherit colors weirdly (mine are completely solid black, no transparency, with the blackest smoke color), and their chest armor is sitting between their feet.
    • octavia's integrated mandachord parts inherit energy colors, not emissive colors.
       

    And as an aside, we still can't change energy color of our kavats, etc. Will we ever get that ability?

     

    • Like 1
  14. I don't think she needs a full rework. just some touching up on:

    • passive:
      • Needs to list increases.
      • Range increase needs to be increased.
    • well:
      • Needs to be cancelled with recast. Possibly multiple targets and cast functioning like Garuda's altars.
        • For reference, recasting on an altar cancels it.
      • Augment should be changed to restore energy the same way health is restored.
    • EV:
      • This ability needs no rework. It can be built different ways, each one valid.
      • Augment should give shields for all remaining pulses when the target dies, instead of just one.
    • Link:
      • recast to refresh, like Chroma's Vex Armor, to refresh it without losing the resistance.
      • Some more duration would be nice.
    • Blessing:
      • There is a window upon recast where we are vulnerable, which needs to be removed.

    Other points:

    • Trinity is a versatile tank, support or even damage dealer.
      • Outside the points mentioned in the touch-up section, Trinity is not really squishy if built right. Adaptation, link, and maxed strength blessing turn Trinity into one of the best tanks in the game, particularly since she can have infinite energy even with a high duration build.
      • Her healing and supportive capabilities are well-known.
      • Build for negative duration and high strength to shred targets for TRUE damage based off a percentage of their health. How many frames do we know of that do %HP true damage? I know of Trinity and Hydroid. I don't know if Garuda's pounce does true damage or not, I know it is %HP though. A Trinity with a decent Rhino roar and sufficient strength can kill enemies at any level with one cast of EV.
    • Repair is a little bit too powerful right now.
      • 100% HP restored per 5 seconds, or per 2.5 seconds with two equipped, to all allied warframes in 20 meters
      • Other forms of healing have specific limitations to them or require specific modding and careful management.
        • case-specific immunity to healing:
          • nullier bubbles in some fringe cases.
          • anti-afk counter-measures
        • energy concerns:
          • parasitic/energy leech eximii
          • stupid teammates.
          • multiple abilities to cast
            • Oberon also provides status immunity
            • Trinity, this has been covered.
            • Gara has to keep her abilities up after getting them cast on each target.
          • cost per target
            • this includes oberon, and hydroid with augment.
          • expensive ability:
            • blessing.
        • potency:
          • Blessing is by far the most potent, able to heal 100% health and shields, but after a cast time, and provides up to 75% reduction for a time.
          • Hydroid heals a lesser percentage, 30% per 1.5s
          • Gara's augment is laughable unless considering EHP, at 3 hp/second. also, splinter storm up to 90% damage reduction.
          • Oberon heals a modest flat amount up front and  per second. 125, then 40 per second.
          • Garuda heals a sizable percentage of Missing Health per second, 25% at base.
          • Nidus, 20 hp/s at base, slightly more due to strength per level bonus.
          • khora's Venari, 50 hp/s base.
          • mend: up to full health and shields
          • sancti magistar, funny heal based off damage, with a lot of exceptions.
          • protective dash: 60% over 5s. 5s immunity. applies to everything.
          • harrow's penance: however much damage he personally deals.
        • Range
          • Blessing (Trinity) and Penance (Harrow) are affinity range, which are better. Other abilities are not.
          • Oberon requires teammates to be in range when he casts, not completely sure on whether it pulses after.
          • Hydroid's augment requires you to be standing on his somewhat small pool
          • Nidus, same as hydroid but with a slightly larger static area instead of a movable one.
          • Garuda's altars, which are medium radius
          • Gara's splinter storm is cast directly on targets.
          • khora's venari has to be near allies, and has a short radius
            • It can automatically move to heal low health allies, or be set to stay near a target.
            • it teleports if sufficiently distant.
          • sancti magistar: melee.
          • protective dash: void dash range, effectively.
        • Charging
          • Harrow charging shields for penance
          • Nidus builds mutation stacks to cast his 4
          • Equinox requires enemies to be killed in Mend's range
          • Gara has to apply each splinter storm to a specific target first.
        • Specific conditions to apply healing
          • Harrow has to damage enemies to heal allies.
          • Gara has to keep up splinter storm on targets for them to be healed, with the augment equipped.
          • Garuda has to engage a target in melee range.
          • Khora's Venari needs to be alive and not be bugged due to pet AI.
          • sancti magistar: hit stuff.
          • protective dash: hit allies with dash.
        • targeting:
          • Most healing abilities target every ally except defense objectives.
            • Venari is an exception to this.
            • Protective Dash also is an exception.
      • Repair has very little trade-off involved.
        • only requires you to be in void form with it equipped, in range of warframes you wish to heal. So you aren't doing damage.
        • it does only restores health.
        • Operator survivability, which most operator arcanes contribute to, is not an issue in void form, and you can spend a great deal of time in it. Infinite, with energy restores.
        • Warframe survivability is also a non-issue. Elevate is RNG and dependent on latency. Nourish is objectively inferior.
          • Repair only heals warframes, umbra and duality.
        • Damage-increases

    TL;DR: Repair is objectively superior to everything we have, SPECIFICALLY regarding uptime on nominal health per time restoration on warframes.

     

    Also TL;DR: I am a cat, and I will hit you with a fish because  I feel like it. (How do I fix my profile picture?)

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