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alseltas

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Posts posted by alseltas

  1. It's surprising and I appreciate the Lavos changes!!! Handling for Vial Rush is what we really needed! HIs 3rd's  increased cool down reduction is also cool!!!

    I hope some bit tweaks come later. Because:

    • HIs 2nd still disables toggled sprint
    • His 3rd's 10 seconds cooldown is too long so that it kills frequent game play of which Warframe is always proud
    • Still, modding for efficiency is meaningless.  It only affects his 3'rds cooldown reduction, yet with 175% efficiency you only can increase it by 1.75 times while normal frames enjoy 4 times smaller energy costs for all abilities.
    • And his 4th's 30 seconds cooldown is too long as much as you often needs to 2 transmutation orb cast which has 10 seconds cooldown. And because of how unreliable to have dozen of enemies in his 3rd range, It's always inconsistent when the next Catalyze is ready to launch.
    • Like 6
  2. 21 minutes ago, EinheriarJudith said:

    nothing in mine layer suits me. they are imo unnecessary. if i want to use flechette i can just use azima, if i want to use tether, i can just use vortex. dont need overdriver or troll pad. i play vauban as if his 2 doesnt even exist and nothing is lost. atleast in the case of ivara dashwire, sleep arrow, and cloak arrow really changes up her gameplay. will never like ability wheels in games. they are just pointless busy work to make you think your doing something interactive when its just extra button presses. wisp is guilty of this too.

    DE's problem is that of not fixing core problems so likely every frame is going to turn into a boring DPS frame.

    Edit: wouldnt bother me in the slightest if they just replaced mine layer with photon strike and put bastille back on 3.

    People usually don’t have Azima, and flechette damage scales with enemy lvl. However I agree with the rest. 

    • Like 2
  3. 1 hour ago, NuclearCoffeePot said:

    One idea I had that i am tinkering with is to keep Dex Pixia/Diwata in place but giving modifiability to there mechanics ala kitgun style. THis way someone doesn't need to grind for and get an entirely new archwing weapon if they want to play her effectively. Switching out parts for different effects like fire rate, ammo capacity, damage types, the payload delivery(aka how the damage is dealt, explosive form, simple bullet, beam weapon, other)- in this way someone can customize dex pixia and diwata in whatever way they feel most comfortable while achieving the same effect as equipping another weapon

    Sounds good if it comes to real. Hard to achieve due to how much cost it takes to develop and adjust with the fact DE always has been refused making “Revisit” of her. Arch gun seems more practical way to go.

  4. 6 hours ago, Aldain said:

     

    U wot mate?

    The only thing on there that remotely falls under that discription is Over Driver not having an order of operations for what it attaches to.

    His 3 also might need to stop going off without hitting something first, but other than that I have no idea what you're talking about.

    Read above or u can read the Vauban feed back mega thread 

  5. On 2019-12-12 at 10:42 PM, Andele3025 said:

    Timer was longer thats all (why some people complained it took too long to explode even when they just dropped it into vortex from near point blank). Which is a bit derpy because the orb could have been coded to die/trigger the orbital drop on impact instead of timer fixing both issues.

    that makes sense. 

    On 2019-12-12 at 10:42 PM, Andele3025 said:

    Again, depends on your build. A single setup can be average at everything (140-190 positive across stats) or focus on 1-2 stats while dropping or keeping others close to 100% with augments usually letting 1-2 abilties skip/use a trick to avoid the downsides (e.g. orbitals 5hit for next free cast). That is a good thing.
    While my sample size with vauban post rework is only some 6~7 survivals, a medium length disruption and trying a bit on sortied missions, a 170+ in all but efficiency at 130 distirbution is a perfect for everything to be spammable enough with zenurik while being a mass CC bastion.
    Tho for a more spammy tanky setup just focusing on having 265% or more range and the 75% efficiency is solid enough/gives free slots if you want to be tanky and maily use melee/guns with the big succ.

    Yes, depends on build. His augment can't cover the downside. I don't know what skip/use a trick means, but his 3 augment just let you spam the photon strike every once in 1~2 sec on enemies under the Vortex, and that's all.  

    I just tested your builds. The first one is of course relatively better at using Bastille than my arbitration Vortex build. However, it is still slow to just get 1k armor. In excavation it actually required to throw Bastille in a half way of place to place to just resume Bastille's armor. The second one has more time consuming set up for just 1k armor. But those build are pretty good, so I'm gonna modify them for arbitration Bastille build. I'm glad if you post Vauban's opinion here so that your opinion is considered by DE.

  6. On 2019-12-12 at 9:34 PM, Andele3025 said:

    Actually, its better without its augment because the augment costs a mod that could be used for range or efficiency and a cold proc is still ok even post nerf/its still a 100% chance for 50% slow.

    I don't think cold proc is worth to the cast animation, but I will try more. 

    On 2019-12-12 at 9:34 PM, Andele3025 said:

    Knocked down or killed. If you yeet a enemy in any area where they would be "gone", they tend to get stuck in ragdoll state or hit out of bounds thus despawn and give you affinity (even if it doesnt count as a kill, it gives you the benefit like one), ESPECIALLY when its a flying enemy and going melee. Alternatively you can also use it as a knockdown while gap closing because its rare on the ability side of being in the above 25m range. And its 1 handed. Its only flaw is that at higher levels it merely tickles the enemy and cant be used vs enemies with invul body/doesnt target weakspots like most abilities.

    Sounds fun to use in open world. 

    On 2019-12-12 at 9:34 PM, Andele3025 said:

    3 explodes if it was out for long enough/is on a timer.

    At the first time the Old Blood releases, It detonated only after touching the ground (or seen like that). Possibly a bug, and I want see fixed. 

    On 2019-12-12 at 9:34 PM, Andele3025 said:

    Its 1k, its infinite if you are in bastille and has 10s base duration.

    Which scales with power strength and doesnt matter because bastilles in the same area stack.

    I'd say only 1k. In high level mission it is not enough value to survive. Infinite but every time you move to place you have to throw bastilles on the halfway.before the buff expires.

    To throw multiple bastilles it costs huge energy.  And in my personal opinion,  strength is always difficult to gain in Vauban build.

  7. 1 hour ago, Andele3025 said:

    To correct some wrongs in here:
    Frost 2 is a big fat aoe chill. Sure it and its augment got nerfed massively for status dot/slash builds with the slow nerf, but they do their job (remember, his 4 doesnt always kill enemies to trigger a cold proc and even then its a much smaller area his 4 can chill proc than his 2).
    Nekros 1 cant scale damage but its the highest range 1 handed cc covering his gameloops weakspot (you want to be up close with nekros at least to some degree thus for such situations with aoe you have terrify, so sole heavies hiding off or floating enemies when in melee that DE started adding to not be knockdownable easily with a slam such as OV and gas jetpack dudes and planes grineer).
    Valkyr 1 just has its pull strengths reverse of what they should be (if anything related to her 1 is actually useless/should be replaced its the augment since the ability innately gives a discount on follup casts, IMO augment should extend that combo window of ripline and on use reset her double jump) while the 3 is a very solid finisher opener (or with augment solid aoe pull that trades speed for reliability/not yeeting enemies 2 rooms behind you like mag 1)
    Zeph 1 is float, slam and generally solid movement.
    Ash 4 works perfectly well.
    Chroma in general needs a rework but as far as the function of his 4 as a ability on its own goes the biggest issue on it is just the fiddlyness of its credits boosting effect.
    Ivaras worst 1 part is that noise arrow uses enemy detection aggro instead of being a hard taunt (like GD or gara mirror spin) which just means that its fiddly to use in teamplay; the cloak and dashwire are perfect.
    Loki 1 duration is 25s.
    All 4 of vabuans abilities you noted (well 2 1/4ths of 1 and 2 others) are extremely generous with their targetting.

    And for Nekros Terrify and Nyx bubble, they just need their augments baked in default (a 40% slow and a 30% speed walk with ability to shoot).

    People seem to love movement abilities, so I will make an edit.

    Frost 2 with the augment is not bad, yet normal version is hilarious.

    Nekros 1 is still a small CC. making few enemies gone instead of kill.

    Valkyr 3 is useful with its augment, but normal version just let you finisher 1~3 nearby enemies at a time.

    Loki 1 has extremely low EHP

    Ivara 1 is basically useful. I wrote flaws above. And in fact, noise arrow is still do great job in Jupiter Interception, otherwise it is silly useless though.

    Vauban Overdriver has a problem to land allies.  Tether Grenade catch only 2 enemies and make them stuck onto obstacles.  3 explodes in air, Bastille's armor buff is slow, weak, lasts short, and it has a limitation of affected enemies. Vortex makes enemies stuck onto obstacles.

    I guess there is a new category of abilities that are not practically usable without augment.  Some of listed abilities can be moved there.

     

     

     

  8. 6 minutes ago, Aadi880 said:

    Traversal is not really pointless. Its almost mandatory in Jupiter if you want to travel quickly. DE will also be doing the same thing with Corpus ship tilesets, making it more required. Its a utility ability, only needed when its needed. 

    About you point in energy cost, Valkyr's 1 has a reduced energy cost by half on a double cast (This stacks with more casting), which alleviates energy management. Its actually quite energy efficient. Compared to Gauss: Ripline can change direction at will regardless of initial momentum but gauss cannot, and has a slower turn (harder handling).

     

     

    About Ash's 3 on sloped enemies, I would walk towards then before initiating a finisher, just to be sure, otherwise, it seems to be a problem with the game treating ash's position, not the ability in itself.

     Reducing energy cost is nice, only if I have to use it multiple times.  As I tested just now Gauss can ignore last momentum every time activate his 1.  But yes, using them in a Jupiter is not a bad experience.  Mostly operator dash is enough and safe, but If DE gives reduced cost and better control for Zephyr, increased momentum and some CC for Valkyr, I would love to use them a lot more in normal missions.

     

     I hope DE have a plan to fix ash again 🙂

     

  9. 1 hour ago, Aadi880 said:

    Never had that problem with Titania's 3, so I can't say anything about your experience. My case, Enemies always are manipulated. If this those not happen to you, then there might be a bug, or broken AI.

    Also, I think you have a different meaning of "Randomness". If a player has complete control on an ability, its not random.

    You can control Mirage's 3 by NOT going into dark. Going into dark areas was YOUR decision, not some Random Number Generator's work (RNG). Also, the effect controlled is a fixed value, meaning it CAN be controlled since there are 2 possible outcomes (nothing in between), said outcomes are affected by player's choice of walking into said areas, or using self damage  and weapon's muzzle flash does not affect it.

    If you had known how Mirage as Eidolon hunter worked, you would not call this ability "RNG based" at all.

    There is no such thing as "random terrain" in warframe. I think you mean something different.

    guess I misunderstood how RNG means. maybe ramdom elements are corret. It seems categorize true RNG things with just ramdom situational things into a piece is my mistake.

    Oh my bad, mirage 3 is not affected by weapon's light as I tested penta's napalm grenade(guess though of it with fire status effect) . I saw the fixed value. It still depends on situation though, its not so random and easy to manipulate.

    Random terrain is not also correct word. I guess "terrain where the enemies ramdomly goes"? but It seems also situational and not RNG.

    1 hour ago, Jiminez_Burial said:

    Challenge accepted then (though you're making the claim in the affirmative so the burden of proof should really be with you).

    Excalibur 3:  It's a radial damage ability when excalibur would otherwise have targeted damage abilities.

    Frost 2:  Cheaper form of CC than Avalanche and wider reaching than Freeze

    Valkyr 1 and 3:  Traversal and the ability to open enemies to finishers.

    Zephyr 1: Traversal

    Ash 4:  Not hard to use.  And considering his other abilities don't take much energy you shouldn't ever be starved for energy,

    Ivara 1:  Dashwire Arrow is useful for elevated sight-lines in zone control missions (def, intercept, md etc), Sleep Arrow is good cc, and Cloak Arrow is invisibility so of course it's good.

    Titania Full Moon:  You're calling a +75% damage bonus useless?

    Loki 1:  Deployable Switch Teleport target.

    Ash 3:  Nothing RNG about it.  That's a terrain bug, not use of a Random Number Generator

    Mirage 3:  Damage boost or damage reduction based on lighting of current environment.  It doesn't randomly decide to be one or the other, the light threshold just isn't well defined.  Again, not a use of a Random Number Generator.

    Titania 3 and 4:  Again, not RNG.  For the third ability you target a specific enemy and then it's motion is based on physics inputs such as melee, bullets or other abilities.  For the fourth ability... it's just miniature Archwing using weapons.  I really think you need to research what RNG is.

    And the entirety of your 5. category:  It's CC.  That's like saying a spoon is a bad utensil because it's inefficient at cutting food.  It's not a problem with the abilities, it's a problem with the people using them.  And guess what, you chose to be in a mission with other people so you open yourself up to others using abilities in ways you personally find annoying.

     

        

    I didn't challenge you though....

    Excalibur 3: Radial mediocre damage with max number of 12.

    Frost 2: Still cannot find out in what situation you use. If enemies are in front of me, shooting them is enough in most cases.

    Valkyr 1 and 3: Pointless traversal and the ability to open enemies to finishers for a few seconds. 

    Zephyr 1 : above

    Ash 4: directly aim targeting system and relatively slow animation. When you can aim enemies you can shoot. I have no complain about energy.

    Ivara 1: if the zipline are activated or not is situational, but It is still useful. I have no complain about Sleep one, and Cloak arrow is hard to land your allies. 

    Titania: tell me where you need companion damage bonus as much as you want to stay outside of Razorwing. In Razoewing, Razorfly's damage is meh...

    Loki: yes it is. still doesn't work as decoy though

    Ash 3: terrain bug is correct word. you right.  

    Mirage 3: yep.

    Titania 3 and 4: for 3 as I said above. Even with 4's evasion if a bullet hits or not is completely RNG.

    category 5: As I clearly said, its useful in some situations. 

    1 hour ago, NekroArts said:

    Ash's Smokescreen and Loki's Invisibility shouldn't be. With how "invincible" Octavia's invisibility allows her to be, best not to pass that trend to others. Plus, with two  great ways to get energy (Zenurik and Arcane Energize) just perpetuates the play-style of "killing without having to worry about any threats to the point of non existent".

    Mesa kind of walks on the same line as Ash and Loki.

     

    I know what you are feeling. I didn't think invisibility turns into invincible as I've seen so many dead Octavias in arbitration, and in my personal experience, stray shots lured by allies oneshot me sometimes. However, your opinion is another way to go.

    Mesa grants 95% DR only to bullets, so I still wanna see her abilities recastable.

  10. 45 minutes ago, Skythin said:

    I did not read everything but Zephyr's 1 is far from useless. It's a movement ability and it does exactly that.

     

    11 minutes ago, Aadi880 said:

    These abilites are far from useless. They are purely for traversal, and are good that their job. These abilites will be more used if maps were bigger, which they will be when DE releases the corpus ship tilset rework, like they have done so with Jupiter.

    I know those 2 abilities are used as movement ability, and comparing to other movement abilities like Gauss'1 or Wukong's 2, stated those into category 1. Huge energy cost, hard to control(Zephr's 1 with high duration) and weak CC are enough to not use them. Operator dash do better job.

    16 minutes ago, Aadi880 said:

    How the heck are these RNG?

    Titania's 3 is lantern. There is no RNG to this, Enemies WILL be caught in the lantern.

    Mirage's 3? Are you talking about the dark form "evasion"? You should know that this gives DR, which is its primary use.

    How is Ash's teleport RNG? Teleporting is in COMPLETE control to the player. RNG does not decide what enemies the player jumps to, the player decides. There is nothing random in this that I can think of.

    Titania - Enemies ramdomly ignore the lantern and start to shoot you even if there is no obstacle. 

    Mirage - The dark form are tied with light condition, and can be disabled by any light, even some weapon's light. You cannot control which and how much effect you receive.

    Ash - You can't select which types of enemies spawn(same thing as Titania's 2), and most importantly, random terrain easily disables the finisher. 

    15 minutes ago, Jiminez_Burial said:

    You're joking about half of these right?  The only things I agree with you on are your 1. group, you Chroma and Nekros' first abilities, nyx's fourth ability and the Vauban abilities.  If you didn't have those then I would have jumped to calling this a troll post.  

    Without any proof you call my post as a troll? Be not troll yourself and respectful. 

  11. First of all, I'm not very well at English, so please forgive me if I made terrible mistakes.

    Warframe evolves constantly. There were new stuffs brought to the game in this year including most recent Old Blood and shiny new frames. While new stuffs come and the game shines more, I feel some older things are left collecting dust. In my mind, especially some abilities became obsolete and does not suit in the game now. I think those abilities can be divided into several types following how they are outdated. Below are lists of those abilities for each type. Keep in mind this is my personal opinion, and I haven't tested all 69 frames. Any discussion and addition are welcome.

     

    1. Non recastable duration based abilities - This kind of abilities usually have good self buff and should be activated all the time, yet they cannot be recast while the time counts are remaining. Although low armor frames such as Loki highly depend on this kind of abilities, they can recast the abilities only after the effect expired, making them off guard enough to be one-shot. Considering there are recastable duration based abilities such as Octavia's 3, This kind of abilities should be recastable as well.

    Spoiler
    • Ash's 2
    • Chroma's 2
    • Loki's 2
    • Mesa's 2 and 3
    • Mirage's 1
    • Valkyr's 2
    • Zephyr's 3

     

    2. Abilities with no practical use - Those abilities are basically useless. In any direction I could not find any use. Should be replaced by other abilities.

    Spoiler
    • Chroma's 1
    • Excalibur's 3
    • Frost's 2
    • Nekros's 1
    • Valkyr's 1 and 3
    • Titania's Entangle and Full Moon
    • Vauban's Vector Pad
    • Zephyr's 1

     

    3. Decent effect abilities with poor utilities - Abilities that have good effect yet with some flaws like insane energy drain or difficult targeting system making them hard to use constantly. 

    Spoiler
    • Ash's 4
    • Chroma's 4
    • Ivara's 1(other than Sleep one), 2, and 4(only with the augment)
    • Loki's 1(Stupidly low durability)
    • Mirage's 4
    • NYX's 4
    • Vauban's Over Driver, Tether Grenade, 3 and 4

     

    4. RNG Random elements based abilities - those abilities are great if only random elements (enemies type, status chance, etc) are not involved. It's sad and lethal when the effect does not appear as you expected.

    Spoiler
    • Ash's 3 (sadly you can't activate finisher when a enemy is on slope or is specific type mob)
    • Titania's Dust, 3 and 4(evasion)
    • Vauban's 1
    • Mirage's 3

     

    5. Nuisance abilities - Counter co-play abilities that making your mates angry. Those abilities usually decreasing kill speed, yet sometimes It is helpful when you don't need kill enemies or you are in danger.

    Spoiler
    • Loki's 4(with the augment)
    • Nekros's 2
    • Nyx's 3
    • Titania's 1
    • Zephyr's 2 and 4

     

    6. Abilities that depend on augments 

    Spoiler
    • Frost 2
    • Nekros 2
    • Nyx 4
    • Valkyr 3

    I really hope DE focus on fixing and adjusting old stuffs after the New War released as I remember some games that brainlessly made new stuff and eventually terminated itself.

  12.  

    On 2019-11-27 at 10:56 AM, KynaTiona said:

    That's been done? Life Strike on Diwata allows you to zoom between targets stealing life as you go. Given how many layers of damage resistance Titania is flying around with (Razorwing gives 50% evasion, Dust gives 50% enemy miss rate, Aviator gives 40% damage reduction, razorflies distract multiple targets at once), it really doesn't cause me much trouble if I have to spend 2 - 3 seconds to heal up.

    Regardless, that's a comment best suited to the larger Titania discussion threads, not a small one-off thread like this.

    Dust has same effect as evasion and additive to it so they make enemies -100% weapon accuracy. It it similar to Heavy Calibre/Magnum Force. Still RNG things or some enemies oneshot you in late game contents.

  13. 2 hours ago, Icecryos said:

    After some more testing i decided to a summary of the new vauban's kit.

    Nervos tesla:

    Pros:
    -teslas are not destroyed by nullifiers bubbles (but they doesn't affect them).
    -they have no duration.
    -tesla bank provide you good AOE damages.

    Cons:
    -multiple tesla can jump on the same ennemy.
    -it's a "weak" CC, it doesn't work on important targets (boss, index, capture, lich...)
    -they are too slow.
    -they don't follow you if you move away from affected ennemies.
    -they doesnt proc the Vauban's passive (+25% damages on CC ennemies).
    -overall they doesn't do much without the augment.
    -you need to charge the ability (if you want to throw all the tesla)
    -redundant with the rest of the kit (vauban have stronger CC)

    Minelayer:

    Tether coil:
    Pro:
    -instant CC.
    -the only Vauban's CC that work in index.
    -proc Vauban's passive.
    Cons:
    -affect only 2 ennemies.
    -redundant with the rest of the kit.
    -stay atteched to dead ennemies.

    Vector pad:
    Pros:
    -can repel ennemie.
    Cons:
    -can't be used on you while moving (the pad touch the ground too late, you need to slow down to use it).
    -if you throw if on your feet, it aim in the wrong direction.
    -can be annoying for the allies.
    -overall, not usefull enough to justify his presence in Vauban's kit.

    Overdriver:
    Pros:
    -Increase the weapons damages (also work with some abilities).
    -can affect allies.
    Cons:
    -very impractical to use (it's hard to choose precisely your target .
    -affect one target at the same time (you need to throw multiple overdrivers to buff the entire squad)
    -duration is to low.
    -cost too much for what it does (100 energy for th entire squad)
    -require too much management (combined with the rest of the kit.

    Flechette orb
    Pros:
    -scaling damages.
    -affected by overdriver and by your passive (if ennemies are CC).
    -good duration.
    -can destroy nullifiers bubbles before touching it.
    Cons:
    -not accurate.
    -small range.

    Photons strike:

    Pros:
    -scaling damages.
    -affected by your passive.

    Cons:
    -Base damages are too low.
    -not affected by overdriver.
    -explode before touching the ground
    -small range (forced synergy with vortex).
    -cost too much (75 energy, 175 with vortex, it's way to much for what it does).
    -the augment is bland.

    Bastille/Vortex:

    Pros:
    -good AOE CC (for trash mod only...)
    -good range
    -transfer ennemy armor to you (not that effective)

    Cons:
    -"weak" CC, it doesn't work on important targets (boss, index, capture, lich...).
    -ennemy limit on bastille.
    -duration is low.
    -armor transfer doesn't work if ennemies are CC by another ability.
    -armor is too long too transfer, require armored ennemies and cost too much too maintains for a bonus who is not that great.
    -bastille collapse when you throw a vortex (look like it's only here too justify the synergy with photon strike but since it feel forced and not that effective, it's more an issue than an advantages).
    -ennemies attracted by vortex can ragdoll in the walls and stay blocked.

    General opinion:
    -Vauban is way too squishy (i think the main problem is the way the game work in high level), as long as the devs don't address these in-game problems vauban need better stats.
    -the abilities's casting time is way too long, natural talent can solve this issue, but currently, Vauban need too many ressource to be effective, the devs need to lower the requirement and give some arguments to his new kit.
    -he is supposed "to be the king on CC", in reality, Vauban's CC are rather weak compared to other warframe. For example Khora's strangledome is more interesting than the integrality of the vauban's cc, it's a strong CC (it work vs a lot of target), it synergyse with his first ability (while Vauban's first ability penalize bastille due too the CC overlapping), and it can attract ennemy fire giving you indirect resistance.
    -overall multiple weak CC are not better than a single strong CC. That's why Vauban doesn't excel in his speciallity (area CC).As long as endgame ennemies are immune to CC, Vauban won't be able to be on par with the top tier warframes (this is a larger problem, Vauban isn't the only one affected by this but he is one of the worst).

    Totally agree. If I add my opinion the 1000 armor buff is still not enough.

  14. Taken away the affection of combo counter, Thrown melee’s throws are totally useless now.

     With slow wind-up, the throw only hits few time per a enemy (usually only once), and also its returning takes time, resulting too small DPS at all. 

    Now the combo counter only affects the explosion. However, the explosion does not have any Crit chance. While other weapons such as Redeemer P can deal huge damage with the combination of Heavy Attack and True(Sacrificial) Steel, glaives, which were already minor melee prior the Old Blood, gained nothing but only nerf.

    Please revert the nerf and give them your love again.

  15. 14 hours ago, Tatann said:

    They may have been working on Garuda months ago and release it now, just like they may be considering Vauban's feedback right now but will release buffs/reworks on some aspects in January. That's (sadly for us) how software development works.

    Gauss took not so long to become current state. So hopefully, we would see Vauban gets a love in the second half of December.

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