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[DE]Momaw

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Posts posted by [DE]Momaw

  1. One improvement that Frost could use?

     

    Make chilling globe's freeze % affected by power strength.

     

    That would complete him.

     

     

    Too much overlap with Vauban at that point I think. Chilling Globe becomes Bastille, only ten times better because it protects you from ranged attacks AND inflicts slow on enemies that manage to break out of the stasis.

  2. This is just looking at base stats. Nevermind that the extra round in the Vectis prime means you can't take full advantage of chamber mods unless you use depleted reload

     

    So here's some heresy for you, have you considered.... NOT using Charged Chamber?  It adds 40% damage, but the Vectis Prime already has 20% more damage built in and you free up the slot..  If you were already using 2 elements, then a third one changes your total damage from 290% to 380% ie 31% more ie stronger than Vectis on both its shots.

  3. Burst/tap fire with its slow spindle time is not hard. I honestly don't think a mutation helps as much as just building more damage. Dropping a 90 or Primed Heated Charge loses too much damage per shot for my tastes. With 2 90% elements, primed heated charge, primed pistol gambit/target cracker/multishot/hornet strike all maxed it does about 2.2k damage a shot, on average.

     

    Obviously you don't drop Primed Heated Charge since it's best-in-slot for elementals.

     

    I'd have to run some numbers to be certain, but I feel like the weakest link in the build shown is that dual-stat event mod.  And the way I look at it is this:   You lose a fraction of your damage per shot, but with ammo mutation you can afford to fire twice as many shots.

  4. I suppose the real question is...how much do you care about health if you (and your squad) have 99% damage reduction?

     

    Not a hell of a lot.

     

    Consider an average frame with a max Vitality mod, having 740 hitpoints.

     

    Let's assume the player has quick thinking and low power strength Trinity saves them at 2 HP left. They will regain 80% of their HP, which puts them at 593. With 99% damage reduction from the Blessing, that makes their effective health a meaninglessly large 59,300 points.  On the other hand, full strength Trinity will heal the target to 740 for an effective HP total of 74,000.

     

    Now consider a different case, where a full strength Trinity Blesses the player is only at half health. Now your 740-HP player has an effective health pool of only 1,480

     

    (This is all ignoring shield strength. In practical terms chances of enemies even getting through your shields if you're Blessed with high resist is not very good)

     

    Basically what you need to know is this:  It's not the heal that makes you nigh invulnerable, it's the damage reduction, and the damage reduction value comes from the level of health at the time of the Blessing.  A default-strength Trinity with twitchy reflexes acting on a squad with Quick Thinking will be vastly superior to a full-strength Trinity handing out half-Blessings.

     

     

    tl;dr it's not just how you build, it's how you play.

  5. 2.) Who cares. If i want sustainable dmg source ill take Mesa and Trinity/Soma/Supra/Gorgon/Tonkor or other Autofire weapons or a shotgun. When i am carring a Vectis i want to kill speific targets as fast as possible not spam fire button on chargers and crewman's. I want to take down nullifier drones, bombards and disruptors asap. 

     

    And the difference of less than 10% damage in the (flawed) testing shown prevents you from doing that?  Remembering for a moment that with Vectis there is already a 10% chance that Split Chamber will not function, and another 10% chance that neither of the projectiles will actually crit.

     

    Seems to me that what holds Vectis back from doing the same thing that bows do is a lack of consistency, and Vectis Prime isn't any worse in this regard.

  6. "Aksomati bad" -> lol wut?

     

    My Aksomati build has ~540 damage per shot coupled with 20 fire rate, on top of having 57.4% crit chance and 4.8x critical multiplier and the tiny 1.4 sec reload

     

    I heard you like running out of ammunition :D

     

    (I consider primed ammo mutation pretty much mandatory on anything with a fire rate this high)

  7. Ok, new series of Tests now on lvl 90 Enemies (1 Infested Disruptor Ancient and 1 Elite Lancer, no Corpus Target, cause i had no scanned).

     

    Except

     

    1.) These builds aren't identical, you have different ratios of damage types, which will affect the damage numbers due to target resistances/vulnerabilities

     

    2.) You aren't considering shots/kills over time, which is where the Vectis Prime is going to be stronger. Without Depleted it gets a second shot before needing to reload, and with Depleted it reloads faster. Both are strengths over the standard Vectis and not indicated in your examples.

  8. The issue was that enemies which you take over did not have their previous AI goals reset, which is what led them to acting all stupid.  I doubt Mind Freak changes the underlying AI of the enemies that you mind control. Tried it out a little bit last night and it seemed to be working better

  9. Does anyone feels that no matter how much damage you mod your Hek or Tigris, it is not effective against nullifier's bubble.

    You deal 40K in one shot generally, but it takes about 7~8 shot to remove a high level nullifier's bubble.

     

    Nullifier shields are capped in terms of how much damage they can accept from any given hit, and in how fast they can shrink.  Rapid-fire weapons, especially beam weapons, are vastly more effective against nullifiers than any big punch/precision type weapon.

  10. Players find loot caves and most efficient grinding methods to counteract the sheer volume of grind that DE has built in to the system. DE is like a puppy dog owner who hits their puppy on the nose with a rolled up newspaper every time it has an accident in the house, but then ignores it when it whines and scratches at the door to go out. They create the very behavior that they keep correcting. If you make grind mountains, your player base will become mountaineers looking for new passes.

     

    Better analogy:  DE built a mountain and encourages people to climb to the top.  Some people spend years getting the right gear and experience to go on foot and earn the view and sense of accomplishment from a hard won victory...   Other people ride in a helicopter, snap a selfie, and lose interest a week later.

  11. And the auto-reflection somehow causes that? Still don't get it...

     

    Previously channeling while blocking didn't cost energy unless the enemy struck you in melee. If you timed it right, or you used Parry, channel blocking an enemy who struck you opened them up to a counter attack finisher.  Now it costs energy every time you get hit by ranged attacks too, which makes it risky to channel-block because it can deplete your energy very quickly.

  12. He's got a point. Before, you could use the Parry mod as a viable way to get the enemy to open up to finishers. But now it costs energy when you get hit with ranged attacks while channel-blocking. DE put a huge dent in Parry as a play style.  Which is a shame because it's a really unique and under represented way to melee.

     

    Wonder if the easiest fix is to simply make it so that when Parry is equipped, channel-block doesn't offer the perfect blocking and reflection on ranged attacks rather it only works on melee.  Technically a nerf, but in practical terms a quality of life buff.

  13. For all the wailing and gnashing of teeth when DE smashes the lumps in the meta-mashed-potatoes,  the community itself (through their overuse and abuse of specific "optimal" strategies) is what leads DE to the problems that need fixing. If people would just enjoy the good things as part of a whole instead of focusing their entire existence on that one good thing as being the only thing worth doing, there wouldn't be any need to nerf it.

     

    Kind of tragic really. Poor shortsighted community.

  14. The only useful things I've found

     

    1.) assign an arbitrary key order before you start. "Hosting is a, b, c, d."   People who intend to participate generally don't care where they come in the list. If you have somebody that wants to be last, dump them, only leeches will ask this.

     

    2.) have everybody show their key to the group before you start. Player picks the key-mission, everybody declines to clear the vote, next person goes.

     

    You can still end up with a leech, but you reduce the chances a lot this way.

     

     

    You dont lose anything, you still used YOUR keys. I mean, you dont get the other guys keys, but does it matter?

     

    Of course it matters. Lying and cheating is morally unacceptable. Even if you want to argue it from a game theory standpoint it still matters because leeches take up a squad slot that could have been occupied by somebody who intended to participate i.e. leeches lower your return on investment for the key.

  15. The reload buff pretty much "fixed" the Aksomati as far as I am concerned.  My feedback right from the start on these things was that they needed to get buffed to make them viable as precision head shot machines like their father the Soma, or, they needed to get a lot better at dumping bullets so they were viable as bullet hoses.

     

    Reload buff makes them viable as bullet hoses. Problem solved. Wild inaccuracy still prevents head shots beyond short range and full exploitation of crit effects, but, now that you don't have to feather the trigger to avoid that brutal reload time they put out so much sustained damage that it doesn't matter.

  16. The basic problem is the New strun wraith reloads 3 shells in the same amount of time as Old strun wraith reloaded 8.  The partial reloading system all fine and good (if insanely irritating to manually press reload after every shot, same issue that plagues Vectis) so long as you're killing enemies with one shot and the spawn density is low enough that there's actual breaks in the combat.  But once the action gets serious, there is simply no disputing the fact that the older version reloading the entire magazine in one action has over twice the sustained output.

     

    Also: yes, strun wraith is now the only status shotgun because it's the only one that can reach the critical 100% status chance.  But as I must continue to endlessly point out: Status is irrelevant when the target is dead.  Hek has the same sustained rate of fire and does massively higher damage. With better accuracy even. Why mess around with procs when your weapon kills everything in one shot.

  17. I propose that primary and secondary weapons use their own ammunition pools, even if they use the same pickup type: using a bow and a kulstar means the bow has 72 rounds of ammo reserved for it, and the kulstar has 30 rounds of ammo reserved for it, and the two don't talk to eachother at all.  When you pick up ammunition, it goes into whichever pool needs it with a preference for the weapon currently held. So if you currently have 60 arrows and 30 kulstar rounds, and you're wielding the kulstar, then when you pick up sniper ammo packs it will bypass the (full) kulstar and go into the bow supply.

     

    This maintains the design intent of explosive heavy weapons with small ammo reserves, and it also maintains the pickup scarcity of sniper ammo packs as the limiting factor of using weapons that eat sniper ammo.

  18. I have a couple ideas that I think would make frost just that much better. One thing I dislike about the globes is the particle effects inside tend to obscure everyone's vision who's inside the globe. Having to choose a darker energy color just so we can see really kind of sucks. I think it would be better if instead of there being a "blizzard" inside the globe, have a mild snowfall effect inside, so it's easy enough to tell that you're inside, but so that it doesn't distract or obscure too much. Also, when things get crazy, it's sometimes difficult to notice that the globe has disappeared, which can be a big deal in higher tier missions. What would be really neat is if the globe "popped" when it died. Have it shatter and maybe doing a last second push/knockdown to enemies inside/near the globe, giving frost a little more time to cast another globe before everyone gets murdered, plus it would be quite obvious that the globe has gone down. I know you guys just did a rework of frost, but I just had these ideas and thought they were too good not to post.

     

    Interesting points.

     

    Instead of snow fall (which is still distracting), I'd suggest a ground fog type effect inside the globe. That way it's down near the floor and not in the line of fire.

    Antari%20Low%20Fog.jpg

  19. grind

    grind

    farming

     

    If thats the case, instead of contributing to a design where we have meta-sploitive abilities that make the game boring and repetitive and robotic, standing in one place and doing the same thing over and over because it's the most efficient strategy to grind, wouldn't it make more sense to address the basic problem? The problem where players feel like their play time is not properly rewarding?

     

    Like, what do players actually grind for? Keys, cores, rare materials. All of which we could address in other ways, offering new avenues of availability.

     

     

    And even if you aint doing it just for the loot p hydroid is fun because of how it back feeds energy with the orb drops for you to keep using that awesome tentacle power to your heart's content.

     

    An attack power that feeds itself so you never have to care about how much it costs to use also doesn't strike me as a good design.

  20. https://forums.warframe.com/index.php?/topic/502088-hydroid-quality-of-life-adjustments/?p=5635620:

     

    Please do not proceed with this change. It will be a straight out nerf to hydroid. Due to how it's damage formula makes the magnetic dmg increase far much more in response to power strength than it normally does for other powers, Hydroid's tentacle swarm synergizes extremely well with ultra high power strength. Thus the fact that pillfering swarm is benefited by power strength is very convenient since it makes we get almost 3x as much as boost to drop rates as we would get if those changes are to be made.

     

    Currently pillfering is the only thing that makes hydroid fun and worthwhile, if this nerf is to take place he will end up returning to the obscurity which he was in before the mod existed.

     

     

    And that is why it's being changed.  Hydroid is now the poster boy for meta-exploitative drop farming which is the death of entertaining game design as opposed to efficient. If the frame is lacking in other ways that makes people think this is the only thing he's useful for, then his other abilities need to be tuned up to be more awesome.

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