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lindenbrock

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Posts posted by lindenbrock

  1. Skimmed this thread and didnt see mention of this. TLDR revive is pointless as you trigger the afk timer and lose all rewards earned so far. Oh cool aura forma bp dropped? Sucks that you died, no bp for you. Might as well leave when you die, which is what the revive system was meant to prevent

     

  2. I like it, its nice for if you mess up and let your invulnerability ability drop for a few seconds (like gara's shield, mag's crazy overshield capabilities, stop punching as atlas for a few seconds, etc.). Sure you should be prepared to deal with lv 80-100 enemies but you can still die even if you are prepared. What if you spill your drink while trying to play and have to look away for a second? What if your dog needs to go outside?

    My issue with it is you still seem to set off the stupid afk timer, meaning you lose all rewards. I made it 3 rounds into an intercept and was active and alive up until halfway through round 3. I died and got revived, but lost all 3 rewards totaling to at least 4k endo (1300 endo reward i think as well as 2 ayatans). Instead of 5 or 6k total endo, i wasted 25 mins or so for 1 #*!%ing thousand endo. Revive is pointless if you lose the mods, aura forma bp, or even the ephemera bp that you would of gotten had you not died. If you lose the rewards due to dieing and being revived then why even stay when you die? Itll be a waste of time either way, might as well leave now instead of waiting for the round to end, which is the exact issue the revive system was supposed to fix. It also discourages you from doing longer runs. Why try for 3 or 4 rewards if you risk losing all of them when you could play it stay safe and drop out after 1 or 2 rewards? This could cause host migration which is another issue reviving was supposed to fix.

    The only solutions i can see involve reducing the number of tokens to revivwe someone, increasing their drop chance a lot, or messing with the afk timer. All of those seem very detrimental to arbitrations though. Why worry about dieing when reving is super easy? Why care about actually doing them when you can just afk without having to worry about triggering the afk timer? 

  3. My pc hates recording stuff so its not pretty, but this is what im talking about (skip to around 10 seconds before the end). I shoot with my vectis, the heavy is still in one piece, it drops ammo, then i reroll it and get 2 orbs and another ammo drop. Thats 3 extra drops from what looks to be one piece. Now that ive been messing with it more im pretty sure its a bug, but im not certain as i stopprd using him after i had stockpiled far more resources than i thought id ever need. clearly i was wrong as now im trying to min max him as a farm frame

     

    EDIT: well apparently the single important part got cut off, i hate video recording/editing. give me a few

    2nd Edit: Fixed it, now its just 20 seconds or so of the important bit

  4. 1 minute ago, (NSW)Hatemachine said:

    unless you can match the range of these abilities & have desecrate on constantly

    This is basically what i did. It was originally a solely desecrate range build but i hybridized it and put Shield of Shadows in there. I still have lots of range though, but that doesnt matter as all of this was done solo in my simulcrum

  5. 19 minutes ago, Artlor said:

    the chance for more drops. It sounds like you are just getting unlucky.

    I know its not guaranteed, otherwise id be complaining that i killed 80+ heavies and never got a single instance of 4 drops when it is a guaranteed drop per each piece of an enemy. Your post doesnt explain how im getting 3 drops with a vectis. If the max with weapons other than the glaxion is 2 pieces then 3 extra drops is impossible. You either roll and get 1 extra drop from one of the 2 parts, or one drop from each part for 2 extra drops total.

     

    12 minutes ago, Lutesque said:

    so some times you just get nothing

    I killed 80+ heavies in just this test session, not to mention that he was one of my first few frames and ive been playing off and on since 2013. Im aware of how it works. This also didnt answer my questions: "does the glaxion create 4 pieces to be rerolled?" and "cutting enemy into 2 pieces; why am i getting 3 extra drops?"

  6. The title is a bit misleading, i know the basics of how his 3 works. Im not sure if this is indeed a bug though so im not going to post in the bug forums.

    From what ive seen and from what others have told me you are limited to cutting enemies into 2 parts, meaning up to 2 drops per enemy. The glaxion however is supposed to generate an extra corpse, meaning 2 corpses X 2 pieces per for 4 potential drops per enemy. It even states on it's wiki page that it is great for nekros due to the extra corpse, and i asked someone in a discord server im in who also told me it used to work like this. However, i did 4 runs of 20 heavy gunners in the simulcrum and only managed to get 3 drops (2 energy/health orbs and an ammo drop) twice while never getting 4 drops. I then switched to my vectis p and managed to get 3 drops with that as well. This is only counting the delayed drops, the ones that appear due to his 3, not the initial pickup that drops immediately. This seems like a bug because the glaxion doesnt generate more drops, but the fact that the vectis can generate as many as the glaxion makes me think that maybe DE just changed it at some point because 4 drops per enemy was too many

  7. Ive noticed this for a while. Shes a pretty old prime so she probably just hasnt had any graphical updates in a while (unlike garuda and mirage p who were created pretty recently). She looks like shes just got a bit of dirt all over her, the pits being the easiest to spot while she runs, casts her 4, etc. I didnt get a screenshot of the rest of her body but it appears on her back, thighs, a little on her stomach, and very small patches near those "ear holes" on the sides of her head. Didnt try it with different colors, but i did check a few other frames to see if any others had this issue. I tried a few random ones but mostly ones that had a decent bit of white by default. No other frames that i tested seemed to have this issue.

    EDIT: I went to change her primary color and the stains are still there as long as you use lighter colors (lots of smoke colors, baro's colors, a decent bit of the halloween palette too).

     

    Sorry in advance for all the links, i would of embedded the actual images but the site didnt like these imgur links. Link to whole album

    Mag: https://imgur.com/32hvaS9   https://imgur.com/4IWCwLW 

    Frost p with harka skin (original skin had no white for testing): https://imgur.com/ovHeRLn  https://imgur.com/0BD0HPP

    Valk p: https://imgur.com/2XydsNa

    Garuda: https://imgur.com/IZUw7gI

    Mirage P: https://imgur.com/3rM1sDh   https://imgur.com/uqLOm5J

    Octavia: https://imgur.com/6MAoH8L

  8. This is happening to me too, and i swear its more frequent and worse than before. The post said it was related to transferring back into your frame and it seemed that this only happened when i did that in the past, however now im getting ability locked while im in my frame and using my abilities. Ill hit 1 and the ability will be cast, then ill hit 2 and it will say "ability in use" and refuse to let me do almost anything. I get locked out of operator mode, archwing in POE/OV, melee, occasionally itll prevent me from switching weapons, frame abilities obviously, and recently it managed to wipe my entire gear wheel (25+ items) for a few minutes. I had to run across half of the plains before i tried my gear wheel out of desperation and my gear was magically all back in place. This is happening far more frequently than it did before the """""fix""""". DE should of just left it alone, its so "archaic" that its basically a feature of the game at this point. 

  9. On 2018-06-05 at 7:00 PM, (PS4)Hellhound1637 said:

    Lol I haven't seen this problem with saryn personally. I have dropped into a match with 3 harrows though....fun times. How about when the match starts up if there are 2 or more of the same warframe it gives a prompt, and little menue to change frames or loadouts real quick.

    Any way to change frames before a match starts would be nice. I doubt DE will implement something like that for quite a while though, if they ever do

  10. 5 hours ago, DjKaplis said:

    You dont really get less affinity. Affinity is shared equally among team members in range.

    Less damage because a low str saryn has all 3 spore spots filled on most enemies means enemies die slower, meaning less enemies total died during the focus pickup's duration. Less deaths during focus pickup does equal less affinity. Unless numbers just lie and my getting 120k-130k+ normally is a fluke or something, which i doubt as ive been maxing my focus in ESO since saryns last update a few days ago and get consistent numbers every time if im the only saryn. I dont remember the exact number, i probably posted it above, but i got something like 96k in a specific run to wave 12 with another saryn that had max range and 105% str. At 96k per run i would have to do ESO at least 4 times to hit my daily cap. Why is it that when im the only saryn i can easily hit the cap every day with only 2-3 runs, getting my average 120k+ i mentioned? I even managed to hit it in one run yesterday by getting 80k on wave 3 or 4. It couldnt be that i can kill faster, thus racking up more kills in the short duration of the focus buff could it? Nah, no way.

     

    5 hours ago, DjKaplis said:

    If your spores are less effective, you can focus on toxic lash and miasma to help spread other Saryn's spores and help team kill strong priority targets.

    Sorry, but if you expect to just cast spore and then always get most damage, you are playing her wrong. She never really was about that lazy playstyle. Not against stronger than starchart level enemies anyway.

    I have constant uptime on lash and run around killing with my crit ignis wraith to transfer spores. The almost 50% extra damage lash gives it, on top of transferring spores, makes it amazing for my focus farm. I dont cast spores and sit there to let them build up and do the killing for me

  11. I didnt read the thread so sorry if this was already asked:

    Can you still opt out of the buff? I tried multiple times today as volt and nothing worked, i kept my buff for the entire time each time. Are teammates the only ones able to opt out, and not the volt that cast the ability?

  12. Didnt think to post my issues here and made my own thread. Ive only read the last 2 pages of this thread, but the general consensus seems that DE #*!%ed up with 3.0, and then when they tried to fix that buggy unplayable pile of garbage they still ended up leaving bugs/issues and made her counter productive to a lot of the game modes (trying to focus on ramping up spores instead of just killing everything). 3.0 spores was stupid and im glad its gone. New spores isnt much of an improvement though for reasons already stated in the thread.

    I didnt see anything about multiple saryns in a squad hindering each other by taking up the limited 3 spots for spores, which was the main point for my thread. I wont copy paste it all, but to summarize: why cant we just raise the spore cap per enemy based on the number of saryns in the squad? Instead of one saryn being useless while the other takes up all 3 spore spots on every enemy, limit each saryn to 2 spores and raise the cap to 4 spores when theres 2 in a squad so each saryn gets 2 spores per enemy. This isnt an ideal solution IMO, but i cant think of anything better to fix this mess DE left us with after they rushed to fix the broken pile of garbage she was at 3.0 release.

  13. 1 minute ago, Leqesai said:

    The way spores works seems to directly conflict with more applications and more damage. 

    Yup. Like i said, rushed 3.0, and then rushed changes because 3.0 sucked and was completely broken. She is much better now than she was at release, but DE just fixed those issues and replaced them with new ones because they didnt take time to think it out and work on her. I wouldnt of cared if they had said something like " We realize saryn is broken right now and we are working on it, expect a fix in about a week" instead of "oh #*!% somebody hurry and put a bandaid on this, i dont care how just fix it"

  14. 9 minutes ago, lindenbrock said:

    With infinite duration and almost no effort required one saryn can choke out the other for the entire wave. Saryn A can infect everything with their max range and sit there almost afk'ing while their teammates kill miasma'ed enemies to transfer their sproes for them, while saryn B actively plays, using their 3, 4, and their weapons, and will still do far less damage and be far less helpful than if both saryns could have spores on the same enemies.

    Sorry to quote myself but this is what i meant when i said DE didnt think about the changes. Sure spores at 3.0 release was horrible and stupid, but they didnt think about the consequences of infinite duration when they changed it. Im not saying i want the inf duration removed or spores totally reworked again, or even saryns range nerfed, im just saying that the above scenario is entirely possible and very easy to do. DE doesnt like afk methods, or things that make farming way too easy, thus the quake banshee change, the telos boltace nerf, even the saryn molt nuke nerf. In their haste to fix a rushed and broken pile of garbage they didnt think about the consequences, and as such ended up creating a very easy almost entirely afk method. Saryn doesnt even need miasma with its short duration to transfer spores. Her 3 gets crazy duration, so in the above scenario saryn A could just max out the spore spots on all enemies on the map, cast 3, and then click once every 20 seconds instead of every 10 or so with miasma. Enemies dont even have to die with this method. Use an aoe weapon like the lenz and that will transfer even more spores as it hits more enemies, completely eliminating any hope the other saryn had of getting even a single spore out

  15. 33 minutes ago, Leqesai said:

    It is kind of crappy for multiple saryns to group together but other frames have trouble grouping together too.

    Off hand I believe these frames to have some measure of non friendly gameplay with the same frame.

    I agree other frames have issues when theres multiples of them in the same group, but how often do you see even one titania in a group? Or Nezha? Or Zephyr? Some of those frames are somewhat popular, like frost and limbo and nova, but a major part of saryns gameplay is her spores. Her 3 pops them, her 4 pops them, and her 2 used to be used to transfer them before it became a pure utility because molt nuking got too popular. All of those frames dont have their whole kit tied around one ability like saryn does with her spores. Sure she can survive fine without spores, but its an integral part of every one of her abilities except her new molt.

    Also, every one of those frames you listed has a duration on their abilities, so if being restricted by another player (nidus's 2 for example) you can just wait it out and immediately cast after it ends so they are now restricted and not you, or cast in a different spot so you can still be useful even though the other player is hindering you. Saryns spores are infinite now though, and with max range its hard to not have almost every enemy on screen infected. Once they are all infected, all it takes is for one to die from any means while miasma is up (which is pretty easy with 9+ seconds at like 180% duration) and spores will transfer to the few enemies that arent fully infected, if any exist. With infinite duration and almost no effort required one saryn can choke out the other for the entire wave. Saryn A can infect everything with their max range and sit there almost afk'ing while their teammates kill miasma'ed enemies to transfer their sproes for them, while saryn B actively plays, using their 3, 4, and their weapons, and will still do far less damage and be far less helpful than if both saryns could have spores on the same enemies.

  16. 25 minutes ago, RealPandemonium said:

    Spore damage growth is capped at 10 enemies, and these enemies are constantly dying; the constant turnover allows for relatively even spore distribution and makes maintaining 10 infectees at a time a very manageable goal even in a squad of 4 Saryns.  Seems like people complaining about this are upset that they got fewer kills than other Saryns that had more power range.  

    Caps at 10, but its hard to hit the cap if all 3 spore spots are taken by another saryn. Cant even infect one enemy if the other saryn already has all 3 spots. Reread my post, its not like the majority of it was complaining about this issue and suggesting ways to fix it. Oh wait...

    11 minutes ago, rechot said:

    because they wont spread. if there are 2 or more saryns its likely only one of them is actually going to be using spores since the rest get overpowered.

     

    6 minutes ago, LSG501 said:

    at present because spore builds are going to be pretty similar it's basically who ever hits and kills a target first and the other doesn't get a look in.

    Exactly. Whoever casts and spreads first is the useful saryn, the other has a majority of their damage potential restricted and might as well sit there doing nothing. They can still be useful, but saryn is a god right now and whoever transfers spores first could probably carry without any help at all from the other saryn.

  17. 9 minutes ago, Datam4ss said:

    Or you can, you know, try to focus on helping one Saryn by spending your energy on Miasma and Toxic Lash instead...

    My miasma lasts 6 seconds i think with my str build, sure it can pop spores if they die during those 6 seconds but thats a very limited time frame for how much energy it costs. Simaris also locks that ability if used too much so i dont use it that often. My build works fine without me ever using miasma, so even when theres another saryn i dont think to use it too often. I do usually have lash up with a 40 or 50 second duration, but my build relies on that for spore transfer. That still doesnt fix the issue of saryns choking each other out or the issue of gaining less affinity because i cant cast spores on anything. Ive played multiple instances of ESO with other saryns with more range than me and i still play as i usually would, trying to keep spores up, using lash to pop them, etc. but ive never managed to get as much focus as when im the only saryn. 

  18. Having 3 spore spots per enemy and having 2 or mroe saryns compete for those limited spots is stupid. I use my saryn p in ESO because she has an eidolon lens, as does my ignis wraith, i can usually get 120k+ per 8-10 waves... except when theres another saryn. One of us always ends up choking the other out, and im generally the one doing 5% of the teams damage because the other one has max range and all spore spots are filled. So i sit there being useless and bored and not getting near as much affinity as i usually could, as my build is slightly below max range but has lots more str than most saryns ive seen so i can kill a lot faster than they can. Doesnt matter how fast my spores scale or how much damage they do if all 3 spore spots on all enemies are filled though. I can usually keep efficiency at 95%+ up to wave 10 while doing 60%+ of the teams damage just by spores alone with a rare miasma or use of toxic lash for a second to transfer spores. Other saryn builds that ive copied and tried struggle to break 1k sometimes in ESO because they scale so incredibly slow without any strength, and then they cant keep efficiency up in later stages because 1k damage against level 80+ enemies is nothing. Ive only seen one other saryn that managed to do good damage up until wave 11, and that was because they didnt put any health or shield mods on in favor of lots of duration mods to make miasma last a lot longer. Sure they could do great damage and keep it going in higher stages, but they went down at least 2 or 3 times per wave because they have no health

     

    The only way i can think of to fix this would be to allow multiple saryns to each have their own "reserved" spore spots on an enemy, maybe 2 spots each when theres 2 saryns in a squad, and 1 spot each when theres 3? For example: With 2 saryns in a squad saryn A casts spores with max range and transfers 2 to every enemy in range. That saryn is capped at 2 spores per enemy even though all enemies can have 4 spores max, because those other 2 slots are reserved for saryn B should they choose to cast spores. This would let all saryns have the same amount of spores on every enemy if they wanted to, and would prevent one saryn with max range and no strength from hindering other saryns that dont have max range. DE really #*!%ed up when saryn 3.0 released, her skills were all whack and everything relating to her was broken and either didnt work or worked sometimes. Since then they made lots of changes and im glad they did, but it doesnt seem like they really thought about the changes. They released her 3.0 in a horribly broken state as a kneejerk reaction to her molt nuking becoming very popular, and then quickly changed the aspects of her abilities that players complained about, mostly the ability to recast to pop all spores (which was a horrible idea in the first place, thanks Pablo), without really thinking about multi saryn synergy. Before enemies could have 9 spores on them at once, i dont see why we have to be limited to 3 spores from any saryn now. I can get my spores up to 1k in roughly 30 seconds, imagine 9 ticks of 500 damage on every enemy on screen without any effort on my part other than taking 5 seconds to cast spores once and then toxic lash to transfer them. I agree that would be way too OP in her current state which is probably why it was lowered to 3, but why cant we up the bar a bit based on how many saryns are in the squad?

     

    The only issue i see with my idea of reserved spots for each saryn would be if there are 3 saryns in a squad, meaning each is limited to only 1 spore per enemy. Honestly though, what squad ever needs 3 saryns? If its a pub match and you get unlucky and get matched with 2 other saryns, oh well. Maybe the massive saryn hype will finally die down and you wont see at least one saryn p in every mission when they start having their damage capabilities slightly restricted because of how popular she is right now. I love her and dont want her damage to be restricted like that, but its a better alternative to how restrictive multiple saryns are right now. Id rather everyone be equally handicapped than just whichever saryn doesnt manage to transfer spores before the other, or doesnt have as much range as the other. 

     

  19. Im running just a saryn p and an ignis wraith both with eidolon lenses for focus farming ESO, except i cant get any focus when i cant use my abilities. Killing myself would work, if Sacrifice and Primed Regen wernt on my sentinel. Id have to kill myself 5 times and keep losing affinity each time, just to fix a single dam bug that DE should of fixed months ago. This has been an issue for at least 3 months now. Im glad you guys reworked saryn, and then spent a week changing her because 3.0 at release was some hot garbage, but can we fix the actual gambreaknig bugs that need fixing instead of adding new content or updating old content? This seems to be a cosntant issue with this game, new/reworked content takes precedence over fixing old bugs. Remember when raptor broke for 2 weeks? Remember when lephantis was broke for who knows how many months? Remember when pets couldnt go through doors for multiple months? Im not removing those 2 mods from my sentinel just so i can kill myself and get access to my abilities next time this happens, i shouldnt have to modify my playstyle and loadout to attempt to work around a bug that you guys should of fixed months ago

    Can we just get a fix for this dam bug? Having to leave ESO at wave 3 because of this bug is ridiculous DE, come on 

  20. Seriously DE, wtf. Ive had this bug very regularly for months now, i hate going down so i always try to go to operator if i notice my health quickly dropping. Half of the time this #*!%s up and i end up going down, but the game still thinks im trying to go into operator mode i guess and wont let em rez anyone, use any abilities (1-4 or going into operator), and i also cant hold X to kill myself and revive once i go down. I have to wait the 10 seconds or so, meaning other players have time to rez me and start the cycle anew. The only way to fix this that ive found is to revive, or occasionally jumping off the map. Again, this has been going on for 4.Dam.Months. Onslaught is cool and all, but you know whats cooler than buggy AF new content thats barely playable? Fixing old content thats even buggier. Giving players new broken content to focus on doesnt fix the prevalent issues that have existed in older content, it just looks like you are ignoring game breaking issues in favor of more content. 

  21. 41 minutes ago, DatDarkOne said:

    You also must take into consideration the the combo multiplier of melee and the increased number of attacks that are stacking/renewing the procs.  If you have Condition Overload, that would also be a factor effecting the proc damage.  

    Gas build melee weapons are extremely underrated by the general player base.  This is even after the nerf that gas received.  It combines and synergizes with some mods in ways that's very interesting.  

    I dont have CO and i tried to make sure only one of the initial 2 quick melee attacks hit when i was testing. After some more testing with enemies unpaused my torid is doing more damage than the kogake, like it should. Thanks guys

  22. Kogake build and torid build

    Why is it that my kogake p, with only 1k gas damage, does more damage upon a gas transfer via spores than my torid doing 10k gas damage? The torid isnt at 100% status but it makes gas clouds so i didnt think it would need 100% status chance. It also doesnt have a riven, but its still doing over double what my kogake prime can do on a slide attack.

    "The cloud deals immediate damage on proc equal to (Base Damage + Toxin Damage) ÷ 2, then does 9 ticks of damage over 8 seconds each equal to Toxin Damage"

    So if im doing the math right: The torid has 500 base toxin damage without any mods and 1250 with malignant force and infected clip, 500+1250=1750,  1750/2=875 immediate damage and then 9 ticks of 1250.

    Compare that to my kogake which only has 70 base damage without any mods, and 217 toxin damage with primed fever strike, virulent scourge, and my riven (+50% dmg to corpus, +95.9% status chance, and +100% toxin)  70+217=287,  287/2=143.5 immediate damage with 9 ticks of 287.

    Looking at those stats my kogake should be horrible against these lv 100s, but yet its actually doing a decent bit of damage. My torid should be doing decent damage, but in reality its horrible. Anybody have any idea why my torid isnt as good as my kogake?

     

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