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Ragnafiro

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Posts posted by Ragnafiro

  1. I started WF in Feb 2019 and backed by over 10,000 hours into Warframe. Level cap endurance runs are a thing I done solo countless amount of times, mainly to stress test dozens of meta/strong frames to their limit while retains as much of their authentic playstyle *cough, Inaros spamming Vazarin's Protective Dash, Rolling Guard, and Martyr Symbiosis for invulnerability weavings and 1 second health gating, cough*. With that bit of where I came from aside, my criticisms on your proposed Inaros' rework are as follow:

    "Inaros uses health as the currency to utilize abilities. Inaros cannot go below 1 health by activating abilities."

    Solid start.

    On 2022-10-10 at 8:27 PM, bangarang35 said:

    Feature 2) Inaros gets health gating as part of his base design without the need to call it a passive, just like all other warframes have a form of health/shield gating. Every 2500 health will become a new health bar. Inaros becomes a sand mummy making him completely invulnerable for 2 seconds each time a health bar with a max of 2500 is depleted, including the final health bar at 1 health prior to death. The sand mummy form still allows Inaros to utilize all of his capabilities. Invulnerability on his last health bar will trigger at 500 health so he can use an ability to potentially heal. Inaros is required to refill a health bar to max after it is completely depleted and wait 90 seconds in order to trigger the invulnerability effect again for that respective health bar. Health bars at a lower health value must regain their invulnerability first before a higher value health bar's invulnerability can be triggered again. Example: health bar at 5000 must regain invulnerability before 7500 health bar can use invulnerability. The invulnerability effect of each health bar shall not suffer the 90 seconds cooldown penalty if Inaros uses abilities to go below each respective health bars boundaries. The invulnerability effect removes all status effects. As a visual suggestion, it may be better to simply have vertical tick marks side-by-side above a single health bar in order to show how many health bars are active or maybe small coffins on the health bar to show each health gate milestone.

     

    To put it simply...

    Inaros's health are separated into "partitions". The first partition closest to 0 HP will contain 500 HP, while further partition will contain 2500 HP.
    Each time a partition is completely empty from an instance of direct or DoT damage, all excessive damage don't go to different partitions and you get 2 seconds invulnerability, CC cleanse, and "Sand Mummy" buff, akin to shield gating's 1.3 secs invulnerability. Unlike shield gating that requires 4 seconds of not taking damage and full base shield to get back that 1.3 seconds, a partition need to be completely full and always be on a 90 seconds cooldown, that's...really punishing considering in endurance, any direct instance of damage will completely take out a partition with the cooldown may not be justified for decent uptime once you run out of partition's invulnerability, but that's my verdict so far. Also nice QoL that using abilities don't trigger the 90 seconds cooldown. (Assume I have like 10K health meme build, that's a total of 8 seconds invulnerability uptime and varying of 90 seconds downtime, sounds bad compare to Nidus's passive of infinite 5 seconds health gating loop by just doing Nidus things with no downtime to justify his active gameplay)

    On 2022-10-10 at 8:27 PM, bangarang35 said:

    Passive - Inaros' abilities can overheal his max health to create an overhealth bar(s). Every 2500 regular health Inaros has as part of his max health will allow him to make an overhealth bar of 2500. Once the overhealth bar(s) are created then Inaros increases his total armor value via scarab armor, which is now a passive mechanic instead of an ability mechanic. The armor increase of the first overhealth bar of this new scarab armor is 750 armor. After being created, each additional overhealth bar grants an additional 250 armor a piece. Overhealth bars of 2500 have the sand mummy invulnerability effect and the same requirements to activate the invulnerability as listed in key feature 2. Only enemy damage can lower overhealth bars, and there is no bonus armor decay effect. The bonus armor granted by each respective overhealth bar remains fully intact as long as an overhealth bar has not been fully depleted. Visually, overhealth bars could be tick marks of a unique color directly beside the normal health bar tick marks or they could use small coffins icons in a different color as health gate milestones for the overhealth bars.
     

    So...

    The maximum cap of Inaros's overhealth pool is equal to his health pool minus 500. First overhealth bar gives 750 armor, and further overhealth bar gives 250 armor instead. Inaros only lose armor bonus if his overhealth partition is completely depleted. Overhealth partition has the same effect as normal health partition, both pros and cons. Twice the invulnerability windows lol, but still very finite unfortunately. (I assume that the overhealth partition is still cucked by 90 seconds cooldown?) (Yeah, that sounds like S#&$s like Magus Repair will top off maxed overhealth easily when starting a mission lol)

     

    For ability clarity's sake, I recommend that you list out the abilities stats similar to how warframe.fandom.com do, as an example:
    https://warframe.fandom.com/wiki/Magnetize?so=search
    Wiki listed out Strength, Duration, Range, and Misc to see how the numbers performs and what stats it scales, then the rest be descriptive as you can normally.

    On 2022-10-10 at 8:27 PM, bangarang35 said:

    Ability 1- costs 2% max health- no change to normal version except finishers heal Inaros for the normal amount but will overheal him for 250 when this ability's healing exceeds max health. If used inside of ability 4, then Inaros gets double range, an extra 5 second duration, and will blind/stagger enemies behind surfaces or with their back to Inaros as well.
    --------------Augment mod 1-Dessication's Curse: Blinded enemies killed by finishers have 100% chance to become a sand minion and blinded enemies Inaros kills by any other way have a 25% chance to become a sand minion. sand minions do 2x damage and always have higher aggro pull than Inaros. Allows 3 minions to be created by default without mods. Every 2500 max health allows an additional sand minion to be created. Minion life scales with duration.

     

    Abilities with cone AOE coverage and/or the need to aim in a specific direction is an inferior form of AOE compare to radial AOE, so the reward output better be justified for that shortcomings. With whatever synergy with Inaros 4 has that I haven't read yet as of typing this, I propose that it becomes a radial AOE instead of two opposite cones. In real missions can get hectic and for most smooth brain Inaros players and all else, the last thing they want is to perfectly aim in front and back of them for optimal use. Radial > all else that don't work. Also healing may be a bit too low for newer Inaros players and for veterans? They don't really care for Inaros 1's healing as they're stacked with Arcane Grace and/or Magus Repair.
    Augment: Make that includes Parazon too. 2x Damage unneeded cuz AI blows unless they have massive AOE of damage and/or CC. Otherwise perfect, no issues as the higher AI aggro alone already made me pick up the augment if this rework is real.

    On 2022-10-10 at 8:27 PM, bangarang35 said:

    Ability 2 Dune- costs 13% health- Activated where Inaros aims it. This ability scales with range, efficiency, duration, and strength mods. This is an 6.5-meter rotating whirlpool quick-sand trap that lasts for a duration of 5/7/11/15 seconds depending on the ability rank.


    --------Mechanic 1: All enemies who enter the whirlpool automatically sink into quick-sand causing them to flail in panic and therefore disabling any other actions by them, similar to Devour. Enemies in the whirlpool are slowly pulled to the center of the whirlpool. Once enemies enter the whirlpool, then they cannot escape it unless the ability ends. Enemies are vulnerable to player damage while under the effects of this ability.
    ---------Mechanic 2: Enemies are lured into the whirlpool because of a bright light at the center.. The bright light is actually a giant glowing scarab sitting at the center of the whirlpool. If Inaros is actively using ability 3, then the glowing scarab will become surrounded by a sand tornado too that lures enemies into the whirlpool faster. The lure effects range is 20 meters without mods.
    ----------Mechanic 3: The glowing scarab constantly leeches life from enemies in the dune. Allies, not Inaros, will heal for 10/15/20/25 health per second while in dune's whirlpool. Allies heal scales with ability strength. Inaros will self-heal for  (ability cost x 1.5) as max health/overhealth percentage once the ability ends.
    -----------Mechanic 4: if dune is used inside of an active ability 4, then dune is empowered. Empowered dune will automatically be placed at the center of ability 4's sandstorm thus luring enemies into ability 4 as well. Inaros will heal for a double ability cost as max health/overhealth percentage once the ability ends.

     

    So a stationary passive slow pull-in soft CC ability until they gets to the center then it's a hard CC, similar to Vauban 4. Increase AI aggro on said deployed CC to "lure". Allies gets passively healed except for Inaros but Inaros gets an instant burst of heal once the ability ends. And synergy with 4 means it will reposition into the center of Inaros 4 and higher heal per second. Overall, being a passive CC with solid numbers alone made it nothing worth complains about, similar to Gyre 1/Protea 1/Vauban 4/etc. 

    On 2022-10-10 at 8:27 PM, bangarang35 said:

    Ability 3 Force of Nature- costs 10% max health- Inaros becomes enraged and surrounds himself with a sand tornado for a 3/3.5/4/5 seconds without mods when this ability is activated. The animation, range (4/5/6/7.5 meters without mods), and damage (200/300/400/500 slash without mods) from his current ability 3's tornado is fine. This ability scales with duration, efficiency, strength, range, and sprint speed mods. Since the damage is so low and doesn't even phase level 30 heavy gunners, I still consider this a level 0 damage frame according to my model.


    ------------Mechanic 1: This sand tornado form reduces all damage to Inaros by 10%, and blocks crowd control effects. The damage reduction cap with mods for the unempowered sand tornado is 40% which is achieved at 400% ability strength.
    ------------Mechanic 2: The sand tornado moves at 1.7 sprint speed without mods.
    ------------Mechanic 3: enemies touched by the sand tornado faint from dehydration and fall for a default 6/7/8/9 seconds based on ability rank without mods. This cc effect must last longer than the sand tornado's duration so Inaros has a chance to attack enemies when leaving the tornado
    ------------Mechanic 4: Inaros heals for 7% max health/overhealth when the ability ends The formula for the heal in this mechanic is: ability cost x 1.5 = heal amount.
    ------------Mechanic 5: If this ability is used inside of ability 4, then sand tornado's damage reduction will increase by a capped 10%, and the sand tornado heals Inaros for double the ability cost as max health/overhealth when the ability ends.
     --------------------Augment mod 2 (Exilus mod): Inaros becomes a slender sand mummy for a capped 3 seconds after being airborne or rolling causing attacks to pass through him, but the effect has a 10 second cooldown. Inaros does get this effect while using ability 3. It could be cool if he had streaks of sand trailing behind him or if there were clouds of sand around him while the effect was active.
    ----------------------Augment mod 3: no change to elemental sandstorm

    The core issue of Inaros 3 as regarded as one of the worst ability in WF not mainly because of numbers or nuances, but a single design: restricted opportunity costs. It's why abilities like Yareli 2/Voruna 4/Styanax 4/Revenant 4/Nyx 4/Hildryn 4/Grendel 3/Atlas 4 Rumbled augment are either barely mediocre at best and horrendous at worst, with rare outliers that are Titania 4/Sevagoth 4/Mesa 4 are successful that their tradeoff do worth the reward (fastest frame in the game, one heavy attack and pop shadow's 3 to one-tap SP demos level cap despite the sluggish movement, and Mesa being a 50m LOS insta-kill turret). These abilities force you to take on different "form", limited to no form to use your weapons and/or mobility (hell, even spoiler mode prior to the touch-up of Yareli) for very questionable reward for their intended purpose compare to the alternatives. So unless being at Inaros 3 allows him to retains his mobility and weapon usage OR the nuances and numbers are skyrocketed to justified it, Inaros 3 is the ability to auto-subsume off and as for the nuances and numbers are shown:
    10% base is far too low, 90% is ideal for normal content, 99% is for endurance due to how enemies' scaling are, 400% strength is an absurd amount to ask for on a frame who already want range and survivability, more useful aspects of his kit and a 40% is far too low due to how DR are valued most exponentially. Slightly faster sprint (less restrictive mobility, but still restrictive), hard CC on contact (barely any distinctive from his 1 and 2), and if it synergize with his 4, then the damage reduction becomes a base of 20% instead of 10% if I'm reading it right? Then 80% for 400% strength is absurd still without a meme build. Exilus augment a built-in Rolling Guard and actual augment still trash.

    VERDICT: AUTO-SUBSUME OFF (treating it like Grendel 3, pure meme ability that I bother to type this much for it lol)

    On 2022-10-10 at 8:27 PM, bangarang35 said:

    Ability 4 Sand Storm: costs 25% max health- Inaros manipulates large quantities of rushing sand to protect his team and empowers his abilities. let there be a very large AoE type of dome (16 meter radius without mods) that simulates a sand storm. Inaros can move around freely in this dome. The ability stays active in the location Inaros activated the ability for a fixed 20/22/25/30 second duration, depending on ability rank, once cast. Range, efficiency, duration, and ability strength scales with mods for this ability. Its main purpose is to induce the real dangers of a sandstorm against Inaros’ enemies. The ability will activate and be centered on Inaros' location.


    ------------Mechanic 1: The sandstorm should impair the enemy's vision. With the impaired vision, Enemies inside and outside of the dome suffer a 10%/20%/30%/35% accuracy reduction for enemy projectiles aimed at targets in the dome. 90% accuracy reduction is the cap which is reached at 250% ability strength.
    ------------Mechanic 2: all enemies inside of the sandstorm are blinded/staggered for the first 3 seconds of the ability leaving them open to finishers.
    ------------Mechanic 3: The sandstorm heals Inaros by 1%/2%/2.5%/3% max health/overhealth per second without mods regardless of his location.
    ------------Mechanic 4: Inaros taunts all enemies while ability 4 is active. This does not interfere with the lure effect of Dune. So enemies will attack Inaros even while marching towards the whirlpool.
    ------------------------Augment mod 4: Ability 4’s taunt will also redirect fatal damage on allies to Inaros.
    ------------------------Augment mod 5: Negation swarm doesn't change except the drain will be 75 health/overhealth per stat proc prevented so the effect remains active.

    So it's Inaros 3...but NOT being a literal sand beyblade? Already a W, similar vibe to Zephyr 4. -Accurary isn't an ideal CC that is demanded as a large radial damage from a Bombard/Napalm/Nox/etc. are still dangerous at a certain level, but I don't know how potent a 90% -Accurary is as we never have that kind of CC in a large quality, so it's questionable. Three seconds stagger/blind, is it refreshable as long they stays in his 4? +AI aggro and more health regeneration. Solid everything else.

     

    OVERALL:

    1. There is a question that I left out unsaid until now so because of how oversaturated Inaros in the CC department in a meta with Overguard, my question is this to decide if Inaros will be good or bad:

    Which Inaros's CC abilties CAN affect Overguard?

    Ever since the introduction of Overguard and DE's sheer lack of competence to see it through completely, apparently CCs that affect Overguard are valued to shut down mainly SP Eximus and Thrax, especially hard CCs. 

    If none of Inaros's abilities can deal with Overguard, then either he have to take a subsume ability with anti-Overguard nuance and be a one-trick CC frame, which kills any versatility he has in a meaningful way OR be a worse CC frame compare to anyone that can use breach surge/Muzzle Flash/silence/Rhino 4/etc.

     

    2. Oversaturation of healing (CC department is reasonably varying enough). with so much gears that gives +health regeneration with Magus Repair being the highest offender for the best percentage heal per second for himself and other allies in the game by far, the value of heal per second for his abilities overall is not only on the lower side across the board, but more optimized gears no longer need it that much in WF 2023 (*cough, shield gating/Revenant/Vazarin/kill everything to not die in normal content/etc.*). It's not bad to have one health regen tool for Inaros and his teammates by itself, but you have that slapped into basically all into his abilities, which creates redundancy for anything else that isn't the most potent, so focus on remove all heals that isn't the most potent from Inaros's kit and replace with something... different and more that retains the fantasy of his kit (special damage buff that is innovative and force certain modding in a certain way to maximize it, akin to how Voruna 1 works, full defense strip after doing a special gimmick of kit synergy, nuke abilities that scales well after X amount of melee kills, etc. throwing out ideas to increase versatility to compete with the quality of newer frames). 

     

    3. There is nothing in his kit address the 90 seconds cooldown of his health gating. This is the most problematic for viability in endurance. If this is not fixed, then he would be in the same viability as Lavos: being forced to use invulnerability weaving via strictly Vazarin and subsume Pillage/Condemn, which #*!%s up any room for real build diversity to be remotely optimal with the rest of mediocre kit. Have melee kills reduce the cooldowns of all active 90 seconds cooldown timers by 4 seconds for each melee kills, so it would takes 22.5 kills to completely refresh a health gate that have been procced non-stop, a reasonable amount for a playstyle that need to be revitalize (*look at Revenant with a Kuva Bramma shooting at his feet and he ends up nuking everything behind 6m wall thick and ignore LOS check and stagger immune compare to melees*).

    Inaros's rework verdict: 6/10

  2. On 2020-03-05 at 11:03 PM, (PSN)Vodka_Vision_ said:

    Being a space ninja would require actually good stealth mechanics. We're just super soldiers, and that's okay. We should embrace that. I think if we can acknowledge that the game has evolved past space ninjas into super soldiers, we can allow for greater specialization. Having defined roles would help clear things up, and streamline gameplay. I think that empowering tanks to tank, DPS to DPS, and support to support would encourage team building and squad cooperation more than having everyone try to be completely self sufficient. I think FFXIV did a fantastic job of differentiating roles. If warframe could manage someting similar, I think they could introduce harder content with more complex enemies and mechanics.

    These days with the braindead power fantasy, Space Demigods sound most appropriate than anything else.

    • Like 1
  3. 9 hours ago, BarryAllen127 said:

    Yes having multiple globes is nice but the actual quality of the globes themselves are mediocre. Much like Rhino’s iron skin their health diminish quickly in high level, even with some super long invulnerable state they can get chewed down relatively fast. Nullifier can pop down his globes, arbi drone can get enemies past his Chilling Globe. I’d rather bring Vauban along even though his crowd control doesn’t allow firepower protection, or I’d rather bring Limbo along as in I use Limbo for most of my clan long Arbi excavation runs and they don’t have any problem with it whatsoever. Sure I can take back the having no more than one globe but they still need some more work to actually function properly in high level

    Everything else you wanted to improve the globe I agree though, forgot to put that in my bad.

  4. 1 hour ago, BarryAllen127 said:

    Now only allows one globe at a time.

    That is some serious heresy fam. Currently, Frost is still a top pick in Arbitration Excavation due him capable of defending more than one immoble objective at the same time for an indefinite duration. Also that's...kinda the reason you pick him over other defense frame. Unlike Limbo 4, his 3 have a better time dealing with nullies this and arbi drones that.

  5. 15 hours ago, Bakaguya-sama said:

    I will try to keep this short.  

    Ember suck. We waited years for her rework yet she still suck. I think I see someone bring her once or twice in a week of playing Warframe. People barely remember she exist.  

    -As a Nuker, she offer nothing special. Saryn remains far superior, eclipsing her in every way. Armor stripping is not particularly needed after armor nerfs.  

    -As a Tank, she's likely the worst tank in the game. Not braindead like Inaros and no buff nor other utility like Chroma or Rhino. 

    Her energy costs are exorbitant compared to her damage output. Her Passive is counter intuitive. Her 1 is useless. Her 2 is basically Mesa's shatter shield except cost a billion energy. Her 3 deals virtually no damage. Only good ability is her 4. But it's not good enough to make up for the badness of the rest of her kit.

     

    In the short term, she needs some raw number buffs:  

    And in the long term, perhaps a new, better passive that does not counter itself:  

    This give her an avenue to scale into longer games agaisnt higher level mobs. The more mobs killed while burning, the more Ability Strength she gain. Imagine killing 500 mobs and gaining 500% ability strength for some truly ludicrous display of power.  

    To be honest, I rather like Ember's gameplay loop. She's a nuker that's actually interactive and not completely braindead like Saryn is. I don't mind  having to manage my energy. I just wish that the damage output is increased substantially so playing Ember is worth it.  

    Aura whatever, Cunning Drift

    Primed Continuity, Streamline, R4 Fleeting Expertise, Exothermic

    Primed Flow, Augur Reach, Stretch, Natural Talent

    Vazarin school, Arcane Energize, Arcane Eruption if you want memes, typical healing Magus Elevate/Repair

    "Why no fkin strength mods? Your build only gud at starchart lel" some dumb fk said that to me. Ember passive gives +5% strength for each burning enemies within 50m radius so the best use of her passive is best going for high range as reaching 50m radius from her 4 ensures that your passive be god in content that have high enemy density.

    About what you said about her 3 don't do damage? Flat damage boost won't save it, nor does it need to. The ability is intended to fully strip all armored enemies. Right now the ability don't work properly so the best use of it is to go melee range and strip crowd of Grineers.

    Her 2? Agree that she should have CC immunity but so much people play her 2 wrong. You want to know the best way to not make compromise using it? Fck managing the heat bar. Burn at least two enemies for your passive or proc Growing Power, cast 2, spam 4 even if it hit no enemies to ramp up the heat rate. At max heat bar then the drain will rise exponentially, which is why your 3 exist: to reset that exponential drain. With Arcane Energize and Exothermic synergy, it's very easy to keep her 2 permaup while spamming 4 and 3 every 10 seconds or so as blue orbs littered the ground. 90% DR is basically 10x EHP, something Saryn don't have and most armored frames have to invest heavily.

    Her 4 is one of those things that people don't understand enough. Yes, it fckn sucks to aim her 4, but so does...Mesa and Baruuk. For some reason, not all terrains can block her 4 so things Kuva Fortress means she can be an afk spam 4 bot as enemies are spawn-killed. Range mods nuke as much enemies as possible while indirectly help ability strength from her passive. Add in the "attack speed" mod for casters like Natural Talent then she nukes very well. At around level 160s in my Requiem Kuva Survival, I still have maxed life supports and 3K kills by 60 minutes and I noticed that her 4 starting to struggle simply 'cause by the end of the day, her 4 is just flat damage with multiplicative amp'd from her passive. Her 4 damage formula need to be rework IMO.

    • Like 1
  6. 10 minutes ago, dibpwnt said:

    Appreciate your input. Did you Umbra forma yours? 😛

    It's pointless anyway. At a point I used Umbral Intensify and Umbral Vitality and Frost was as tanky as Ivara vs. level 160s. If I add Umbral Fiber then it won't makes any difference vs. the infinite scaling anyway.

    Magus Lockdown, Protective Dash, spam 4 with Natural Talent and 25.35m range, refresh my Ice Wave Impendance at the Snow Globe with 18 seconds duration, refresh my 4 seconds invincibility window of my 3, or the likes ACTUALLY have far more success to keep Frost and the Excavator alive more than mere stats.

    But goddamn, it took so much of what I mentioned to make Frost top tier and it's frustratingly bad that he needs a rework to make him more satisfying to play, especially for newer players who pick him up and realized he's brittle as thin ice.

    • Like 1
  7. His 1 need to be updated to be just more than "I need to pop that Snow Globe I misplace" and actually worth using in areas that his 4 or 2 can't really do.

    I would love it if his 2 and 2 augment combined into one ability, make it 90 degrees max, and duration buff to 20 seconds, and make a new augment. Otherwise, this ability have no place over using the rest of his kit. Complete rework to give him a REAL tanking tool since right now without kiddo, he only survive solely by CC everything by spamming his 4 and/or cower behind his Snow Globe. (His 4 augment don't count nor practical)

    15 Formas of trials and errors done things to me...

    • Like 1
  8. 7 minutes ago, Meenit said:

    Which one is the better frame, and if one isn't objectively better than the other; then what tasks are both of these warframes good at? I've heard that Mesa is better than Nova Prime for both DPS and CC, and I've heard vice-versa. Responses would be greatly appreciated.

    Mesa is what you take in heavy kill mission that don't have shtty tileset to make the best use of her 4 and open world.

    Nova is what you take to make interception and stall-based missions a joke.

  9. 5 hours ago, ShortCat said:

    Ember's rework was less than ideal.

    Nice build for nuking Star Chart.

    Gonna break down each mod reasoning since you woke af:

    105 DUR 175 EFF 190 RANGE 100 STRENGTH

    Hit minimal drain to make the abuse of her abilities last longer. I had tried the 40 DUR 190 EFF but the lack of duration cucked out the DoT from her 4 too much so I settle for that with Primed Continuity.

    225 max energy is still too small for the sheer inconsistency before and after the Energize procs so bigger pool also means that the pool don't get instantly cucked by energy leech eximus.

    Exothermic self-explained as makes as much Energy Orb rolls for Arcane Energize.

    Instead of building flat ability strength that don't give much. It's better to get more indirect ability strengh via her passive: Enemies within 50m of her that are heat proccing grants her +5% ability strength, so range mods that can hit enemies up to 50m like her 4 already suits well and complement the fire spread as she gain better damage in higher enemy density environments.

    Natural Talent is just basically the attack speed mod for nuke frames. Change my mind.

    Any valid criticisms?

    EDIT: At 110% Strength via burning 2 enemies at least Ember already that 90% DR cap OR... use Growing Power.

  10. 4 hours ago, ShortCat said:

    Ember's rework was less than ideal.

    Nice build for nuking Star Chart.

    Tried it in one hour Requiem Kuva Survival, still higher kills than Saryn by 400 difference. Arbi Survival for the same time and more kills than my Equinox and Saryn combined. But never mind that. Any valid crititism that I can improve my build since you know better?

  11. Exothermic and Arcane Energize synergy.

    Fck "managing" your heat bar and end up being mediocre.

    Aura whatever, Cunning Drift

    Both R4 Streamline and Fleeting Expertise, Primed Flow, Exothermic

    Stretch, Augur Reach, Primed Continuity, Natural Talent

    Arcane Energize and whatever 2nd Arcane

    Vazarin school.

    The trick to play new Ember is to hard spam your 4 and use your 3 every 10 seconds or so to reset the exponential drain (and strip all armor to whoever unlucky).

    If you're nuking the map well then energy management is never a problem as those synergy I mentioned above along with minimal drain already do more than enough for her.

    Since she can't use Zenurik if she want to keep her perma-4 anyway, Vazarin school will covered the part that she can get easy maxed overshield with the constant uptime of her 90% DR OR Protective Dash vs. level 300s or above.

    Syndicate procs from Suda or Red Veil, Exodia Brave, etc.

    So typical TLDR: Git gud minmaxing a frame with synergy of your entire loadout then your criticism might be valid to my ears.

    • Like 2
  12. On 2020-05-09 at 3:37 PM, Travis05 said:

    I see Wisps everywhere. She is useful and performs well in every mission. Kinda like kuva brama i guess.

    So i had time to observe her kit and she seems very unbalanced. Her 1 is mandatory, and the rest of her abilities arent nearly used as much. So 2,3,4....lets say they are well, specially 3 has sinergy with 1. But they might as well dont exist since people never use them. Well, except her 4, i saw it sometimes being used.

    About reservoirs, i think the ability is ok except for one detail...shock reservoir is way too unfair on enemies. Usually they cant almost move before being killed. So if you shock them just being near, they even havent time to blink. 

    Vitality and haste are ok, a pretty useful buff on allies. But why adding shock? Its the only thing i dont like about her. I would agree having shock on reservoirs by default, so you can defend the objective placing them right next to it. But no giving shock to everyone.

    The rest of abilities, maybe is just i dont get the purpose of her kit. If someone understand her better, maybe they can explain that to me. The most useful ones are 1 and 3 on my opinion. The other 2 dont match well with those two.

    She is the most proper generalist support since Oberon. She have all this bullshts and each aspect doesn't replace other frames. Examples:

    1: Four-man hp/dmg/CC buffs all in one, not exactly better than Trinity 4, Volt 2, or other light CC frames but it's overloaded in one.

    2: Lowkey this ability is heavily underrated. You can spam 2 twice fast for a 3 seconds invincibility that is refreshable, similar to a mini-protective dash from Vazarin without the need to run Vazarin lol. It means that she just won't die at all and never feel the need to run tank mods and have more room for better modding for the rest of her abilities. This ability alone kinda disrespectful for most tank frames IMO.

    3: Blind is never bad at least. Free CC in case you feel tired spamming 2 and double down as a free melee stealth damage bonus. The chain damages are nice I guess.

    4: IMO her "weakest" ability even though it have its uses with her mote synergy.

    Overall, I do think her 2 need to be nerfed. Nothing beat the sweet price of infinite EHP by just spamming 2 while retain full movement freedom and at a low energy cost.

    • Like 2
  13. 33 minutes ago, damongautama said:

    That was a long haul. I like how you keep earning focus points, so if they ever add new things you have a head start. I wish they'd do that with Intrinsics, though, it would be nice to have 1k stored up for when Command comes around.

    Same, I got all 10 waybounds unlocked and all the mandatory nodes from each school that isn't fkin Void Radiance a month ago. Wish those excess focus be converted into something meaningful.

    • Like 1
  14. 10 hours ago, (PS4)Hopper_Orouk said:

    For example:

    What makes mesa better than say a gauss with redline+pyrana prime+arcane pistoleer

    Or a titania with Razorwing blitz+arcane pistoleer

    Other than auto aiming...if you are a skilled marksman, can you replicate mesa's ultimate ability on other warframes?

    From all the response so far, it's pretty funny that some of the best exalted weapons in the game that can compete with other top tier weapons with rivens are those...that act less weapon and more ability. (Mesa 4 and Baruuk 4)

    Mesa 4 have autoaim, insane fire rate, no reload or magazine, and 50m detection range unscaled with mods means those fundamentals alone already made it outclassed most guns and melees...from 50m away.

    Baruuk 4, even though it takes a lot of 2 spam and near-perfect modding to keep it perma-up, is a god melee exalted weapon that use no melee combo. It have infinite punch through on both bodies and terrains, something that all melees kinda struggle with. Easily reach 100% SC and 160% CC ain't huge by melee standard, but his 4 can reach that without the need of things like range or combo duration means you can go balls deep into attack speed, CD, and shts.

    Only exalted weapons that truly sucks are Wukong 4 and Valkyr 4 simply they don't have the right mechanics to wipe room better than god melees with a riven.

  15. 7 hours ago, Miser_able said:

    the vitus drops are just a little bonus drop. to encourage you to kill drones. your main method of getting them should still be rotations.

    Ever since the Arbitration revised, I'm just gonna guess why DE implement a 3% drop rate for each drone killed: It's because they know that Defense and Survival missions suck balls before. They have some of the slowest reward rotation compared to other game modes in term of reward rotation. So instead of making those game modes be a bit faster, DE decide that Survival is the best Vitus farm game mode and leave Defense still pretty shtty without a draft 4-man comp.

  16. 6 hours ago, Vit0Corleone said:

    This is probably one of the oldest Warframe myths around.

    I'm guilty myself of believing that was the case, a long time ago. Because even endurance runs "vets" would adamantly stand by it.

    This until I saw a Warframe Dev confirming on stream that wasn't the case ( he even looked at the code to confirm that there is no interaction between radar and spawns ).

    What this is, is basically psychology (observation bias). Since you can see them, you get the feeling they are doing something that they didn't before.

    Even if that is the case, information to know where enemies are so that I can extert my OPness is power. I like power that is earned.

    • Like 1
  17. 8 minutes ago, ant99999 said:

    I have nothing against the mass-kill meta, it's quite fun actually.

    But I have something against mass-kill using 1% of the game's arsenal meta.

    In case of warframes, I don't really consider the situation thete as bad as with weapons, you can buff/nerf the extremes, but with them it is simpler because a dd frame comes out maybe once a year, quite a reasonable time to balance it as is.

    With weapons' scale, where we have like half a thousand in our arseanals and only use 10, simple rebalance on the personal basis isn't sufficient anymore and already was proven so by how many those balance passes we had solving absolutely nothing.

    Yeah, either we can do "Nerf Catchmoon 2: Electric Boogaloo" onto things like the Kuva Bramma or just buff other weapon on a massive scale that strengthens the specialization they have. *Cried in the fact that all non-AoE bows are just really shtty snipers with 0 combo damage.*

  18. 12 hours ago, NigglesAU said:

    what weapons have changed for the better?

    Which ones for the worse?.

     

    Really vague question but I'll try to respond to the best of my ability, particularly the melee meta:

    One of the meta right now is perfect hybrids that can abuse the fck out of Blood Rush, Weeping Wound, Drifting Contact and/or Naramon School. At max combo, most melees can reach at least 200% CC and 100% SC, making them melt hordes of enemies casually. Kronen Prime, Nikana Prime, Gram Prime are examples that thrives.

    But what if I want to 1-shot level 200s without the reliance of melee combo? Heavy attacks with forced slash procs like Pennant, Hate, Reaper Prime are the ultimate pocket knife for many who can't bother with combo ramp-up.

    Of course, outliers like Redeemer Prime will still be top pick in more favorable scenario and such, but the melees that sucks a lot right now are probably meme strike melees, pure status melees, and pure crit melees that have no slash procs.

  19. 1 hour ago, ant99999 said:

    So we all know that the majority of the game's content is dominated by AoE weapons that can hit multiple enemies at once. The more changes DE make to the balance and the more new weapons get added the more AoE dominance is getting set in stone.

    That is quite natural if to think of it, the game is about killing hordes of enemies standing close to each other and those snipers we have even being great on paper are simply not suited for it.

    Yet for some reason the devs are either trying to somehow equalize AoE and non-AoE weaponry or flat out pretend it is all ok and nothing needs to change.

    Why instead we don't embrace it and develop this AoE prevalence further? I'm looking at the games like Path of Exile: there you can modify your attacks in most curious ways making even the most modest fireball viable for killing crowds.

    Why don't Warframe have something similar. Mods that change the effects of the weapons. A Rubico doesn't need even more damage, why don't we put there a mod making its shots chain between the enemies at the cost of sacrificing damage. Why don't we make Opticor fire a cone of beams instead of just one. Why don't we make Soma P have bullet magnetism so that you don't have to target every single enemy. Why don't have a weaker spectral copy of Ignis Wraith following us around and helping to kill things. Why don't we then combine multible such mods to make killing the crowds even more effective.

    Someone may ague that it takes the identity of some weapons like Amprex away. But let's be realistic, nothing takes away more identity than the meta being dominated by a single digit number of popular weapons just because they are capable of damaging multiple enemies at once.

    I don't pretend I came up with the greatest idea possible, maybe someone out there has a better one, but something needs to be changed.

    It's not just AoE weapons, but AoE nuke frames lol. As long most of WF's content require large amount of bodies dropped in the shortest amount of time, it doesn't matter if it's just a weapon problem that you claim, people who tryhard will lean toward to the tools that give the best result while the rest of the mediocres pretend that their Fulmin worth something in the grand win condition of things.

    The only way I can think of to slightly discourage the mass-kill meta we are in right now is to rework mission types.

    • Like 1
  20. 3 hours ago, (PS4)Hopper_Orouk said:

    A passive that you'll never ever use because you're invincible all the time

    A 1 that gets demolished by allies if you're not solo, and completely useless as allies

    A 2 that gets worn out by enemies faster than you can cast it 

    And a 3 that takes percentage of enemy health, that's good...but it also brings back your health and shields...why would you need that, if you're 100% immune to damage?

    And then a 4 that has an outdated damage adaptation mechanic that baruuk does more better with reactive storm

    I posted some feedback about some of his abilities

    But still

    This is like rebecca's own warframe, are they going to forget about him like that?

    After I had mixmax him into solo 1 hour higk index with 1900 seconds remaining, whatever rework he should get at least keep his 2. His 1 + 3 one-shot combo with 250% strength isn't as valid anymore since the revise but yeah, almost all part of his kit are made redundant 'cause his 2 exist.

    • Like 1
  21. 13 hours ago, (PS4)grayhyh said:

    Whats better? What i should invest in first or in general?

    Honestly, don't bother gimping yourself with mediocrity when you can wipe the hallway of enemies with melees in general without the restraints of magazine size or reload/recharge (Melees can easily go red crits and over 100%SC at max combo but DE fkin forbids any guns reach 300% CC that isn't a bow with a god riven lol). But if you REALLY persist to see which infinite ammo gun is better? IMO Fulmin 'cause Viral+HM OP while Basmu run out of ammo too quick and by then it's likely you'll spend almost as much time reloading as it is firing.

    Also off topic, Vigilante Supplies exist so infinite max ammo isn't as valuable.

  22. 12 hours ago, (PS4)grayhyh said:

    Whats better? What i should invest in first or in general?

    Honestly, don't bother gimping yourself with mediocrity when you can wipe the hallway of enemies with melees in general without the restraints of magazine size or reload/recharge (Melees can easily go red crits and over 100%SC at max combo but DE fkin forbids any guns reach 300% CC that isn't a bow with a god riven lol). But if you REALLY persist to see which infinite ammo gun is better? IMO Fulmin 'cause Viral+HM OP while Basmu run out of ammo too quick and by then it's likely you'll spend almost as much time reloading as it is firing.

    Also off topic, Vigilante Supplies exist so infinite max ammo isn't as valuable.

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