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Ragnafiro

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Posts posted by Ragnafiro

  1. 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.

  2. 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.

  3. 5 hours ago, ZeezoRockOut said:

    Inaros could be argued to be the Tankiest frame in the game, that's why I would suggest that some of his abilities be reshaped to diversify his playstyle instead of focusing solely on Tanking as his Health Pool & Scarab Armor provide enough protection. This new ability setup is oriented around Crowd Control to serve his new 3rd ability.

    * Passive: The original passive is not really effective, thus I would suggest a new passive that Regenerates 5 Energy or Health for every enemy killed by Inaros (innate Lifesteal).

    * Ability 1 (Desiccation): Same as original (maybe change animation to foot stomp), but possibly increase Range to make its use more effective.
    Potential Augment: Each finisher kill on a staggered enemy Regenerates 25 Energy (scales with Power Strength).

    * Ability 2 (Devour): This could be replaced with a Mind-Control ability. Inaros hugs an Enemy Unit and engulfing him in sand, turning the enemy to a Sand Minion that fights for Inaros for a certain period of time (scales with duration), Minion damage output is affected by Power Strength. When the period is over, the Enemy is left staggered for Inaros to finish off.
    Potential Augment: Minion Damage doubled and when killed by an enemy the sand moves and engulfs the enemy that killed him turning him to a minion (until duration is over).

    * Ability 3 (Sandstorm): This ability would be scrapped for a totally new one: [Sandblade]. Engulfing Inaros's Melee blades with Sand (simple moving sand animation). Sandblade greatly Boosts Damage against any staggered enemy (scales with Power Strength). This ability would have good duration and can be boosted with Duration Mods.
    Potential Augment: Completely casting melee weapon in sand and adding an extra Neutral Element to the melee weapon (or separate Slash/Puncture damage), this element can bypass any Enemy Resistances or Adaptation, but it cannot be proced and is not affected by damage boosts, instead it gives an additional Crit Chance+Damage Boost. It is used to combat enemies with high resistances.

    * Ability 4 (Scarab Swarm): Would stay the same (maybe remove the swarm animation around Inaros and replace it with Sand Armor visuals). However, Stagger Duration & Range would be increased to become a better Crowd Control ability. 
    Potential Augment: Impale affected enemies and turning them to Health Regen beacons (or Energy Regen).

     

    * This is just a simple incomplete idea and is open to reinterpretation, so please share your thoughts. 

    Inaros Prime could be our next Prime!

    As long as he gets to keep his insane base stats, as it's literally WHY people play him. Most people build full tank and be useless but I play full statstick Gladiator Set Inaros. You can do whatever you want...sort of.

  4. 16 hours ago, Hexsing said:

    I hated Mag.  Now I love Mag and I am using so much forma on guns to get punch through.  Its costing me a fortune in time and I have thrown a few plat into the mix.  Who is or was your most expensive warframe to kit out 

    17 FORMAS of trials and errors Nekros minmaxing! 15 FORMAS Frost is second though.

  5. I'm pretty sure we're playing for the core gameplay, so perhaps look at why things like fishing and mining done right while animal capture and k-drive done wrong?

    It's because as fun as it is to just chill around, by the end of the day, those minigames translate to resources that we can craft our zaw/kitgun (ignoring the thumper farm as i dont know if it completely made mining 100% redundant).

    so looking at RJ, only way I can see to make people play it more if FKIN Umbra Forma BP can be farmed more reliably. Some dope reward that can't be farm anywhere else while NOT having shtty droprate would be welcomed.

  6. 6 hours ago, T-Shark69 said:

    Did something happen to the redeemer deleting them from distance?

    Well, nothing wrong with using a Redeemer Prime at all! It's just that the nature of Disruption want not just high kill speed vs. demo, but also mobs of enemies to drop keys. Redeemer's weakest aspect is reliable roomwipe compare to other melees so it's more or less a one-trick melee that used a lot with nuke frames. As for me, I apply 10x corrosive and a few other procs with my secondary then burst them down with melee easily.

  7. The reason why Inaros is so popular is that he have the highest EHP of all frames in the game without reliance of abilities. This makes him a top pick in Disruption as he don’t give a sht about going melee range vs. a level 1083 demolyst. Magus Lockdown, full gladiator set, and a Kronen Prime makes it VERY hard for a demolyst with a constant pulsing nullifier to survive in 3 seconds.

    If whatever rework you propose that would compromise his insane base stats, expect backlash but any 3/5 abilities is far better than what we have right now.

    • Like 1
  8. On 2019-11-02 at 10:24 AM, 1nkling said:

    Hi DE, why would you kill wukong and iron staff with the melee update?

    I know the purpose was to make melee better while keeping the game balanced, but why killing wukong? Iron staff got nerfed badly, with no base damage increase, now iron staff:

    • does not benefit from combo multiplier in terms of damage
    • can not increase crit chance from gladiator set anymore
    • with primed reach, range reduced from ~10m to 6.5m
    • oh, CO got nerfed as well

    Can anyone give me a reason to use iron staff over gram prime (or any top tier zaw), when

    • gram p has more base damage, 300 vs 250
    • gram p has better status chance, 32 vs 30
    • gram p has better crit chance, 32 vs 25
    • gram p is more slash based
    • gram p can pair with weeping wounds and blood rush, while even gladiator set doesn't work on iron staff now
    • gram p doesn't cost you 5 energy/s
    • gram p can equip rivens

    DE, why?!

     

    Edit:

    Post Hotfix 26.0.5, gladiator set does work with iron staff.

    But because the bonus kicks in before primal rage, at x12 combo multiplier each gladiator mod only grands you 11*10%*25%=27.5%,

    while before this melee update, at x3 combo multiplier each gladiator mod gives you 3*15%*25%*(1+150%)=28.125%. 

    In other words, the effect of gladiator set at x12 is only comparable with x3 before, without considering the effect of other sources of cc. And considering now the base damage doesn't scale with CM, at x12 CM, the current damage output is less than 1/3 of what it was at x3 CM before this update.

    Melee exalted weapons that isn’t Baruuk 4 needs a massive buff or rework as “Why would you use them as they take heavy energy management mods to maintain them with alright-ish damage when a god melee with a riven can wipe the hallway much faster for 0 energy cost?”

    • Like 1
  9. 3 hours ago, (PS4)Hopper_Orouk said:

    For example:

    Wukong's iron staff: heavy attacks increase iron staff's range by 1m that stacks with combo multiplier for 15 seconds 

    At maximum 12x combo multiplier performing a heavy attack will increase melee range by 12m 

    Stacking with primed reach and spring-loaded blade and you get a maximum of 17 meters of melee range

     

    Excalibur's exalted blade: heavy attacks will perform like a shotgun, combo multiplier will increase the amount of waves in a single heavy attack up to 12 waves...status chance is 3x stronger on heavy attacks, and is split between waves, just like a shotgun

     

    I don't play valkyr, plus she has more than enough perks in my opinion so she doesn't need that extra benefit

    But you get the idea combo counter doesn't add any extra benefit for exalted weapons, because they do not use acolyte mods

     

    Adding meaning for heavy attacks for exalted weapons is the goal here

    Off topic though, I know that rivens in general are a FKIN mistake, but it seems a bit unfair as melee exalted weapons such as Wukong 4, Valkyr 4, and Excal 4 can’t even use Blood Rush and Weeping Wound while eating up a lot of energy management mods (if not the insane drain from Valkyr 4) and they only barely reach orange crits territory and 100% SC with the recent change to Excal and Baruuk’s augments.

    Meanwhile I have a fkin Kronen Prime with a 3/5 riven and have access to basically all melee mods for 0 energy cost and melted a level 1083 grineer demolyst in arbitration disruption like...what? 3 seconds it melted like cheese. Over 300% CC with full gladiator set with Inaros and Deconstructor Prime statstick and over 200% SC.

    PERHAPS melee weapons like those need to get nerfed but the community in general hate nerfs like the plague so DE can just...let exalted weapons have full access to melee mods and release something like...fkin exalted weapon rivens that can be bought from Iron Wake for 15 riven slivers or something IDK.

  10. I don’t know Hydroid at all so I’ll just cover one of my favorite: Frost.

    You pick Frost over Limbo, Gara, or the likes because he can deploy more than one defense ability with indefinite duration: Snow Globe.

    This makes him more or less a god in Arbitration Excavation (alongside with auto-win synergy with Khora as she’s a great frame too) as he can just speedrun to the next spawn without really leaving much behind (even though he rely on braindead Chromas to fkin kill Arbi drones and Nullifiers even though those kind of people have the lowest kill count for some damn reason).

    The most common way I seen people build Frost is to dedicate their entire mods into strength, armor, and shts so that they think spamming only Snow Globe and nothing else would magically ward off Arbi drones and Nullifiers with impunity. A method of me playing Frost is a bit different and I am aware that it may be unconventional but at least I show you why pick him over other frames in a specific game mode he excels.

  11. 5 hours ago, Fyirnen said:

    Mag's state isn't pretty, she feels dull in comparison to other warframes.
    Passive - Projectiles have faster travel time. Aiming down sights with a non hitscan weapon for 3 seconds allows the first projectile fired to be hitscan and grant damage equal to 20% of the enemy's current health

    Pull - Stays the same.
     

    Magnetize - Stays the same

    Shield Polarize - Instead of granting shields and stripping armor, it should be renamed into:

    Repel - Enemies are slowed when in proximity with Mag, having their shields and armor slowly being reduced the closer they are to her. If Mag is struck with a melee attack, she repels all targets in a radial shockwave. Each shockwave costs a certain amount of energy and strips 20% of Mag's shields.
     

    Crush - Remove it from the game and toss it out the window.

    Railgun - This has more to do with the scientific factor. A railgun is a weapon that uses electromagnetism to propel a projectile at high speeds with the use of Lorentz forces.
    This is her exalted weapon. Mag takes a stationary position when aiming with the weapon and when shot, it punches through every enemy and on impact, it creates a lingering area of flames.

    Mag scales with how good you know about the mechanics of WF and after you read the guide from one of the earlier post and...git gud? Consider trying that as she is my most favorite nuke frame as of now.

  12. There is a massive difference between 282% and 306% duration in EHP. I’ll do the math:

    282% duration nets you 16 stars which translate to 80% DR

    306% duration nets you 18 stars which translate to 90% DR

    “It’s only fkin 10% off, so what?”

    80% is 5x the EHP and 90% is 10x the EHP so just by one mere Augur Message duration mod away means a drastic exponential difference in Nova’s durability as the closer a DR to 100%, the better the EHP gain. This helps Nova even further as you have tools like Adaptation, dual Umbral mods that isn’t Umbral Fiber, and R5 Arcane Guardian to ensure that...do Nova even die as they get slowed by 75% on top of what I mentioned?

    On 2020-04-29 at 9:14 AM, Deshiel said:

    I actualy never use it, here's why:

    Upon activation, it creates few particles, that usualy scatter god knows where and thats it, it does little damage and there is no control over the particles themselves, which often use themselves up abruptly fast and not where the player might have wanted them to go and often not even knowing where they go.

    So I thought, in a bid to make Null star more relevant and fun ability, that maybe instead of the particles firing automaticaly in random places, activating the ability could charge them up, like usual, but instead of them firing automaticaly, the next ability cast of nullstar would serve as a trigger. (one click launching one null star particle ) To the direction of the player's choice or enemy.

    Maybe even holding down null star in the trigger phase would result in the next particle in line to charge up and grow for more damage. 

    ADDITIONALY. Given how squishy Nova is by default, I thought it would be cool if each nullstar particle came with a small amount of additive armor buff depending on how many particles she has and ability management and launching them would decrease  the armor stack

    Got no idea for anti matter drop, I never play with it.

    teleport and ult are fine, got no issue with those

     

     

     

  13. On 2020-04-21 at 5:33 PM, TyboK123 said:

    I am interested to see what the communities opinions on the variety of warframes are.

    So if you too are interested, please leave your opinion in the replys below.

    Aside from that, i am interested in the discussion of your favourite frames and/or your least liked frame.

    Variety should not be just in theme and "I like to cosplay Bruce Lee by maining Atlas" but also in functions.

    Specialists and generalists in WF are welcomed as long they're not utter sht.

    Fortunately, with enough loadout minmaxing, you can bring that frame's performance to top-notch (some require more formas and specific setup than others though).

    If it's strong, then they're my most favorites, though my most favorite nuke frame is Mag.

    If it doesn't bring good result, then they're sht and least liked IMO.

  14. Unpopular opinion: Excavation and Disruption are the best endless game modes that other endless game modes should be rework to fit the same satisfaction as them. *Looking at the cancer shtstain of trying to speedrun defense (Staged Exterminate) to be even be close to 4 minutes per rotation consistently.*

  15. On 2020-04-16 at 9:50 PM, 0_The_F00l said:

    Hey everyone,

    i was just going through some of the posts that were encouraging nerfs to certain abilities or buffs to enemy abilities and some weird dude that kept talking strangely as if he had the digital version of speech Aphasia so i dont really know what he was talking.

    I have had this idea before but it was quite a time ago when the power creep was not this high i think its a lot more apt now.

     

    My idea is not to nerf frames or weapons or increase bullet sponginess of the enemies, it is more a mechanical or "consequence" change to actions.

     

    I like to call my idea "Vengeance"

     

    This already partially exists in the game like the infested (volatile runner , toxic crawler) and ghouls, but their effects are so tiny and easily bypassed by keeping some distance that they might as well not be there.

    In essence if an enemy is near death or damaged sufficiently in a non specific way there will be a a few seconds during which the enemy will enter vengeance mode.

    It will rush towards the player and perform one of multiple actions suitable to the faction.

    Eg: (just placeholder , would love to hear more variations)

    Infested will release a radial wave of toxin with a 10 m radius and leave behind a Gas cloud.

    Corpus will release a magnetic wave within 10 m and leave behind an plasma cloud.

    Grineer will release a explosive wave within 10 m and leave behind a bunch of proximity grenades.

    Vengeance buff effect:

    The enemies will have 90% DR during vengeance mode EXCEPT they will take twice the damage to certain weak spots (imagine Helios precept or sonar effect)

    Damage of the vengeful attacks will scale with damage absorbed.

    The enemy will die at the end of vengeance like demolysts, and you can clear the area to avoid the falloff.

    The chances of an enemy getting a "thirst for vengeance" rises with the enemies killed/damaged and you will have a limit on the number of such units at a time. Like how thralls get converted i suppose.

     

     

    Do you have some other ideas that would discourage room clear abilities without affecting our stats directly?

     

    Other alternative idea suggested:

    Make other CC and utility abilities be more advantageous like improving drops or providing logistic support.

    Add unique effects and not just "annoying element x damage in a radius"

    REWORK Defense missions so that we don't forced to pick a nuke frame in a Staged Exterminate as it's notorious for being the slowest game mode overall compare to other game modes. Then you can implement your little idea that already packs tons of controversy as everyone and their mother likes the power fantasy given to them for free and without effort. (Hint: The slightest enemy obstacle to them is consider S#&$ design, even if the reward payout is worth the time investment.)

  16. Gas as a status is absolute ass so the "only" worth I used it for is to use it as a elemental damage by modding my melee in Disruption vs Infested 'cause for some reason, the Demo are immune to to viral and heat procs but they seems to be weak against gas. But even then, I'm sure someone else can prove me wrong by convince me that there are better options than gas. I still have no trouble melting level 250s in 2 seconds though.

  17. 155 DUR, 45 EFF, 280 RANGE, 209 STRENGTH

    Enemy Radar, Cunning Drift

    Blind Rage, Overextended, Stretch, Augur Reach

    Umbral Vitality, Umbral Intensify, Adaptation, Primed Continuity

    Arcane Guardian, Zenurik, Magus Repair

    I don't know if it's just me, but I never had trouble getting to 40 stacks within the first two minutes of a Requiem Kuva Survival, despite having another DPS frame like Saryn in pub squad consistently so I guess you need to go nothing less than max range to stack FASTER than your team gonna kills as no one is gonna wait for you. The same apply to Harrow as I have no trouble getting kills myself wih max efficiency and being melee.

  18. I don't own Banshee but I'll try to give a bit advice to see if it works on Banshee:

    I can just run Vazarin, Arcane Energize R5, go max efficiency or just settle with a Primed Flow+Streamline, add in a bit of Magus Lockdown vs Nullifers and Arbi drones and Magus Repair to undo scratch damages and I would end up being unkillable with Protective Dash and Guardian Blast for a bit of bulk for low-mid level content with ANY frames while have good energy management to use less or avoid energy pizzas as much as possible, so I don't know what's the issue with surviving as Banshee as I had taken Mag vs Corpus for 60 minutes Arbitration survival with 0 death, max life pods present, and 2.2K kills.

    Your other point of not having enough range for Sonar? Try to reach 280% range and see if it works.

    1 hour ago, (XB1)YouBitePi11ows said:

    Banshees 2 biggest issues is

    1: her Sonar doesn’t effect enough enemies to make her relevant.

     

    2: Durability.

     

    Fixing #1 is by design from DE. They could/can easily reverse this.


    Fixing #2 is just as easy. Simply grant Sonar to give DR against mobs effected by it say up to 50% max.

    Then have mobs effected by silence to have an accuracy debuff say again by 50%. 
     

    In this way Banshee can make a stellar comeback as a dmg dealer and team friendly at the same time. Mobs can’t shoot you or your allies as effectively, the whole squads dmg output greatly increases and Banshee herself can stay off the floor.

     

     

     

  19. If I were to change Frost as he is far from perfect, I would intergrate his 2 augment into his 2 as it's the only reason few people even use the ability and make his new augment do whatever. The only use his 1 do is that it pops unwanted snow globes and DE did add synergy to the popped globe but it was really lackluster. Maybe if it have synergy with his 2 and 4 and give some kind of meaningful buff then I'm down for it.

  20. 8 hours ago, (PS4)Used_microwave said:

    I am a frost main with a love for the icy boi but he well is not in a great spot in terms of warframe right now and before you all call me stupid let me explain. 

    Aura is whatever, Arcane Energize, 2nd Arcane is whatever too, Cunning Drift

    Streamline R4, Fleeting Expertise R4, Ice Wave Impendance, Overextended

    Umbral Intensify, Natural Talent, Primed Flow, Narrow Minded

    149 DUR, 175 EFF, 139 RANGE, 84 STRENGTH

    Vazarin Protective Dash and Guardian Blast

    The fundamental to use this Frost is to deploy your 2 at the Snow Globe or at enemies' pathways, with a high duration to make sure that it's a passive CC that last for nearly 18 seconds and you can rely on doing something else as they're slow by 75% and go even slower as they're inside the Snow Globe (which the globe itself slow by 67%, rendering them almost unmovable). Having enough range to reach 60 degrees 2 while keeping Snow Globe at reasonable size helps without feeling compromised.

    When you cast your 3, it have a 4 seconds invincibility window that absorb all incoming damage into extra health. Repeated casts on that same globe stacks the health and reapply and refresh the invincibility window so max efficiency, Primed Flow, and Natural Talent means you can make a very tanky globe in a short amount of time by spamming 3. Not dumping strength completely since it's multiplicative to the value of your 3 spam.

    When you want to hard CC enemies without aiming like your 2 and without being locked into a long-ass casting animation, use your 4 with Natural Talent helps to make breathing rooms.

    Vazarin is his goto school since 5 seconds invincibility that is refreshable and easily maxed overshield means he have no need of tank mods at all, effectively unkillable.

    This is from me who put 15 Formas of trials and errors to perfect him so maybe are you as of a main as you think you are?

  21. 8 hours ago, (PS4)Used_microwave said:

    In terms of usability he can do defense style missions well but that's it but I here you say (well a frame shouldn't be good at everything that's op) and (but he's the best defense frame) my response limbo and garra. Limbo and garra are better defensive frames. The reason why there better defensive frames is because snow globe does not block all damage explosives go through it and snow globe is his only good ability now the rest of his kit got affected by power creep. His 1 and 2 are some of the worst abilities in the game his 3 is his best ability but it needs some work and his 4 is above average. Frost has stats that oppose his play style why on earth is he a sheild tank. With 300 armour that does not benefit shields? He even has the WORST prime in the game he gains 25 shield and a D polarity. Now how would I change Frost.

    LISTEN...

    What Frost is good right now to worth picking the other frames that you mentioned is that he can deploy multiple Snow Globe, which made him a top tier pick for Arbitration Excavation for speedrun reward rotations. You can block explosive by being proactive in a meta that reward mass killing/CC enemies and have proper loadout. Sure, his kit needs to be modernized but from how I am playing him, he's top tier in the intended content that he can do with great effectiveness (also props for his kit to be very resistant against Nullifier and Arbi Drones).

    8 hours ago, (PS4)Used_microwave said:

    Revised stats:

    base                   prime

    armor 300         armor 400

    Health 125.       Health 150

    Sheild 100         Sheild 100

    Energy 100        Energy 200

    Speed .95          Speed .95

    I couldn't care much for stats as he was never meant to be even close to Inaros health or Valkyr armor anyway but one thing to note: 200 energy won't do much when I can just run Primed Flow anyway UNLESS his energy capacity is like Wisp: 300. (Actually, forgot that Frost Prime energy is 300 at level 30, my bad lel.)

    8 hours ago, (PS4)Used_microwave said:

    New passive: killing frozen enemy's give frost 10 health.

    New 1: Frost launches a explosive icicle that has a explosive radius of 7 meters 500 damage at max rank

    New 2: frost freezes the air around him to create a icy coating on his and nearby allies bodies giving 25% damage resistance for 30 seconds at max rank.

    Revised 3: base radius increased by 45% can now be picked up to have a mobile bubble mobile bubble cant absorb other snow globes.

    Revised 4: same avalanche but frozen enemy's who are killed deal cold damage in a aoe 250 at max rank.

    Passive: Vazarin and healing Magus exist so it made that passive redundant.

    1: UNLESS it do something more than just damage, damage that don't scale in WF are useless.

    2: 25% DR is like...1.33x EHP? Trinity 4 give out 75% DR which translate to 4x EHP and what you suggested isn't even remotely close to being usable. Assuming that it scales it strength, it takes 300% strength to be a worse Trinity when Trinity herself can do it easier with 150% strength? Idk how to feel about that.

    3: Increase radius so that it piss off people who wanted a Snow Globe big enough to to not get screwed by Nullifiers and enemies who can phased through it?

    4: Again, flat damage that don't scale are useless.

    This is what I'm running on Frost:

     

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