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VENDOMINUS

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  1. Hmm, turned all color in my orbiter black but I still find myself blinded by the new look. An option to Revert to the old look or darken everything would be good. I mean it looks a lot better, but it makes my head hurt, which isn't good.
  2. No point in hate speech. This is a should be a civil discussion. MarakViri has his points. They're not really different from mine. In my first post in this thread I did write that 50% would be the bare minimum where the 2 abilities would be comparable for their own advantages. Realizing they could make the skill 3x more costly did open the possibility of the skill actually getting a QoL instead of getting deleted. Atm I can't think of any frame that I'd prefer to use Eclipse on over Roar. For Melee ,Wrathful advance seems better than both to me. Well, time to go and subsume Roar on everything I guess. RIP Eclipse.
  3. Good update. Not as many meaningful fixes, but progress is progress. Also, RIP Eclipse.
  4. Well, since you can't snapshot the duration on other people and the range of total eclipse is way lower, you obviously need a range mod to compensate To make it the same the closest mod would be overextended if you plan for your team to have the buff for it's duration, but let's just say "any mod for simplicity. We also don't add a mod for duration since their durations are close enough and eclipse doesn't care about duration in the case of buffing teammates. You did also conveniently skip the case where roar has about 2x the ability strength of eclipse. 91% Eclipse / 179% Roar Faction ModEclipse : 1000 * 1.3 * 1.91 = 2483 DoT : 2483 * 1.3 * 0.35 == 1129.765 Roar : 1000 * 1.837 = 1837 DoT : 1837 * 1.837 * 0.35 == 1181.09915 As you can see, convenient math is convenient. Not all people have all primed mods so using them at all for these calculations is cheap. Also, if you're using roar, it's unlikely that you'll use a faction mod to begin with. The whole Calculation people are making is flawed from the very start. I often find myself needing to cut either attack speed or something else from the builds, because there simply isn't enough room for everything. Also I'm sure using all you energy on eclipse wouldn't be a problem if you're relying on shieldgating, buy spamming skills every second xD.
  5. Oh no! Giving 0 cents to a creator while costing you about 0 cent of electricity is a price too high to pay. Still your time may be worth something, but I'm pretty sure you'll spend a lot more of it if you start arguing about not watching it. It's hard to argues about something if you only guess what it is based on common biases. I'll admit that I have negative real life charisma and trying to abridge the video wouldn't have the same effect. It's not a point to make cc make enemies just stand in place, but have an effect that's beneficial, instead of strictly doing nothing. As a person who does endurance with different frames, I can vouch that if you can't kill something with some damage, you can kill it with a lot of damage. Regularly nuking the map is not uncommon even at level cap. There each pellet can oneshot you. What's more threatening than that? The fact that the answer to all problems is "hit them with enough damage to instantly kill them" is where the issues of a stale dps meta emerges. As far as I know, every frame has access to a melee, secondary and primary, which are almost always a source of CC. Like I said. I think the video rises some good questions, on topics that are rarely discussed, like the presumption from the dev's that the only thing Loki can turned into to be viable is a dps. I personally hate the new mumur warden that are immune to most things other than guns. On the other hand I find myself actually using my archgun on them when I'm running a frame that doesn't bring a good ranged weapon with it. They also serve as a head that will stay there until you hit it for incarnons. It's hard to say if people would like more or less such enemies. As someone who deals with levelcap buy nuking the map, I do agree.
  6. I think you pointed the elephant in the room yourself. For Eclipse to be what roar is, it needs 2 mod slots. So that would be anywhere from 79% power strength difference all the way to 179%. Since a lot of builds stay under 170% ability strength by default and you take that 79% difference. That results in roar running at 170% strength while eclipse running on 91%, provided you want to use them for buffing your friends while retaining other core aspects of the frame you want to play. (Yes, I know that some frames can build 400% ability strength, but in that case the buff would be for the frame only, and would not have the same function.) For solo there is no reason for eclipse not to be better. Having a high cost, prevents you from running with with no flow, archon shards for energy or similar costs, resulting in lower ability strength. Having a high cost prevents it from being spammed all the time, to have both effects as needed. I'm pretty sure, the changes are already decided, and we'll see them today, but if people are not happy, what I'm suggesting has some merit for changes. It doesn't need to be 100% the same numbers.
  7. A point that was raised, was changing some mechanics to require CC instead of pure damage to solve. For example needing to CC an overguarded enemy before being able to break the overguard instead of outright deleting it with damage from across the map, Nullifier, being affected by CC, but the bubbles not being shrunk by damage abilities. While I don't like the suggestions, I have to admit that would make fighting them harder and more interesting. Right now as long as you can dish out enough damage, you don't really care for anything else. Only buffing CC to affect things that it currently doesn't wouldn't mitigate the DPS meta at all. A rework of some core mechanics will not come anytime soon, but it's not bad to bring it to the table at least. It may help devs with designing future mechanics to make things more interesting.
  8. Soo, I just saw a video and I thought it'd be a good topic to discuss. I personally think that there is merit in what he's saying. CC is rarely important anymore, and it may need some buffs. 1.What do you guys think. Should DE make changes that mitigate the DPS meta? 2.Do you think too much DPS may break the game? (I mean, some frames can throw out so much CC that if some mobs weren't immune to it. Nothing would move ever.) 3.What changes would you make to Loki? The the things he suggested make sense? 4.Is it wrong for me to make this thread in the first place? (I'm not really sure)
  9. I play and like all styles. It's often good to try something fresh. I find that different styles work best for different missions. I've spent most time on gara, since I started the game. I often just pick her from time to time, because she feels good to play. Power creep really went overboard in the 7-8 year I didn't play xD.
  10. I'd personally like Eris to be reworked into something more navigable. I hate the tile set to the point where I often skip doing mission on it.
  11. Just putting my 2 cents on the statement. "Being forced to use outdated or bottom-tier RNG equipment in new high level game modes is not "difficulty" " Yes it is. It's a lot more difficult to do something when you can't use the weapons that do billions of damage. Imo all frames can be modded in a way where they can either kill anything that isn't above level 5k with no problems, while surviving just fine with 1 augur mod (that's where the helmith system can help, if you can't think of a better way). Those who can't do it with just abilities can usually do it with a decently modded weapon even if it's not meta or even good. Chances are at least 1 weapon will be useable, and you have the whole week to mod it to where it should be.
  12. Guess DE found some game-breaking glitches. I applaud them for the delay. The last thing people want is to get a broken mode that doesn't work as it should. I'd also ask for the clarifications that other people asked for. 1.Do the bonus 5 netracell rewards stack with the 5 for the week or does it just reset them. 2.Can you get rewards from the new mode only once per week? or can you get rewards as long as you have netracell rewards to spend?
  13. I'm surprised noone mentioned the obvious solution to the eclipse problem. Have it be at 100% damage buff and 90% DR for helmith, but put it's bas for DR at 40% and increase it's cost to 75 to match roar or even 100 energy (For Helmith). Considering it's new QoL This seems like a more of a compromise than outright deleting the ability from everyone's frames (Yes I know that energy cost is largely irrelevant for many builds, but to me it seems like a better tradeoff). I'm pretty sure making QoL doesn't mean: "making something that's bad some of the time, be bad all of the time".
  14. For me the best Frames for solo level cap are (There are frame I just don't play yet): Revenant (he can heal defence objectives with leech eximus thrals) Xaku (with Terrify (he killes anything at level cap in less than 0.5 sec, so things can't even think of shooting at the objective. Needs at least 1 augur mod) Gara (As long as you have at least a basic stat stick available (needs at least 1 augur mod) Mesa (at level cap performs as a discount Xaku) Rhine (Stomp, helps a lot during defence since it almost freezes things with overguard too) Wisp (needs at least 1 augur mod) Vauban (needs at least 1 augur mod and preferably one good weapon) You can do level cap with most things, But pretty much it always it boils down to "Can you do defence?" and "Can you defend extractor for more than 20 sec at a time?" If the answer to both are yes. Then the warframe will work for solo level cap. Things with overwhelming area damage can usually do defense pretty well. If you get one of your modded melees with influence it get's a lot easier.
  15. After searching for Brief respite on the forum. This thread poped up. I seem to be having the issue of brief respite not working on it's own. I went on a SP Circuit run and noticed that I wasn't getting any shields when casting skill, It didn't matter if I had none, some or full shields. The mod did nothing. After the run I went to simulacrum to test it out. It turns out that brief respite doesn't work at all if you don't have at least 1 augur mod equipped. If you equip one, it will start working as normal. (when you have overshields it won't contribute (as per description), including the cast that get's you the overshields. This seems like a bug that needs fixing. Since most of my builds have at least one augur mod by default I just noticed that. Sadly, now instead of a better mod, I have to put and augur mod on my Mirrage. Oh well.
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