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MegaloStrikeBack

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  1. This still not what people asked for, remove the LoS and make him the way he was before. If he is overperforming after a month then go ahead and do whatever you need to do but there is nothing wrong with him that could have been observed in the span of just 5 days.
  2. Ok but it's still worse than before, the point is that he didn't need a nerf to begin with when there are Warframes that are way better. Why settle for less than what we originally had?
  3. Just fully remove the LoS requirement, it's the worst nerf possible to any Warframe, specially one that was not even unbalanced to begin with. Also actually fix him stopping on-damaged effects because of his overguard, which was the only problem with him.
  4. LoS sucks in Warframe, so to me this is quite literally the worst change they could have made since is makes his DPS ability less consistent and therefore feels worse to play. Terrible nerf, not to mention that it's just one of three nerfs that were completely unnecessary in the first place...
  5. Could we maybe address why he was considered disruptive, which was stopping effects that are triggered after taking damage? He is just a downgrade compared to what he was before and even the people who complained about him are not happy because no one was mad at him for being a worse Saryn at nuking or having an Overguard that was decent but disappears once levels are high enough. None of the complaints about him were addressed, his survivability is worse and so is the consistency of damage Tragedy had before these "tweaks". Absolutely everyone loses since whoever was unhappy before still is and now everyone else who was having fun is having less fun, and for what?
  6. I'm really happy about Mirage remaining the same (but better because of consistency), thank you for listening to the community and being so open-minded.
  7. I watched the devstreams, but I don't remember them ever saying at any point that the reason why they have to make it additive has anything to do with the lighting issue. Please link me to where this was said if you can, but that sounds very completely not in line with the way the game works. If I understand what you're saying correctly, you're telling me that they can't keep it a multiplicative buff as it is because of the inconsistency of lighting in Warframe? I get that is why they want to rework into a tap or hold, not that it was the reason it had to become additive was a result of that.
  8. Mirage does have other builds, but she was the best at just making weapons very strong damage-wise because of the multiplicative weapon-only buff, not useability or satisfaction-wise since arguably other Warframes can do that better (like Harrow or Gauss, especially since Roar exists). That was what she did best for the tradeoff of being squishy and not doing anything else well because of how much focus on strength you need to maximise her as a weapon platform. I can't speak for everyone, but I use Mirage when I want to maximize the damage of my weapons and only for that, which I think is the purpose devs had in mind when designing her. So it makes no sense to me that they would nerf this aspect of her kit or at least this hard by making it an additive buff, which is a mathematically weaker damage buff. She may not fully die since she is kinda of popular as an ESO nuker, but this nerf is just pushing her into a build that is IMO very boring and non-interactive and nerfing the heck out of a Warframe whose main identity is already taking a hit design-wise from having a core-mechanic removed (as unreliable as the light/shadow mechanic was, it's a part of her character that unfortunately has to be sacrificed for usability's sake), and aggravating this even more by nerfing her damage buff, pushing her into an arguably unhealthy nuke playstyle, that is essentially just standing around while everything dies. She will still buff weapon damage, but for people who want a weapon-focused playstyle why not just pick up a Warframe like Harrow, Xaku or anything else and slap Roar on it, which is a universal, multiplicative and team-wide buff while still maintaining all the upsides of their kits plus better speed/reload speed, utility, survivability, etc. If the reason for the nerf is Helminth, change her subsume ability, nerf the DR/DB values or even remove the ability to choose between DR and damage buff altogether and make it so the Helminth version can only ever do one of those, etc. Just please don't hurt a fun Warframe that was not overperforming in any way because of Helminth.
  9. The whole point of the Warframe is being a weapon platform that highly increases weapon damage. The only issue with Mirage was never that she was too strong to begin with, but that Eclipse was incredibly unreliable. So now that you have fixed her main issue, you decided that she will be too strong and that she needs the Chroma treatment by making her damage buff additive instead of how it was. My question is, why? The fact it's a tap or hold ability makes it so she can either deal a lot of damage but not be safe and vice versa, but never both at the same time. How would this be unbalanced? Mirage was nowhere near being one of the most picked Warframes in the game, so why be stingy when it comes to updating her? If Mesa and Kullervo can delete entire rooms while having considerable tankiness why can't Mirage do both as well (although, not at the same time)? All that will happen to Mirage is the same that happened to Chroma, who fell into uselessness, and for what?
  10. Make it a toggle or tap/hold ability and remove the light requirement entirely; it's too unpredictable and frustrating to play around. For the Helminth version, reduce the values (but still allow toggle) or make it so the Helminth ability is permanently the damage reduction or permanently the damage buff (no toggle allowed), this way makes it so using the original ability on Mirage is still worth it as opposed to what happened to Valkyr's Warcry.
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