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MonsterOfMyOwn

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Posts posted by MonsterOfMyOwn

  1. 21 hours ago, lukinu_u said:

    Natural Talent is strong, just not always useful and thus, heavily underestimated.
    It open up a lot of build options (especially spaming strong power balanced with their cast time) and also give a lot of survivability to not tanky frame that rely on their power to survive like Trinity or Banshee. I would say cast speed more are better than efficiency in a lot of situations.

    You mean that it makes underwhelming or niche frames slightly better at the cost of a mod slot ? Yes. Exilus please.

  2. 8 hours ago, TKDancer said:

    and how exactly are overshields gonna help him when he cant generate said overshields himself?

    I'll give you a secret : you can play this game with other players...

     

    I'm not saying that it's good or bad, I'm just saying that small shield values allow overshields.

  3. Auto-block should be a automatic for sword and shields... because you use them on purpose.

    Also my main concern with sword and shields is AoE : who care about 90° angle of parry if it only work against the NPC direct attacks ? Most attacks that 1-shot me are AoE (bombard, grenades, bursa), and running with the shield up barely provide protection.

  4. Gauss is a "good" melee frame, maintaining his 2 and 4 with battery up makes him quite tanky and add both melee damage and speed. His 3 is good.

    but : his RD is limited and he has no team buffs.

    • Like 1
  5. the first thing DE has to do is to chose between "big badass weapon with limited use" and "just an alternate average weapon".

    right now it's the second option but with some limitations, which make it not practical to use.

    if DE had to chose the first option : the weapon damage should be buffed, but then we should have the cooldown timer at the beginning of a mission or another kind of limitations (I'd be OK to wait for an ammo box drop, or 5min, for a weapon that has enough DPS to kill lvl 150+ ennemies even faster than what they do now)

  6. About your first point, "shields"... just use Magus glitch arcane and you're good to go. Hildryn is one of the few frame for which "Zenurik" school is totally irrelevant, so you can go for Vazarin, which means that you don't need healing arcane on your operator, so magus glitch ain't much of an issue.

    Balefire ragdoll is bad for a status weapon, yeah, but for a "1st" it's OK

    her 2nd should slow infested to restore shield (i.e. the effect of the "anti infested" aura to be consistent with the 2 other effects).

    her 3 shouldn't target both allies and ennemies, I'd love to just buff allies and not being drained

    her 4 is OK... if you need to level an operator amp, but otherwise the use of her 1st drain too much her shields. Either make balefire not cost shield, or make her able to use other guns (... archgun would be great)

  7. Consciously or unconsciously people avoid longer missions against Corpus (and Corrupted) and infested because these two units are a bit too good at preventing from using frame powers. I don't know if DE have stats about arbitrations or endurance runs to illustrate what I say.
     

    - parasitic eximus have a quite big AoE, without warning / counter (appart from killing the unit), and the drain at high level basically imply zero energy.

    - nullifiers don't "scale" with level, but even if inhibiting frame power is not much of an issue at lower level at higher level both preventing from targeting and insta dispell. what puzzle me is that they end up being more frequent than scrambus and more efficient at dispell...

    The operator ain't enough to kill it efficiently (perhaps appart from spamming magus lockdown). I agree with making nukers less efficient, dumbing down power creep, but frames that rely on powers for survivability are totally rekt

    There are "counters", for example against the nullifier you have the Miter with the syndicate mod it not that much efficient compared to just using a high rof weapon, and sniping the little drone is less efficient (due to drone positionning), and anyway Vazarin dash will still make you invulnerable. But to be fair, people just don't play these missions or use Inaros with ignis wraith...

    my suggestion :

    - parasitic eximus should drain energy in a static area of effect (like Tar Moa), and/or by the mean of larva that would seek and stick on you.

    - nullies should not decast / dispell

     

     

    TL:DR : play Inaros with Ignis wraith

  8. another point to discuss are Valkyr "stats" : you need strength, duration and efficiency > 100% for her buffs to be effective, and then you may also need "range", which lead to impossible builds. so either reduce the "strength" needed to max the buffs (like Gauss, etc), or make her powers not reliant on "range" (warcry could be like mag 3rd or nova 4th).

    Ripline : I agree with ToaTamatu, her 1st mostly needing reduced energy cost and faster casting delay. The power in itself is OK with some niche niche use. 15 energy and fixed 100m range and I'll be happy. It also should have fixed range. So tbh the augment definitely need a rework too.

    Warcry : truely the bread and butter of this frame. Long casting delay, issue to deal with range / duration / strength, armor buff too small (for a team buff) compared to current state of the game standards. Make it work like Nova or Mag (expansion based on duration), change the armor buff from a % to a fixed value (350 armor at 100% power strength), so that the buff for the team is consistent (see below for slow / knockback).

    Paralysis : outdated. Ok it was consistent with a "CC power while in hysteria using separate mechanic than usual energy", but warcry slow feels more useful, and other frames do better (Inaros 1st, wisp 1st). perhaps swap the knockback <-> slow from Paralysis to Warcry and make it have a better range, and keep the "stun" effect of paralysis that may open to finisher for a few sec (2s ?). tbh it could have 20s~30s duration and a range from 15m to 25m (fixed range or based on how much shield you spent...).

    Hysteria : the whole thing about damage on deactivation thing is too much as you already have to struggle with energy cost ramp up and taking into account that you'll have to fight against nullifiers and parasitic eximus. Then her "talons" need a buff compared to normal melee (it could come from mod avaibility... like blood rush !).

     

     

     

     

    • Like 1
  9. 7 hours ago, DoveCannon said:

    What good will Vazarin dash do for energy regen?

    I use rage for that purpose, and it's enough to recast warcry (you don't have energy regen while invulnerable, but you still stack adaptation, and then with high DR and armor you can "tank" a few damages)

    I haven't tried longer runs, but for sortie and 40min of Mot / Kuva survival that's enough.

  10. 21 minutes ago, DoveCannon said:

    It's true, simply taking out a gun lets her get some energy back quite easily. I just have always wanted Hysteria to have an option to not be invulnerable. I would much rather get energy back from Hunters Adrenaline and lifesteal than be invulnerable. The double energy was the only way I could see that being balanced. Also why it would be an augment. People who want to keep the invulnerability can do so at no cost, people who want the different energy and health management can slot in the augment.

    forget about hysteria and use Vazarin dash instead

  11. I've tested a Valkyr build with "rage" mod and Vazarin instead of Zenurik as focus school (for Vazarin dash). rage managed to keep my energy up and vazarin dash provided the damage immunity needed to cast warcry, rush into mod aggro, etc. And it was even usefull against nullifiers (which hysteria is not).

    so with "normal melee" doing more damage than her exalted and Vazarin providing a good alternative for immunity, Valkyr has a few good points appart from her 2 and fashion frame.

    • Like 1
  12. Magnetic is currently mostly useless as a damage type for players against NPC, but is a tremendous damage for NPCs against players. It's basically the death of any caster frame. So far it's mostly used in boss fights / spy to prevent player from using their frame power carelessly.

    Magnetic effect on shields should be toned down (+50% to shields, +75% to proto shields), remove the shield debuff on proc', keep the warframe energy drain (or replace it with disabling power and preventing to cast during 4s I dunno), but make it also a "tool" against NPCs with "powers" (Eximus, Scrambus, Ancient, Raknoids, Liches...), and prevent them from using their powers during 4s.

    This won't "break" boss fights, will add incentive to play magnetic as debuff, and will make player shields slightly less bad

  13. 1 hour ago, EinheriarJudith said:

    what? nezha is a better pick for lich hunting.

    • immune to status effects with warding halo
    • damage amp with blazing chakram
    • 90% DR with warding halo
    • able to use Equilibrium/health conversion

    i wouldnt even pick inaros to lich hunt over banshee.

    You're right, Nezha is a better choice, and buff / debuff frame are good choices too. I main Mag, and use her for liche hunt, her 2 is perfect to kill them.

    But so far I've seen many pick up playing Inaros

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