Jump to content

p_silveira

PC Member
  • Posts

    497
  • Joined

  • Last visited

Posts posted by p_silveira

  1. 1 minute ago, (PS4)Agent_CHAR said:

    The "lore" of warframe seldom makes sense, occasionally contradicts itself and feels like it was written in crayon by a 5-yr old.  If you are looking for things to makes sense you are playing the wrong game xD.

    I didn't meant the "sense" as in lore-wise (I know how much it is broken), I meant it as a making sense for gameplay / balancing purposes. Lore wise it's already strange that Garuda can heal herself using a Moa the same way she does using a Grineer soldier, but who am I to judge lel. But gameplay wise, the fact that she doesn't heal defense objectives while everybody else does, is strange at least.

    The "flavor" thing is also strange, to say the least. Garuda's theme isn't that of a healer, but neither is Harrow or Inaros, and that didn't prevent both of them to have interactions with defense objectives.

    • Like 1
  2. I was checking the Defense Objectives page on Wiki and noticed this:

    Capture.png

    I mean... WHY? What is the logic behind this?

    Everyone and their momma that have some healing or buffing ability can interact or protect the defense objectives in some way or another. Wisp's reservoir even works in a similar way, she puts something on the ground that heals people, and her mote it is not even limited to a certain duration, and people can even take the bonus away from the place with them, while Garuda's Blood Altar is limited to a certain duration and if you walk away from the altar area, goodbye healing.

    P.S.: I'm not asking for a nerf to Wisp's mote (obviously), I'm asking why can't Garuda do something that is part of her kit while everybody else can.

    Sauce of the pic: https://warframe.fandom.com/wiki/Defense_Objects

    • Like 2
  3. So true. I used to run Ferrox with a gas build to throw away and use the damage to that group of enemies to heal Harrow, and it worked pretty neatly. I just tested the same build yesterday, and it is totally gone. Gas is doing squat for damage now (tried with Grineer, as I used before), and that build is pretty much done for. Gas damage needs a buffin, and a lot of it.

  4. As title. Oberon's Phoenix Renewal does absolutely nothing for the Operatives on defense missions. Just had an Arbitration Operative die on me on wave 100+ of an Arbitration defense. The useless Operative got one-shotted and just died, without Phoenix Renewal doing anything. With the recent changes on abilities healing defense objectives, it's pretty logical that it should work on Operatives.

  5. I love the idea for Divergent, truly. But I think it would be better as a substitute for his Landslide, tbh (for people reading this, read the next paragraph before demanding my head on a plate for wanting his pseudo-exalted melee to be gone). Divergent feels like a Landslide with extra steps (and extra effects). And I like the mechanics of Tectonics as it is now, even more with the augment, which I use to defend defense objectives, kuva extractors in kuva survival, etc. I do think Tectonics couls use a little more lateral range though, to be used as crowd control devices on doors or chokepoints (more than it does now). 

    As for Metamorphic Pact, I really like the general idea, I'd just add to create an exalted fist weapon for Atlas to use while on this mode. And to make Metamorphic Pact a channeled ability, not duration based. You could use the "consume rubble" mechanic to add extra base damage to your exalted melee, instead of adding duration. That + the fact that with an exalted melee we could actually build and get rid of stat-sticks (personally I hate the idea of stat sticks so much). Divergent damage could use the exalted melee equipped mods, like Landslide does with the melee equipped mods now.

  6. On 2020-05-17 at 7:15 PM, AlphaPHENIX said:

    Real Silva & Aegis Prime when?

    For the love of god, YES!!
    The visuals on Silva and Aegis Prime are ok-ish (for me), but I find the "normal" Silva and Aegis look to be so good! If the stats on the normal counterpart weren't horrible compared to the Prime, I'd totally switch to it because of the looks.

  7. On 2020-04-14 at 4:38 PM, Pizzarugi said:

    How? I've played Chroma with Vex Armor, Nidus with Link, and Mesa with her Shatter Shield, and they're just as reliable as Mesmer Skin which only gets worse the higher level the enemies get.

    Ever tried Revenant on grand bosses, like Eidolon or the Raknoid Orbs? If you haven't, there is something you should know: they are immune to Mesmer Skin's stun.
    What does that mean for gameplay, you could ask? It means that they can keep hitting you really fast with high fire-rate weapons, and strip Revenant of his mesmer skin in a matter of seconds.
    His entire "tankiness" comes from the fact that he stun-lock enemies that hit him, but if you take that away (like grand bosses, or a enemies shooting at you while they are protected inside a Nullifier bubble, or something like that) it becomes totally useless, which makes it fairly unreliable depending on the faction you are up against. It works well against some enemies, but its nowhere near reliable.

    Edited for adding 3 missing words I forgot to add before.

    • Like 1
  8. Every time we finish a Scarlet Spear skirmish on space we get enormous notifications of itens gained (relics,etc). Like this:

    UI.png

    For the love of God, this is atrocious. Every time I finish a skirmish on the last murex I return to a railjack full of enemies, fires and electric damage everywhere, every one of these situations are a problem for we players to solve, and the UI design "thinks" that it is a good idea to take the center of the screen with an opaque and enormous notification telling me about a random relic I got. 

    Get that thing out of the center of the screen and use a "small notification" for it. We need that screen space to see enemies and ship damages, not to know about a random relic or some dirac.

  9. Chroma's Elemental Ward, when on electric mode, does, among other things, reflect the damage you take from enemies with a visible electric arc. 

    As far as I've tested both on simulacrum and on misions, the electric arc is not showing on screen. The damage reflection still happens, but the visual electric arc does not.

    Also, the damage output from the electric Elemental Ward seems way too low, even with a lot of ability strength and ability range. I used to run it some months ago and it would easily kill low level enemies (up to level 40-50 or so), but now it does not, it just do some low damage. I would guess that the damage multiplier from electric Elemental Ward is not being applied to enemy damage, it is just reflecting the damage as is.

  10. 17 hours ago, (PS4)lowkeysimba said:

    it should be reworked in a way that we can mod his fists separately rather than them using the mods on a melee weapon.

    Please, YES!!

    I hate the concept of "stat sticks" so much. While you can make some pretty great builds with it, it comes at the cost of having to equip a melee that has terribly stats / not being able to use the melee you actually want to use. An exalted fist weapon would certainly solve this problem. Even if an exalted is usually the 4th ability, personally I would have no problem whatsoever to lose the rumblers for an exalted, and having the mods equiped on the exalted weapon used for the landslide calculation.

    Ooh, the stat-stick squad here is probably gonna come crashing down on your post like crazy though. Seen it happen before on other stat-stick related posts.

  11. Sorry for the delay, I was away for some days and couldn't test the weapon / mod in the Simulacrum.

    On 2020-03-12 at 6:05 AM, bubbabenali said:

    But the knock down still happens,

    Nope, it doesn't. Just tested the weapon (with the mod equipped, of course) on Simulacrum. Tested both with and without the AI paused (just to be sure). It applies the blast proc on nearby enemies on a kill alright, but since blast procs don't knockdown targets anymore, they simply stand there, no knockdown whatsoever on them. Tested it on:

    Grineer
    Elite Lancer
    Butcher
    Heavy Gunner
    Corpus
    Railgun Moa
    Crewman
    Elite Crewman
    Infested
    Charger
    Ancient Healer
    Volatile Runner

    No knockdown procs whatsoever, only blast procs, which don't knockdown anyone anymore.

  12. The mod says, on it's Wiki page, that it applies a knockdown on enemies by applying a Blast status effect on enemies within 15m on kill. 

    Problem is: since the last update, Blast status effect isn't a knockdown effect anymore, now the status effect is an innacuracy pennalty on enemies. Which isn't nearly as useful for crowd control as a knockdown effect.

    The mod needs to be changed so that it procs 5 simultaneous Impact procs, so the enemies will take a full knockdown. This way the mod will be useful for crowd control again.

    Amalgam-Furax-Body-Count-Mod.png

    • Like 9
  13. On 2020-03-07 at 10:32 PM, (PS4)chris1pat8twins said:

    Ummm, passives are not meant to be that big of a use

    Have you seen Wukong lately? Even Ash has a great passive. Some passives are plain outdated, sadly.

    • Like 1
  14. 20 hours ago, [DE]Rebecca said:

    Arcane Ultimatum
    On Rank 5: On Finisher:
    100% chance for +1200 Armor for 8s

    8s is a huge nerf on Arcane Ultimatum compared to the way it is now (+600 armor for 20s). This arcane is incredibly useful with Ash. You guys could up it's armor on a lesser value (maybe 1000?) and upgrade it's duration, 8s is way too low, even more considering that another finisher takes ~2s to be done again.

  15. Just now, eboomer said:

    That's a 25% nerf.  And it frees up an arcane slot.  And it doesn't nerf the non-tanker portion of the Iron Skin pool.  I strongly disagree that this is a "huge" nerf.

    25% becomes huge when you put on Ironclad Charge. Ironclad Charge multiply your total armor, so those -25% will become a huge impact on your final Iron Skin numbers.

×
×
  • Create New...