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Magneu

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Posts posted by Magneu

  1. 2 meta 4 me.

    Nerfs are a part of gaming, especially a constantly evolving game. Gear that is out of acceptable boundaries will be reigned in to keep a healthy game. There are some knee-jerk nerfs, yes, but stuff like Prism and Bladestorm needed to be changed. The game is less of an obscene self-pleasing power trip, and more of a game that actually has a long-term, competitive future in the saturated game market.

    Nerfs happen. Respectfully,

    Git Gud

     

    Edit: Hysteria 4 e/s? Maybe if you try to live in it. Bullet jump up, de-cast, re-cast, done. It's such a small adaptation, it's a non-issue to anyone not trying to perma-cheese.

    And any changes to Exalted Blade happened ages ago when Covert Lethality/augment mods were taken off the ability to prevent utter cheese/being locked into certain weapons for effectiveness. If you're going to make baseless assumptions, at least try to offer some evidence that supports your side, instead of unsubstantiated emotions.

  2. Cool concept, but when I've spent multiple hours per weapon/even more hours per frame formaing, not to mention the raw plat worth of acquired potatoes, as well as the farm for them all, I wouldn't drop them all unless I suddenly had Dev access to every beta feature/got Primes two months early.

     

    Even then, probably no.

  3. I haven't tested with other elements, but if you cast EW (at the very least with the Dynasty skin), it covers Chroma and the pelt. However, if you cast Effigy, when you decast only Chroma under the pelt has the ice effect.

    Personally, it looks better with only Chroma having the ice effect, but it's an inconsistency nonetheless.

  4. I'd love if the Despair got a ton of status and became slash based, to match it with the Dread. Maybe moderate crit stats, or stay at super low. Either way, I just wanna see a ton of slash procs.

  5. The mod has a hidden bonus in the text.

    The 25% damage it absorbs is 25% damage mitigated, damage that would otherwise hit your frame.

    If I understand correctly, that 25% mitigation is taken after armor/buffs/blocking. Combine it with an Ice Chroma with Rejuv/Grace, and it's the best tanking melee in the game. If you use Guardian Derision, being an aggro tank is finally a reality!

    So, defensive wise (and dat Truth proc), the augment is great. Offensive wise...I blocked over 40k damage, and tickled a level 145 Gunner on a charge with a max buffed Chroma.

    My idea? Damage taken is stored at the same percentage. Upon performing a charge attack (which is tricky for Final Harbinger), your stored damage is applied to your weapon for every hit, but decreases at a rate of 5-10% per hit (maybe a flat decrease per second, dunno). Basically, this change would let the player store up damage, then go into a berserker mode at a time of their choosing and unleash hell. It would be balanced by the fact that to gain uber damage, they have to take high amounts of damage/wait for the damage to be taken, allowing for tactical usage of a super-amped melee.

  6. Ability invisibility is pretty balanced. It either locks you into a crawl, has a short duration, or is on a squishy frame with no damage abilities.

    What is broken is Naramon invisibility. Not dispelled by by nullies? Check. Stealth multipliers? Check (IIRC). Constantly applied/refreshed via crits, instantly with Maiming Strike or after a tiny while with any crit based weapon? Check. Absolutely no needs for timing/placement/skill besides spamming melee/spins? CHECK.

  7. 1 hour ago, SortaRandom said:

    Whip attack, yes. Telos Boltace, no.

    What made the TBoltace overpowered was the wavespam, but combo multipliers (so, by extension, Blood Rush) didn't work on the waves at all. The unrelated bug that made TBoltace such a problem (aside from the already-problematic Maiming Strike waves) was actually the DoT procs dealing 64x or 512x when stealthed, which basically made the TBoltace a spammable nuke that instagibbed level 100+ heavies with ease.

     

    But yeah, whips are stupidly, stupidly powerful right now. I'm really surprised that it isn't talked about more often; I haven't seen a single pubber using the Atterax in weeks.

    Ah, my bad. I remembered seeing a video where someone was using the actual weapon to hit enemies with slides, essentially an Atterax with less range. Must've confused it with that.

    I could have sworn that the waves could crit though. Can't really test now, though.

  8. 2 hours ago, SortaRandom said:

    TRANSLATION:

    "Right now, Maiming Strike's +90% crit chance bonus is increased by Blood Rush (allowing for extremely high crit chances even on non-crit weapons).
    But shouldn't Maiming Strike be applied after Blood Rush, so it always adds a flat 90% crit chance instead of >500% at higher combos?"

     

    And the answer is-- yes, this was actually the devs' intention from the start. Maiming Strike being multiplied by Blood Rush is actually a bug which was fixed soon after the mods' release-- but it broke again within a week of the fix and hasn't been addressed since.

    Quoted for visibility. This bug is the reason that Maiming Strike made the Telos Boltace such a problem, as well as the whip/spin2win meta going on.

    I'd prefer someone spamming explosives/abilities to hearing a whip spin attack.

  9. An interesting side note, has anyone ever considered that the reasons drop chances for items can be abysmally low is that players have access to incredible levels of power, enabling them to breeze through content that gives rewards? If player power level followed a roughly normal distribution, I imagine that drop tables would be reigned in as well.

    But no, a large amount of the Warframe community wants to have their cake, and eat it too.

  10. 5 hours ago, magusat999 said:

    I dont think you understood my post, because your saying exactly what my point is. "no player should be able to remove the ability to p;ay trhe game from others" is precisely my point - which goes to say that if someone wants to nerf something - instead of campaigning to nerf MY weapons, they can just nerf THIER gear by removing mods or using it in a way that challenges THEM - without affecting other players.

    Well you explained it - but it still doesn't answer the question. All the challenge you want is in the game already. You can nerf yourself already. This is exactly the argument that I was referring to, that tries to prove that these nerfs are necessary when they really are not. When you back this argument agaisnt the wall it falls apart, and the person who probably is just repeating propaganda instead of challenging logic, fires back "Well, people don't need to play high levels anyway!". basically, the argument that nerfs do anything constructive for the game is paper thin, because there isn't one weapon that will continue to be effective as the enemies scale up. At some point the only option is to extract, so "Over Powered" is highly subjective at best.

    You misrepresented my point. You interpreted "removing the ability to play" as people campaigning to change weapons. You are correct to an extent; if everyone suddenly demanded the Dread got nerfed, it would be dictating how a group of players could play, regardless of if the weapon deserved a nerf or not (final decision is up to DE anyway).

    However, I'm talking about something else. What I was concerned about was the ability of players with certain strategies (Miragulor, attack-speed/macro boosted Telos Boltace spam) to rob the ability of other players to play the game while also spamming obnoxious audio/visual effects.

    Taking your "strategy" of nerfing myself by removing mods/gear, I'm still not able to have much fun playing if someone in my group is sliding around three times a second with a macro, spamming particles and sound everywhere (not a huge fan of the current Telos Boltace, but it's loads better than the old) while killing everything up to a respectable level in a massive AOE, preventing me from playing the game normally unless I specifically avoid being near that player.

    In any case, it wasn't that the weapons did uber-top-tier damage (although it was up there); the problem was that they took zero skill, were endlessly spammable, were extremely obnoxious to play in a party with, and trivialized everything under sortie 3 level, which is (surprise!) where the majority of the game takes place, resulting in a crappy game experience for the person not using it. They also made new content difficult to create, as you had to balance a new enemy against a radial death-wave that can be spammed by someone moving like a rabbit on cocaine; who cares about interesting mechanics when everything melts in seconds?

    Again, if Warframe was primarily solo, I could care less how OP something was. In reality, Warframe is an MMO, and so the game enjoyment of everyone in a squad is much more important than one person's power trip.

  11. 23 hours ago, magusat999 said:

    The problem I have with these types of discussions is people chime in about how we "need nerfs", but never consider the fact that we have the power to nerf ourselves. You want "challenging play"? You don't need to force that on other players, you can carry your "un-formaed", level 1 Lato in the mission BY CHOICE. you can contact your buddies or start a team from recruiting and require "under-powered" weapons. Why does DE need to nerf weapons when we can choose to use any weapon in our inventory?

    Even "OP" Warframes - just take the mods off of them and go at it. Why do people think they need to force these changes on everyone else? That doesn't sound like you want "balance" that sounds like you want your way or the highway. By not nerfing strong weapons and Warframes, we have a CHOICE. And if someone else doesn't take that choice - what are you crying about? Don't play with them! Most of these references are about other people playing in missions these people aren't even in - like you just want to control the game. If someone is on Neptune wiping the planet out with their OP weapon while your buying stuff from Baro - why do you care? Why do you need to stop them? That is what i don't get from these types of discussions, and for clarity I agree with the OP - it's the people who start giving reasons to nerf things that I have issue with. Not once in about 4 years has someone given a valid reason why these nerfs are necessary. As I said - we can nerf ourselves, so why have DE taking the option away from people who want to play "OP" - it isn't like they didn't earn it. You play for thousands of hours. pay hundreds or thousands of dollars, suffer the farming, the RNG, the difficult quests, the boredom - to finally build some kind of kit that will take all that tedium away - and then it gets nerfed and your back to square one - that is not something I can get behind.

    I think we have enough options to make this game challenging; there is no compelling reason not to have very powerful weapons / warframes in the game and no logical reason to nerf things when the power to create challenge is in our hands already. You want a challenge... nerf yourself. Let DE put money, time and resources into other parts of the game.

    It's not a matter of the game being challenging, it's a matter of other players completely removing the ability for other players to enjoy the game via mass video/audio FX or killing everything in a second.

    If the game was single player, you'd have a point. As an MMO though, no one player should be able to remove the ability to play the game from others.

  12. The Hek is far from the nerf zone. Although it packs good raw damage, it's just that. Raw damage, which doesn't scale well. The Vaykor Hek scales well because of crit, but even that will hit against armor faster than a multitude of other weapons.

    Status Strun Wraith/Tigris Prime will scale multiple times higher. Heck, a status/crit Riven Braton Prime will scale higher.

    Also, pure Puncture damage is pretty meh. You're losing out on massive damage bonus from elementals. Paper DPS is cool and all, but Corrosive damage is going to be multiple times better (as well as giving better overall damage).

    Honestly, a better question (in the realm of high-end weapons) is "Can the Hek match the damage of anything else?".

  13. 2 hours ago, F3H3RD4N13L said:

    I don't play the game to get cramps in my fingers

    Then don't spam slide attacks. Pretty simple.

    Granted, this is based on my assumption that you are aiming to endlessly loop slide attack. If this is for simply executing a slide when needed, my apologies.

  14. 11 minutes ago, MakeLuvNotWerFrame said:

    you can, but people are going to give you flak for doing so.

    so better be expecting it.

    Amen. When I see someone spamming slide attacks non-stop, including into the wall at extract (bonus points if they deny macros after that), it's just...why do you even play the game?

     

    Kuria brotherrrr...

  15. I have no idea what is causing this, but I've seen several instances, to the bets of my knowledge with auto-weapons, where IPS/Corrosive weapons are gaining either cold or blast damage/procs, depending on the mission. I'm running Ice Chroma which gives a tenuous link, but I'm not sure what is causing this. It was happening during the Vex Armor incident, in both solo and public. Anyone else seen this bug? I'll update if I can narrow down what causes it.

    My best guess is (a) the hitscan reflect proccing as I shoot something and it showing up as a damage number (usually in yellow), or (b) reflected rockets inflicting a blast proc. However, to the best of my knowledge, only the reflected hitscan cold-procs show.

  16. Strength gives diminishing returns. For example, going from Intensify to Blind Rage made a 145 bombard rocket go from 11 or so damage to 9 or 10. Percent wise that's large, but in actual numbers, negligible unless you'r talking level 170+ Corpus. Even then, Life Strike or Healing Return with a status weapon will easily keep you topped up. Also, always use ice element for tank builds (also works well for Effigy as the cold proc is immensely helpful).

    Steel Fiber/Vitality/Narrowminded/Continuity (Prime) are absolute staple mods for Chroma. Duration is the most important stat for his buffs, and also helps decrease the drain for Effigy. From there, I recommend Power Drift/Handspring for Exilus (Handspring if not using Constitution), Primed Flow, a strength mod according to preferences (I prefer Blind Rage for high levels 145+, and Intensify for energy reduction sortie/lower levels/Effigy), Rage (free energy) and I personally fill the last slot with Primed Vigor, as it works out to (a) a higher EHP pool, and (b) makes Arcane Grace heal more per second.

    Speaking of which, Arcane Guardian/Grace are by far the two best Arcanes for Chroma (the first being less than 300p for a full set, the second being around 2000). With those Arcanes and Steel Fiber/Vitality/Primed Vigor/Blind Rage/Rage/Primed Flow/Primed Continuity/Narrowminded, I can completely AFK level 145 gunners/bombards for a large portion of my buffs (63 seconds), or have a net gain on health when blocking with a heavy blade (or any 85% reduction weapon).

    While Effigy is useful, I recommend against building for it. With a 638 energy pool and Intensify (with the build above), Effigy only costs about 4e/s to upkeep, IIRC. Factor in Zenurik, Rage, energy orbs, and buffs only costing 125 energy every 63 seconds, and it's easy to keep Effigy out for even minutes at a time depending on how much damage you take, while retaining your awesome buffs that make you extremely hard to kill while dealing insane weapon damage.

    If you go pure Effigy, it's pretty simply. Big energy pool, decent duration for both drain reduction and better buffs, some strength (Intensify+Transient Fortitude) for Effigy's health/your buffs, staple Vitality/Steel Fiber, and Rage so you can go masochistic to keep Effigy fueled.

    If going hybrid, use the first build I listed. Use Intensify for regular gameplay (although I've taken it to level 120+), or Blind Rage for very high levels like 150+; enemies will be doing enough damage to you to keep Effigy fueled even if you are casting buffs (it can get tricky balancing that with keep health up though).

    The two Arcane I listed will enhance your tankiness/EHP by an insane amount, if you can afford them.

    I usually swing with the Blind Rage hybrid build cause (a) I have a large amount of energy pads, and (b) I usually deploy Effigy for about 30-60 seconds at a time. If I'm taking heavy damage, I can keep him up for almost two minutes easily, even though it costs about 6e/s. Maximizing Chroma for solely Effigy is a bit of a waste of his potential IMO, probably better off taking Octavia and Mallet for that.

    It's extremely expensive mod/forma-wise, but you get a frame you can take to literally any level range, any mission type, and do extremely well in. Plus, his deluxe skin is glorious, and being a dragon-knight never gets old.

     

  17. 1 hour ago, (PS4)supernova_girlie said:

    lol at the weapon takes no skill comments!

    You know what takes skill? Creating a game like this takes skill. The team that worked on Octavia, I never want to meet any of them in a dark alley.

    I see no skill in pointing and aiming a Boltor Prime over a Synoid Simulor. I'm literally pressing buttons with programmed actions.

    PvE does not require skill, it requires resourcefulness and the wisdom to know when not to bring your Miragulor.

    Conclave on the other hand, my hats tipped and off to you.

    Even if it is a game, firing when your crosshair is over a target (and in your example accounting for range, lateral movement, etc) is more "skillful" then firing an AOE gun in the general direction of an enemy. That's like saying hitting a target with a handgun and a flamethrower takes equal levels of skill, when there is obviously a vast disparity.

    PvE requires skill depending on how you play, and somewhat on how you define skill. I'll treat a Vectis/Banshee main or a melee Chroma or a Dread/Ash main with a lot more respect than a WoF Ember/Ignis or Maimquinox (not night-form, just day form). Good resource management and positioning is more impressive than spamming large AOE over and over.

    The SySim took practically zero skill. 11 meter AOE with a soft-vacuum for the orbs? You'd be hard pressed to not deal damage with it. Walking forward with an M1 macro would clear most every mission in the game with minimal risk. If you want to argue the SySim has an equal level of skill to other weapons via a red herring like "creating the game takes skill" (which is completely unrelated to the actual topic at hand), try to hit enemies while bullet-jumping with a Daikyu vs a SySim.

    Make sure to report back.

  18. 45 minutes ago, (PS4)KnowLedge said:

    I know. My GP still kills in one hit. I like Shooting guns though. That's my main style in this game.

    "Shooting guns".

    *Only shoots the weapon least resembling a gun in any modern sense of the word in the game aside from bows and a chainsaw launcher*

    K.

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