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Magneu

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Posts posted by Magneu

  1. For everyone thinking it's Umbra: Megan confirmed in an interview (forgot who with) that Umbra is coming after PoE. Then again, could have been a mistake within DE and that information is false, but who knows.

  2. 5 minutes ago, Encounter_Troll said:

    Pretty sure.. it wrote "Your access to this channel has been suspended"

    I've gotten those for caps in some chats by accident. It's pretty quick, logging out then back in resets it for me.

  3. That is a pretty good riven. Don't worry about the -100% crit damage; a crit multiplier of 0 just means that when you crit, you get a multiplier of 1x, AKA no extra damage. Then again, this is based off of regular mathematics, not DE number-logic (see: accuracy stat).

    In any case, shotgun crit is spread among pellets, and with 112% multishot+120% from Hell's Chamber, the vast minority of your pellets at full spool witll crit (Kohm adds pellets as it spools up, up to a maximum of 12 pellets). 10% of I believe...46.64 pellets per shot at full spool is negligible compared to the slash/corrosive procs you'll be getting due to the slash/status chance of the riven.

  4. Non perma-flight is a smart move on a couple fronts. First, it prevents people form flying as high as possible and bombarding the ground. Second, and more importantly, it prolongs the life of PoE. If a player can zip around at high speed, the time to "fully" explore the plains (all caves, camps, forts, inch of ground, etc) will be much lower than on foot. Forcing players to be on foot for a certain amount of time also raises the chance of encounters against animals, camps, enemy squads, etc, which makes every outing to the plains more interesting.

    I wouldn't call it artificial lengthening, but that's the general gist. 

  5. Decent build, although there are some mod swaps that will scale higher.

    Dropping Streamline for a Range mod will help Larva grab much more enemies, let Virulence hit more enemies, and give Parasitic Link more room to run from your target. Personal choice Stretch or Overextended, although I prefer Overextended for the much higher range. With every strength mod/Growing Power, I still sit at 279% strength.

    I would drop Steel Fiber for Primed flow, as running with 45% efficiency can make Nidus Power hungry. With a four target requirement to regain 100% of energy spent by Virulence, the increased range from Overextended makes it easier to hit more than four enemies to gain energy overall, or combine with Larva for easier grouping. The reason I say dropping Steel Fiber is good is because Parasitic Link gives a flat 90% mitigation with that strength level, and Nidus's base armor is high enough that adding Steel Fiber doesn't give a whole lot more mitigation due to diminishing returns; you may be able to face tank slightly longer, but I'd rather have the ability to case more powers in a row.

    Someone going for level 500 enemies may drop Rage (use Zenurik/Virulence/pads to regain energy) to stack even more range, and/or drop Vitality to gain more duration and rely on innate health regen/Ravenous/Parasitic Link/Larva cc to keep themselves alive. However, this makes Nidus far more clunky for anything under two hours, so my preferred build is essentially yours, with the changes I already listed.

  6. 2 hours ago, --Dark_Rage-- said:

    If you are weaker and slower than your teammates, you should always cry about nerf something and create a special topic about this.

    The only real problem here is macros using. 

    It's not about kills (I tend to get at least 25-35% in most matches even playing Harrow; I have no problem keeping pace).

    It's not about me being "jealous" about a player having some sort of power I don't (at MR24 and with significant arcane/riven/mod/forma investments, I can rather easily match or exceed most of the playerbase in "power".

    It's not even about macros; unless it is used to repeat inhumanely-fast actions that abuse mechanics, I'm ok with QoL macros, or macros for those with disabilities.

     

    This is about game balance as a whole. +Crit chance on slide is a mechanic that interacts with Blood Rush on certain weapons in ways that make it scale better than practically anything else in the game at single-target, while also gaining massive range advantage over every other melee class, not to mention guns/certain Warframe AOE powers (hell, whips hit a larger area than launchers!). This is about people abusing that combination to levels of cheese where they deem it not important to actually play the game, preferring to spam an AOE death-field that kills everything in it, taking practically no skill. When you've resorted to that level of "playing", why even load up the game? That's like me starting up Solitaire, entering a cheat that makes me win, then declaring that I'm good at Solitaire. No, I've just abused some sort of loophole/exploit in order to "win"

  7. 1 hour ago, (Xbox One)lotus503 said:

    I disagree thats its an issue at all. Someone is just pissed they dont have plat for the rivens they want.

    I don't use maiming strike, but with other combinations I can last multi hour survivals. No macroing on consoles.

    Fact is you arent affected by anyone using this mod and technique. If your on star chart missions dozens of combos can impact your kill stat. Sorties are about objectives and are over before you can fire off a focus ability. Defense and survival are exceptions of course in that case I appreciate the DPS and can usually outshine anyone with Mesa anyways.

     

    No you just want to nerf stuff because of your opinion, not actual in game experience or impact.

     

     

    Just for the record, I could buy multiple Maiming Strikes. In any case, that is irrelevant.

    I am directly affected by anybody using that strategy, as I have to actively avoid that player in my match spamming the spin attack. If I am near that player, odds are I get nothing to shoot at, and at that point what's the point in playing the game (yes, I believe gameplay itself is a reward, not just what the end screen says). Contrary to what many believe, balance is actually needed in a PvE game, as the enjoyment of players is the primary prerogative; not who killed who more, but enjoyment. If a player can't get into a game without someone abusing a massive AOE (see Tonkor, Synoid Simulor, Maiming Strike Atterax) to kill everything near them, that player isn't going to enjoy their time in the game while Timmy Power-Gamer revels in his power trip over AI enemies. 

    Being able to last multi-hour survivals with other set-ups is not what I am concerned about. In fact, I'm (news flash) ok with that! What I'm not ok with is mechanics being abused in a way to gain unintended levels of damage with the only cost being an expensive mod, with absolutely no skill requirement.

    1 hour ago, (Xbox One)lotus503 said:

    No you just want to nerf stuff because of your opinion, not actual in game experience or impact.

     

    Aside from how asinine this remark is (my opinion is formed from my in game experience (all 4k+ hours on Steam and god knows how many in-game counter days), that is a complete strawman "argument". I want the +crit chance on slide mechanic nerfed because its interactions with Blood Rush, combined with certain weapons, leads to broken levels of power at a low skill ceiling, trivializing the game. Ergo, DE makes stronger enemies, people complain about stronger enemies, enemies get nerfed, and players continue to Beyblade through any new content DE makes, proceeding to complain that the game isn't challenging.

    That good enough for you, or are you just going to put more words in my mouth?

  8. 1 hour ago, ..atom.. said:

    make a private lobby if you want to play it your way. don't ruin it for everyone else.

    warframe is not some strategic game with few mobs, it's a horde game stuff like this is needed.

    to me it feels badass ninja darting in and out of groups of enemies mowing them down and seeing red crits. it takes a bit of skill and there's risk involved (compared to using a ranged primary).

    1hk level 80 mobs is normal taking into account melee scales. some players will always find ways to abuse the game and try to afk farm. in my experience this almost never happens and i pub most of my games. no need to nerf something the overwhelming majority of the playerbase enjoys.

    this power is not free and comes at a high cost. i'm thinking this was added to rivens in order to give a bit more power to players who don't have access to maiming strike.

    fact is your making it sound everyone is abusing atterax slide spam and this is certainly not the case so please stop trying to ruin the game.

    "Play privately, if you're tired of people abusing a mechanic that outscales practically everything else in-game, to the point of making public games (the lifeblood of an online game) unenjoyable".

    Yes, it's a horde game, but that doesn't mean 360 degree OHKO with no skill involved should be so commonplace. It makes the entire game feel cheap.

    If a "badass ninja" spins like a Beyblade that ingested 2kg of cocaine and chugged a Rockstar for twently minutes straight, sure.

    OHKO level 80 mobs is normal...when accounting for buffs, combos with multipliers, building a combo counter, and good weapons. Not spinning non-stop. And yes, power-gamers will always try to find the most "effective" tactic; so why do we allow it to exist? Also, claiming the "overwhelming majority" of the playerbase enjoys it is a an appeal to the masses fallacy. Ergo, invalid.

    "This power is not free and comes at a high cost." ...what? Maiming Strike (and rivens) are at a high cost precisely because that power. That is also irrelevant, the complaint I'm making is about the entire +crit chance on slide mechanic itself.

    And yes, I consider any use of Maiming Strike and the Atterax to be abuse, as it is orders stronger than any other melee option, not to mention any weapon option. Is it present in game, so you can use it? Yes. Should it be in the game? In my opinion, no.

  9. 29 minutes ago, (PS4)DBR87 said:

    Honestly, even without Maiming Strike, Atterax could do that same amount of damage. It would take what, like one or two minutes longer to get up to "every hit is a red crit" but Atterax can still get to 200% crit chance without Maiming Strike.

    I don't believe that's true. Assuming no True Steel, the base 25% crit chance of the Atterax equal a 272.% crit chance at a 6x multiplier. Maiming Strike puts you at 347.% crit chance at 1.5x on a slide attack. Oh, sorry, that's at 100% crit chance. Maiming Atterax has 115% base, so imagine a bit higher. Not to mention that slide attacks on the Atterax does twice as much damage as a slide. To drive that home, at the same 6x multiplier, your crit chance with 100% base chance (lower than actual, in-game crits)is 1090%, which is magnitudes higher than a paltry 272.5% crit chance.

    If you think it takes one to two minutes longer to get to the same damage level of a Maiming Atterax, pass me whatever you're smoking.

  10. 45 minutes ago, motorfirebox said:

    Math isn't quite correct. BR doesn't multiply crit rate by combo counter, it multiplies it by 165% per counter level at max level (165 at 1.5x, 330 at 2x, etc). So at 2x counter and an Atterax with Maiming Strike, it would be (.25+.9)*(1+1.65*2) = 4.945, or 494.5% crit chance. Unless I mathed wrong.

    Thanks for the correction. Good to know it's more broken than I thought.

    495% chance means what, a 95% chance of (assuming 5.7x multiplier) 5x(5.7-1)+1=24.5x damage not counting stealth/damage buffs? Only off a 2x combo counter?

    How can anyone defend this as balanced?

  11. It's been the "everyone knows, but people complain when it's mentioned" topic for a while, but melee rivens have put this conditional buff into the forefront yet again.

    It started with Maiming Strike, and is largely at fault for making the Telos Boltace slide-spam such a meta for a long time. However, a less visually obnoxious, but far more effective strategy has been there for the same time. Yes, I'm talking about whips.

    The Atterax/Maiming Strike/Blood Rush combo is probably one of the strongest in the game. I've seen it and Naramon be used to cheese five hour survivals by players abusing macros and wedging themselves behind a door. Even without Naramon, it's overpowered and abusive as hell. I just got off an Axi fissure where a Valkyr was using a Secura Lecta (riven/mods unknown) to OHKO level 70-80 heavies every time they spun, which they did constantly for forty minutes straight. Every now and then they attempted to sneak off to a corner of the map and wedge themselves (enemy AI would still attempt to run at them but be unable to fire due to lack of LoS, then die to a whip that hit through walls), but simply standing next next to them would make them leave. Through the attack speed buff of Warcry and most likely Primed Fury/Berserker, as well as the insane range of whips with Primed Reach/rivens, enemies at most got a glimpse of the player before instantly dying, having no chance to actually attack the player. Based on scaling, I would guess it would be around level 100 before enemies survived more than three swings, which occurred in about a second and a half; and this wasn't even an Atterax.

    This strategy is partially due to Blood Rush taking into account the +90% bonus of Maiming Strike, plus whatever riven crit buff the weapon has. To those who don't know, Blood Rush multiplies the after-mods crit chance of your weapon by 165%per level of your current combo counter. Assuming a 2x combo counter (easily achievable) and no riven, an Atterax has 495% chance to crit. An orange crit (100% to 199%) on an Atterax with Organ Shatter deals 10.4x damage. a red crit (200% to 299%) on the same Atterax deals 15.1x damage, and so on (the formula is on the wiki). This doesn't take into account True Steel, Condition Overload, or rivens that boost crit chance/damage/crit chance on slide. It's pretty easy to see how quickly this combo spirals out of any semblance of balance within the parameters of normal play, or even anything under level 150. Throw in slash procs/stealth/damage buffs, and gets worse.

    The Atterax spin2win meta needs to go. It's obnoxious to every other player in the squad (nothing like slide-attack noises twice a second for an hour straight), disrupting to gameplay (when everything up to triple digits dies in one hit, what's the point in even playing aside from actively avoiding that player?), and is an example of abusive cheese used to bypass any sort of difficulty. Slide attacks are helpful tools that can be used effectively, but when players turn into Beyblades every time they see an enemy, it just makes the game feel like a joke.

    TL:DR; Atterax/Maiming Strike/Blood rush is OP as hell. Maiming Strike/crit chance on slide attacks are the main culprits, and need to be nerfed/removed /excluded from Blood Rush calculations.

    Eagerly awaiting the ad hominem/strawman.

    EDIT: Fixed Blood Rush calculations. Thanks @motorfirebox

    EDIT 2: Seriously considering asking DE what they think about +crit chance on slide if they have a Q&A at their stage at Tennocon. The reaction of certain players in attendance would probably warrant the time I'll spend traveling alone. Also, strawman and ad hominem aren't valid forms of arguments/criticism. If you can't bring a good point for debate to the table, please don't post about how I just hate everything fun and get mad when people kill more enemies than me. Actually, do; it'll make my side look better!

  12. Copy-pasted from a thread I made; totally forgot about new-frame megathreads. Most of my issues are about Covenant/Condemn.

    I've been running Harrow through the paces via 5 forma, Kuva Floods, sorties, Axi fissures, and a flaw that made itself apparent was how the retaliation phase of Covenant has double the duration of the protection phase. This leads to very easily being unable to cast the protection aspect when needed (and lowering duration makes the protection aspect useless to perform any action besides running/spamming Condemn. Rezzing, life support, it takes too low for anything but higher duration). The crit buff is rather effective, but it's not very helpful when you can't protect your teammates. This punishes players for raising duration anything above a Continuity level; you get maybe ten seconds of protection (eaten into by the long cast time), followed by twenty seconds of no protection.

    Either raising the protection phase's duration or lowering the retaliation phase's duration would make Harrow a lot more capable at protecting his allies, as well as himself.

    On another note, this wouldn't be that big a deal except that Harrow can't gain overshields from already-Condemned enemies. This leads to the situation of having Condemned every enemy near you, and having a long time left on your retaliation; even if a few enemies show up, you can't get enough shields unless you run extremely high strength to stay alive. If Harrow could get even a reduced amount of overshields from already-Condemned enemies, this duration debacle wouldn't be that much of an issue at all for Harrow's survivability. 

    Oh, and Thurible could possibly use a tiny increase in how fast it gains energy; unless you have a verifiable swarm, you need to charge for a pretty awkwardly long time to get any good energy gain.

    Just some thoughts as I've played Harrow so far. Your mileage may vary.

  13. I've been running Harrow through the paces via 5 forma, Kuva Floods, sorties, Axi fissures, and a flaw that made itself apparent was how the retaliation phase of Covenant has double the duration of the protection phase. This leads to very easily being unable to cast the protection aspect when needed (and lowering duration makes the protection aspect useless to perform any action besides running/spamming Condemn. Rezzing, life support, it takes too low for anything but higher duration). The crit buff is rather effective, but it's not very helpful when you can't protect your teammates. This punishes players for raising duration anything above a Continuity level; you get maybe ten seconds of protection (eaten into by the long cast time), followed by twenty seconds of no protection.

    Either raising the protection phase's duration or lowering the retaliation phase's duration would make Harrow a lot more capable at protecting his allies, as well as himself.

    On another note, this wouldn't be that big a deal except that Harrow can't gain overshields from already-Condemned enemies. This leads to the situation of having Condemned every enemy near you, and having a long time left on your retaliation; even if a few enemies show up, you can't get enough shields unless you run extremely high strength to stay alive. If Harrow could get even a reduced amount of overshields from already-Condemned enemies, this duration debacle wouldn't be that much of an issue at all for Harrow's survivability. 

    Just some thoughts as I've played Harrow so far. Your mileage may vary.

  14. 2 hours ago, Alex9-3-9 said:

    The one that is at the time I've marked is very tall and around the size of the asteroid boss room you would be required to use the elevator to get up from the bottom floor even with bulletjumping.

    I think I remember that. You could get up via a sort of spiral ramp, right?

    God, memories.

    EDIT: That level up sound and in-level music...maaaan I miss those!

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