Jump to content

Berzerkules

PC Member
  • Content Count

    1,667
  • Joined

  • Last visited

Posts posted by Berzerkules

  1. 1 hour ago, (NSW)Greybones said:

    For me it’s learning how to take it slow. Which may be self-defeating in pursuit of End Game. 😋

    🤔 Which means that I’ve chosen between valuing the journey and valuing the destination? Both seem reasonable (until problems arise). Maybe End Game is understanding myself and what I choose to do with my life? 🤨

    The ultimate End Game; asking myself why did I want to reach the end? 😄

    Hmm. And was it worth it? That’s actually a serious one I’ll be considering now because of this topic 👍 

    Fresh Off The Boat Reaction GIF

    • Like 1
  2. Just now, Kontrollo said:

    I disagree.

    Unless playing Nidus or Inaros, I cannot opt out of Shield Gating.

    On one hand that's a problem as it trains you to time your reaction to that invulnerability period, and otherwise just ignore incoming damage. On an otherwise squishy frame, I usually die when I think I had full shields and the full duration when in fact it was not. It doesn't feel proper, just random.

    On the other hand, it gives rise to these kinds of "degenerate" -- or let's call it unintended -- builds. Luckily, right now nothing really requires them. But just wait until something does, and then it'll suddenly be turned a requirement for (almost) everyone. Like Railjack did to Archwing choice.

    Shield gating is 100% unnecessary in almost every situation. Most players don't even know what it means and the ones that do don't build for it because they never had to before. Shield gating excels in endurance but besides that you might as well just run a regular build. 

    Frames can still be built with health, armor and healing and go for a 2-3 hour SP survival without intentionally using shield gating. Some frames will do better than others because they have higher base stats. Healing Return and Adaptation can carry a frame for a long time. 

  3. 24 minutes ago, Traumtulpe said:

    I don't think we disagree, the procs are importent, but the status chance isn't since you get procs for free from various stances.

    You're right, we don't completely disagree with each other on the subject but, I rely heavily on status chance for damage on my melee builds. You only get forced ips procs from stances, this completely ignores the innate or modded damage types on your melee.

    Building for status chance with weeping wounds is a huge dps increase if your melee has even decent status chance. With a status chance of more than 100% you have a chance to do multiple instances of damage on a single hit and each of them proc a status effect. 

    I run a lot of Void endurance so I regularly build toxin/slash melee so I can bypass shields and armor. Without decent status chance I wouldn't proc the dot toxin or slash status effects nearly as often. I would do a single instance of toxin damage instead of quickly stacking multiple dot toxin procs. I'm also getting multiple instances of one or several damage types from a single attack because my status chance is greater than 100%. I can proc more than one slash proc or a slash and toxin proc in a single swing. This is a huge dps increase, especially when you consider the way faction mods double dip on dots like slash and toxin. 

    Then there are people that build for viral or viral/heat on melee. Without status chance they won't proc viral and will take a huge dps loss. 

    • Like 1
  4. Just now, Traumtulpe said:

    No they are not, Weeping Wounds is a luxury. I use it on my Skiajati, for example, but it still kills Acolytes in seconds with raw damage and forced SLASH PROCS alone.

    Slash procs, even forced ones from stances still proc a status effect. The majority of the damage you are doing is not from hitting the enemy but the slash status effect.

     fckl8HW.jpg

    Condition Overload is the base of pretty much every meta melee build. You can run Pressure Point/Primed but it will not compare to Condition Overload in potential damage output. Saying that melee never relies on status chance to deal damage is wrong. 

    • Like 5
  5. 1 hour ago, Traumtulpe said:

     

    Melee by comparison never relies on status chance to deal damage, they have forced procs and every single status effect is worth much more, especially when it comes to heavy attacks.

     

    I agree with what you're saying throughout your post but, this isn't entirely true. The current combo based condition overload, blood rush, weeping wounds melee meta relies almost entirely on status procs for it's damage. Slash based melee weapons are also entirely reliant on the slash status effect and not the initial damage. 

    There are exceptions like glaives but the vast majority of melee weapons are still dependent on procing status effects. 

    • Like 4
  6. Just now, Dualice said:

    I'd recommend giving that Zhuge riven a go. It'll turn the Prime variant in to a monster - speaking from experience using a crit chance/fire rate/multishot one.

    Zhuge Prime is actually a fun weapon. Once I learned it had a secondary explosion I realized I could use it to apply status for co. I was hunting a lich recently and was killing enemies before I had a chance to melee, no riven/damage mods and built for full utility status chance, multi shot and firerate. 

  7. 14 minutes ago, Shadowbladedeathkiller said:

    like looking somewhere other than the internet for information on a video game? I can't just go visit DE headquarters and pester them with questions on a change as trivial (from the broader perspective of the entire game) as this.

     

    "go to the forums or the wiki then"

    that's what happened in this thread. All part of the process. At this point it's just petty spite.

    You could use your own personal experience with both mods to form an opinion instead of using the wiki or outdated yt videos.

    If you don't have PSF yet you can't really make an accurate comparison because you have no experience and your comparison is based on nothing more than conjecture. 

    • Like 3
  8. 1 hour ago, 16Bitman said:

    Today 80% of my trades spawned inside the railjack.

    Recently people have started to state that they're in the railjack (if they load in faster than I can paste my "pls fast travel" message that is) and then instantly leave the dojo.

    The issue is better known now, but people really just don't know how to deal with it.

    I heard of dojos just straight up destroying their dry docks to have smooth trades again, if I didn't spend such a long time creating a smiley face out of bushes (rough 10 minutes man) I would be tempted to do it myself.

    Those days where everyone seems to spawn in rj are just terrible. It's not even worth the hassle of trading when that happens.

    • Like 1
  9. 32 minutes ago, Aldain said:

    My point is that people constantly harp on how Rivens are supposed to help weaker weapons, but almost never do because Riven mods only give percentage based boosts to stats, which means only base stats matter.

    That's my major point of contention with Riven mods, and that they've been used as an excuse for not properly balancing or adjusting weapon stats for years.

    Oh and about the whole MR3 thing, Melee weapons as a whole pretty much ignore the MR thing entirely thanks to mods like Blood Rush/Condition Overload/Weeping Wounds and outdamage many Primaries and Secondaries of drastically higher MR, yet ranged weapons currently are discarded and disregarded in droves, MR hasn't meant anything to weapons for a long time thanks to that.

    If rivens gave bonuses to base unmodded stats trash weapons could become viable but already good weapons would be entirely too strong. Imagine a Reaper Prime riven with +30% to to base unmodded crit chance and 2x cd multiplier, your Reaper would now have base 65% cc with a 4.5x cd multiplier. It would do nothing to close the gap between weak and strong weapons, it would probably make it even worse. 

    I'm not trying to defend the riven system as a means to balance the disparity between weapons, it fails in it's intended purpose. I'm just saying that not all weapons can or should be a viable option throughout the game. These type of games are going to give you access to trash weapons early in the game so that when we rank up and gain access to more weapons we feel stronger, there is a sense of accomplishment. Our time and effort has been rewarded and we want to continue to progress to through the game, gaining access to better weapons to face the tougher foes that await us. There is a natural progression to these sort of games, expecting a single mod to bypass that is an unrealistic expectation and it would be unhealthy for the game if you could. There would be no need or to progress if there was no des

    Melee vs ranged is a conversation for an entirely different topic but, there are a few lower MR ranged weapons like the Kohm (MR5) and Hek (MR 4) that can carry you through the star chart and beyond. The exceptions don't make the rule though, many low level ranged weapons will never be useful, many high MR ones are trash as well.  

  10. 32 minutes ago, Aldain said:

    No Riven on Earth is going to make an Aklato enjoyable to use, and I have one that nearly gives +400% damage and 300% multishot.

    Aklato is a MR3 weapon that's meant to be replaced as you progress through the game. I don't think it should be able to compete with higher MR weapons even with riven. What would be the point of progressing through the game if all you ever needed was starter weapons? 

    • Like 1
  11. Even with the reduced stats, the damage buffs from subsumed abilities are unnecessary and overkill in most scenarios. 

    I wish we got Hall of Mirrors from Mirage and Stomp from Rhino. 

    I understand why people are upset. I would have used larva instead of ensnare if subsume larva had the same stats instead of -33% base range. I don't care about any of the other altered abilities though. 

    • Like 1
  12. 9 minutes ago, RazerXPrime said:

    I've never experienced this ever since I started playing in my own clan's dojo... not even once.

    Do you trade often, like use most of your trades regularly?

    When I was maxing out trades at 30 most days I'd get several people a day spawning in rj. Got so bad I just didn't trade or log into warframe.market a couple months ago. 

    It doesn't sound that bad but if you think about typing "if you spawn in rj fast travel to vault" before almost every trade it sucks when you're doing 30 trades a day. Then, when people spawn in rj they miss the message half the time because the chat tab gets switched to dojo so you're typing it in that tab too if they don't respond in a minute. Most the time they don't even notice the message and stand around in railjack for 2-3 minutes. 

    It adds up to a whole lot of wasted time if you do a lot of trades. Sometimes you go days where everyone spawns where they should and other days it feels like every other trade someone spawns in rj or some other random place. Maybe I'm just unlucky. I can't willingly recreate it, it's just random. 

  13. Just now, RazerXPrime said:

    Honestly have no idea. But with the way Warframe is going I'm thinking you're going to need it for the next big story update. It will very likely inlcude Railjack in the New War and other updates.

    Might have to just throw plat at any new stuff that gets added to rj content. 

    Since I just log off warframe.market as soon as someone spawns in rj I'll start making more plat without a drydock and railjack. 

    We'll see, maybe DE will let us set a fully functional dojo spawn location where players stop spawning in rj and I stop spawning in random locations after every mission I run from dojo. 

  14. Just now, RazerXPrime said:

    How weird. I've never spawned in any other place than what the dojo creator has set as the default spawn point. For our own dojo it's the same. Is there something missing from these dojo's? Or perhaps I've just been lucky enough to not encounter this bug.

    My friend is part of a larger clan and I've seen players running around in his Railjack, thinking it's just a visual bug.

    It's just random. I've spawned in my own railjack maybe 3 times when heading to dojo. It's happened hundreds of randos I've invited to trade though. 

    I'm in a solo clan but idk why that would make any difference. As a work around I've considered just destroying my drydock since I never play railjack. If DE hasn't fixed spawn locations by the time I get R10 command and max RJ the room is gone.

  15. Just now, RazerXPrime said:

    Oh I definitely see uses for the mod. Especially with AoE weapons for sure. I myself hardly ever use it since I don't really need it very often. Although I should probably use it more when I pick specific weapons. But then I probably rather just pick Nezha or something. '^_^

    I hardly ever get grabbed/hooked or knocked down. What some people may not realize is that casting an ability will actually give you a CC invulnerability frame. It will not prevent damage, but it will prevent you from being hooked by an Ancient for instance. That plus you can dodge these attacks as well.

    I rarely use a specific weapon or frame for a long time. I don't "main" anything. I choose whatever I feel like at any given time. So for those few times I get stuck with an AoE weapon I just accept that I may get knocked over a couple times.

    I'd just rather build frames with QoL mods and not have to depend on a select few frames to use specific weapons. I cycle through enough frames and weapons that I found it easier to just forma exilus slot with a D polarity on about 75% of all frames. Getting knocked down is a good way to get yourself killed, it's just not worth the risk and I couldn't use certain weapons the way I enjoy without PSF.

    Natural Talent is another one of those mods that makes frames more enjoyable for me to play. It's gotten to the point that most frames feel sluggish without it. My reaction speed doesn't matter if the ability casting speed is so slow that I get hit or killed while casting an ability. Natural Talent also makes it is easier to reset shield gate consistently. I'd rank it up there with PSF as one of the best mods. 

    • Like 1
  16. 4 hours ago, RazerXPrime said:

    That's hardly an argument to defend your statement. Knockdowns can easily be countered by playing correctly. Other than that, just play Rhino, Nezha or Atlas.

    I asked you to tell me why they are the best, but all you're giving me is it gets rid of an annoyance for you, which can easily be countered by yourself.

    There is no right or wrong way to play, only different ways to play. 

    I use the Proboscis Cernos to prime enemies and group them for melee. That wouldn't really be possible without PSF because the weapon has a delayed explosion. I could wait for the explosion then move into melee range but that would defeat the purpose of grouping enemies to increase kills per minute.

    I also use Epitaph and Kuva Ogris as utility primers because I can apply combinations of status types that are not possible on other weapons. The way I use those weapons makes PSF pretty much a mandatory mod. I'm not using these weapons wrong, I'm just using it for the utility it provides not the damage it does. 

    • Like 1
×
×
  • Create New...