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Xzorn

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Everything posted by Xzorn

  1. When they reworked the augment they gave it +50% cast speed. I feel like someone else might have noticed =D Before Shield Gating you had to bubble hop Mag with Rolling Guard and that usually means you were busy priming bubbles and pulling. It's why I'm very happy the fixed Pull finally. Though bubble hoping doesn't feel as reliable anymore. Objective seems a bit much. Breach Surge has lower range and longer cast time than Radial Blind.
  2. Ah, problems with weeklies and dailies. Man I hate them. You know they weren't originally designed to gate progression? They were designed with good intentions. I can't say I was sad to see Raids go. I generally refused to do them and just bought most Arcanes. Shame that can't be done with Shards.
  3. I would like to add to this after playing Volt a bit more. Mostly been playing brawlers since I came back. A personal shield duration indicator would be nice. When multiple shields are out it gets pretty wonky and it's an important form of protection. I don't think this will be needed for other player's UI but you could do it. Ideally Volt casts his shield picks it up then casts for other players. Volt keeps the timing much like he would if they were the stationary version.
  4. Selling something for cash then selling it for platinum later is quite the naughty. Such tactics should not be tolerated from any developer. Avoiding this type of situation is probably why DE started selling Prime Accessories separate from Prime Access. Probably to get more money too cuz people like me would never buy Prime Access. I'll buy some cosmetics though. Any time. What was it? Mesa, when they started the Prime Accessories FOMO? Until the Aya system at least.
  5. Melee duplicate isn't a niche arcane. It's simply better. If a melee weapon can't get close to 100% Crit chance without Blood Rush then it's simply yet another dead melee weapon. Many pure elemental melee died when they changed the status system. This is no different. Except it's worse since we have to grind back to 60-70% of the nerf'd potential of melee damage. I'm only interested in Crescendo to maybe bring back the Zenistar though it has far less use these days. Melee Influence also if you intend to run Electric. These two are "niche" arcanes. Duplicate is a flat upgrade.
  6. Players asked for this almost a decade ago when Soma Prime came out. The sound of original Soma was just better for many people including myself.
  7. Even before the stance changes I didn't use Rapiers because they were too front focused. Sweeping attacks are just superior. What they did to so many stances annoys me so much. I miss having choices between stances.
  8. It's just the evolution of passives. Rhino, Mag, Nova and other have no redeeming qualities. I get what you're saying but I mentioned utilizing Volt's passive. You have to build around it. Like I mentioned I sorta like it because it opens build concepts unlike many others which are just generic stats or filler for the frame's kit.
  9. I mean I did an old run pre-buff Beam weapons using that exact interaction. Looking back I should have used Bladed Rounds instead of Heavy Cal. I know it's interactions well. It's why I named two beam weapons which don't technically Multi-shot. With the buff It pops out 100-170k bleed ticks.
  10. Volt's passive adds 1000 damage to a weapon. It's affected Crit and Crit Multipliers including the double Crit damage bonus from his shield. Take a weapon like Aprex which deals 22 base damage. Without a Base damage mod It now deals 1022 damage for a tap. That's 45x damage. If you do add a base damage mod it's still 18x for a tap. Having this normal interaction is a once in a while use. Using it with Transistor Shield augment suddenly lets you tap constantly while behind his shield. This interaction with his shield lines it up well to trap out some Crit multi 8-12x Bleed procs. More when double dipping Faction mods. It's not strong as it was due to Viral Status being way too strong but there aren't many passives you can actually build around.
  11. It's the lesser evil in this case. IPS still has issues. While I like what Puncture does I think it should be added to Impact. Puncture, as so many others have suggested would do better with a more offensive feature like taking the place of Heat's Armor reduction in stages. This would leave the single element options more open for arcanes and weapon specific features. Ideally, you pick your combo element then you pick an custom single element that goes with your config. I've always said Bleeds should not bypass shields. They suddenly don't for players and having two different rule sets is a red flag IMO. When it comes to the synergy I described it's more about rewarding the effort I guess. Enemies had more meat on them and it felt like, no. There were more viable methods of playing. So many frames all do the same thing at this point with a different paint job. Insert survival thing, insert damage thing, insert small CC feature, insert armor strip. I played Nyx for years without Armor Strip and she was wonderful. Where did all my pure elemental weapons go =(
  12. Not sure why players think Chroma is niche. He follows the game's meta of survival + damage + ruin stealth+ ruin CC perfectly. =D
  13. I'm generally the same with Corinth and annoyed they took out some of the pump action and made it cartridge. The Winchester 1887 has stuck with me for a very long time though thanks to this.
  14. Just to clarity. In Damage 1.0 Volt's Discharge (Called Overload at the time) did Electrocution damage. Stun was a secondary effect of Electrocution. When Damage 2.0 came out the skill was changed to proc Shock Status in place of Stun. It retained Shock status while going through two changes with damage output based on electronics and light sources. Yes, being near electronics blew out lights and consoles making them explode while increasing it's damage. Later it was changed to the current Discharge. Volt happen to be my Starter Frame in 2013. ________________________________________________________________________________ If you think Volt's passive sucks you probably aren't utilizing it properly. Despite the Shield Gate freedom he's been given, Volt is still very much a bunker frame. He's most powerful behind his shield shooting enemies. If you need an example look no further than weapons like Aprex and Synapse at 20 base damage but large crit stats. There was also a bug for a while where beam weapons would snap shot the base damage and persist until you let go of the trigger. That was nasty stuff.
  15. Revenant makes me smile whenever he comes up. Community was ranting for Wukong rework. "All he does is not die. Boring." Most played Waframe = Old Wukong.
  16. Archwing had always had one fundamental problem since it was first added. Proportions. Enemies are too small. Corridors are too small some areas are too large. This is coming from a fanboy of Descent / Descent II / Tie-Fighter / X-Wing Vs Tie-Fighter and other Flight Stick games. My controls are exactly what they were for those games so the only control issues I have has to do with the sheer speed. Again proportions. If it's a flight game then collision needs to be a thing. I don't agree with stagger but it should damage you based on velocity.
  17. You aren't wrong. Despite a lot of players enjoying single target guns. The game doesn't. Most evident in Steel Path. I used to use all my config slots and even made more custom ones for specific long test runs trying to fish the most synergy I could out of it. One example was a Volt run with a Viral Bleed Amprex. The weapon only has 20 base damage, eats ammo like crazy and this was before beam weapon buffs. It did have very high Crit stats. 200% x8. Volt's passive adds 1000 base damage to the weapon with Transistor Shield augment and shooting through his shield doubles Crit Damage. So I was doing little tap shots for massive bleed procs thanks to Hunter's Munitions and Bane mods. Alone none of these really stand out. It's what I miss about the older systems. You could get very inventive to overcome obstacles. Originally Primary Vs Secondary use was the opposite but had that interaction. Primaries had better AoE options but didn't have the status rates or damage to deal with a heavy so you'd swap to your secondary which often had much higher single target damage and status rates. That's sorta still there but few notice because enemies poof. Though when it comes to different status effects on different weapons and melee. That was a thing with Condition Overload. Prime with statuses them smack then with melee. They've tried to replace that with Arcanes but it's not enough.
  18. I'm actually on the opposite side of the court. Now with a Tau Emerald +3 we can strip armor to 1% or 0.8% with Corrosive Projection at 13 procs. You actually don't want to fully strip Ferrite armor when using Corrosive. Alloy is fine. When an enemy is at 1% Ferrite armor you will deal ~58% more damage with your Corrosive since it has the +75% Modifier and double dips armor reducing what's left by another 75%. Results vary on how much Corrosive you actually deal. It's an old endurance runner trick. The generalized parse is you don't want to fully strip with head-shots but body shots should strip at ~30% HP left. Much like before all the Armor Strip skill additions when Corrosive wasn't capped. You can just attack again. There are cases when you would build around Armor strip. I did that back in the day but it's a very custom loadout. There's also skills with decent enough range justify their use. In the end, enemies are so easy to kill now that I kinda just can't be bothered to try special loadouts anymore. Soft capping enemy HP/Shields was a big mistake IMO.
  19. One of the beefs I have with Gas change is that it's a state of matter not a damage type. Gas is commonly used to disperse something. The Damage 2.0 version was Toxic which was fine and made sense. It was biological. Gas could be dangerous to machines. Just depends what it's spreading. You could argue the gas itself is super heated and thus the Gas itself does damage but that seems like a stretch and a bit silly. Me saying Heat Status being too strong as controversial is just me assuming the playerbase has used it as a crutch against armor for a long period since Corrosive could only strip 80% of armor. Previously Corrosive could fully strip. Heat was still used at times because of it's extra damage against Flesh on fully stripped and it's CC.
  20. Players have suggested similar for about 8 years. They gave us a crappy band-aid augment instead and to my knowledge Equinox has never gotten a rework. When they took away the ability to use double Energize I never used her again. I had a mostly max values dual form but the energy tax was insane. Mend is pretty pointless these days as well. Rest/Rage you can at least double damage on consistent sleeping enemies with the augment.
  21. You can beat scaling through DR. Players just don't work as a team anymore. Just like a team killed level cap enemies 7 years ago. In terms of scaling this game was beaten already and it's only gotten easier. Mechanically I feel the game has just gotten overall worse. Cool story, quests and little gems here and there but they can't even get the UI to function properly anymore.
  22. What you're comparing isn't technically Damage 2.0. It's whatever this Damage 2.999 is. Literally every damage and/or status type was not only useful but had conditions for being the best scaling option in original Damage 2.0. Except Magnetic. It's always sucked. First thing to swap is that Bleed isn't the problem. Not the main one at least. It's Viral status. Bleed was almost never the best scaling option before Viral was changed. Yes, it killed level 100-300 Armored enemies fine but in the end other options were better. Pure Elemental weapons for example. I still have old calcs between Viral + Bleed and Corrosive + Bleed builds and Corrosive eventually wins because you start dealing more full damage + bleeds instead of base damage + bleeds. Gas and Blast were great status effects. I have no idea why they slaughtered them. It will be controversial of me to say but Heat status is too strong also. The faction damage bonuses is something DE scuffed over a longer period. Adding more Alloy enemies and giving Corpus / Infested Armor. There was never anything super wrong with armor other than it being used on other factions. People talk eHP but Corrosive status does eHP damage to Armor. Exactly why Pure Elemental was good.
  23. Yep. My point of the video wasn't the interaction of shields. I was just showing the difference in damage intake between a Bleed proc and normal damage. They don't seem to understand when you have 95%+ Armor DR that Bleeds are going to generally be the higher damage intake spikes.
  24. Base damage effects that ignore armor are a pain like that. It's always been an issue. Bleeds and Ancient Disruptors are the stand outs. I think players take Adaptation for granted on just how strong it is. Sadly, it does nothing for these status effects. Maybe it was 2 procs, maybe it was 3. It doesn't really matter because it's an RNG death that I have no control over no matter how well I play. Why deal with that? I'm not really losing anything by using Deflection. This is a clip from an old Mesa run when I used to make Youtube videos and Bleed did 0.35 base damage. A tick is 263 damage at level 170. At this point a level 170 Eviserator has a damage multiplier of x44. Scale the new 0.1 Bleed tick to 300. The damage multiplier which is now x104. That's an increase of 136%. More than double. 0.1 base damage just became equivalent to level 170 at 0.236 base damage for a bleed tick. I'm not going to do a full math breakdown because I think it's obvious how this ends. A Bleed proc will kill an Armor DR frame long before actual damage intake. You are right though. My Chroma should last longer which makes me want to go test if QT interacts correctly with the new statuses.
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