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Anaktoria

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  1. You could say I like Valkyr. At MR27, 1250 in-mission hours, Valkyr Prime is my most played with 37% playtime currently; downloaded the game for her, have mained since before I reached The Second Dream. Still love her despite her flaws...but she sure has a ton. Here’s how we could fix ‘em maybe. 1: Pounce. 25 energy. Valkyr pounces up to X meters (range moddable) in the direction of your reticle. If she lands on an enemy she deals a vicious special finisher with her Talons. If she’s not in Hysteria, her Talons disappear right after finishing this action. If in Hysteria, this ability is half cost. Augment: Valkyr gets a damage bonus that increases to a cap with every enemy subsequently Pounced on (must be an unbroken combo; no Pounces can be missed; combo increase window duration not moddable by ability duration.) Notes: I think this is more aesthetically fitting than Ripline, and perhaps less janky? But I do apologize to everyone who enjoys the current Spider-Man-esque thrill and/or the ability to troll teammates. 2: Warcry. 50 energy. Unchanged except for lower energy cost, and now recastable mid-ability. Notes: if it ain’t broke don’t fix it. 3: Bloodlust. 75 energy. Valkyr shrieks in fury, a radial taunt that causes all enemies in X meters of Valkyr herself (range moddable) to drop their current objective and rush toward Valkyr in a blind rage, attacking her as they run; affected enemies’ movement and attack speeds are boosted by X percent (moddable? Capped if yes). The taunt and all its effects last within the ability range around Valkyr for up to Y seconds (duration moddable); as Valkyr moves, so does the target area. Valkyr deals increased melee damage by X percent (strength moddable) to affected enemies. Augment: This ability now allows all allies within the ability’s range to also enjoy a reduced version of the innate melee damage bonus; if Valkyr enters Hysteria while in Bloodlust, allies in range also get reduced amounts of her lifesteal. Notes: Paralysis is so weird and anti-synergy. I tried taking something that still offers radial CC, but works better with her overall synergy and theme. It’s often said she has little to no support options for her squad, so I hope this offers a contribution to that (besides, of course, Warcry). Yes, this is a budget Speedva ability. No spreadability or explosions though, and likely lower base and max (if moddable) enemy speed boost. 4: Hysteria. 25 energy to cast. Same drain minimum (2.5/s), 10/s drain maximum (down from 15/s). Valkyr’s Talons now have 25% base status chance. Talons’ base range increased by 0.3 meters (2.0 meters total). Slide attack now forces slash procs and has a temporarily boosted range (+X meters) à la Keratinos. Heavy attack animations have Valkyr scream and spin in place, launching a radial wave of Talons-generated energy strikes that include forced slash procs (also somewhat à la Keratinos). The increasing radius of the damage accumulation counter now stacks with Bloodlust’s if it’s active (the damage accumulation radius and mechanic is entirely unchanged, but Bloodlust now sits at the edge of the damage accumulation radius as its baseline, and adds its own range to this as a bonus; enemies are now affected by Bloodlust within this extended radius). Ancient Disruptors can no longer drain her energy while in Hysteria. Notes: This ability is definitely broke as it stands, and not in a good way. Also, #*!% Ancient Disruptors. I know their energy drain hit is not part of the magnetic status procs they can deal, but I still consider it a special status proc of its own, and Valkyr is by definition invulnerable to all status procs while in Hysteria, so…I call bulls***. Hope you enjoyed reading, Tenno. Share your thoughts below if you like.
  2. Okay, I don't mind the 3 rework idea you have, but hear me out, and I know this is kind of out there, but - suppose her 3 is a radial taunt (75 energy) that causes enemies in range to stop shooting and race toward her in a blind rage, with intent to melee her once they reach her. The taunt will cause enemies to ignore all allies in the meantime, and (either as a base function or via augment) Valkyr will deal increased melee damage to these enemies. Ideally, enemies are also sped up as they run toward her (like a soft Speedva - possibly unmoddable?). Maybe the taunt range is also unmoddable, like Mesa's Peacemakers being held at 50 m (maybe ability range could affect only the range within which she gets her melee damage bonus, or within which enemies are sped up - or maybe range affects the speed bonus itself). This would allow her to provide support and survivability for her team - which is a big sticking point in being something she currently can't really do - while also playing into the whole berserker/screaming-at-the-enemy-and-facerushing-them theme that Valkyr has.
  3. The thing about that one is it's fine in theory, even fun, but it's sort of buggy and not really working in practice how it should work. Not a fan of how it can be difficult sometimes to control whether you grapple an enemy vs. grapple to the environment. I think the concept is alright, but the execution needs improvement, as it stands (in contrast to certain abilities that I feel need improvement at the conceptual stage itself).
  4. Seconding - I have done multiple solo runs, up to a maximum individual run length of 2h40m, using perma-Hysteria Valkyr in SP Void survival, and hardly touched life support columns. If spawn rates decrease, I'd have to say it's either poor pathing (which is janky - unfortunately you'll need to find decent rooms to allow enemies to keep flowing in at sufficient rates), or some form of poor kill rates. If it's the latter, @Theplayer393, it could be your build, or it could be something like Nullifiers and Ancients getting in the way (depending what you're using to do most of your killing). If you want, you can try posting your build and we could see if there's any way to help there, or you can look up guides on choosing rooms.
  5. Hmm, I don't know...like I said, I never really experience it to begin with because I'm a hopeless Hysteria addict, but as for times I have experienced it...I would say it doesn't matter mid-game (up to, say, Sortie level), and typically isn't too bad in Steel Path (when it's a squishy frame who gets downed, that is - like Mag). If I'm going for an endurance run, it becomes more of a problem - the worst is when it sort of snowballs, like if I'm playing someone whose damage can only be dealt viably while standing up, I get knocked down, I stop outputting damage for a second, enemies swarm me and start chain-staggering me. That's not incredibly often, granted (but again, I'm probably not the best person to ask since I do happen to most often play something that nullifies all knockdown, haha). I am not questioning your argument about Natural Talent being a DPS increase, though, which I honestly do agree with, and have since you first posited it - I do think you're right. Perhaps on a greater scale, I would tentatively point out that many exilus mods currently existing could be either considered an indirect DPS buffs, or are direct and explicit buffs. Consider the following: Power Drift: directly boosts DPS for any 'frame that deals damage via one or more abilities, by boosting ability strength. Vigilante Supplies: conditionally, indirectly boosts DPS by removing downtime for finding ammo of the correct type, in the event that one runs out of ammo. For Primed Sure Footed, if I truly had to categorize it - though this is tangential, I know - I would say it combines survivability, a (conditional) DPS boost (e.g. it doesn't boost DPS if, say, you're a Saryn who chooses to rely solely on passively dealt Spore damage for DPS - if using Miasma this would be different), and QoL. Survivability because I do think there are cases where PSF saves a squishy frame relying solely on shieldgating and things like Rolling Guard those precious few moments that could mean the difference between getting one-shot and being able to quickly activate a defense (again, like Rolling Guard). DPS boost (conditionally, so not in every case) because of what has been mentioned - you already touched on this and clearly understand the concept. QoL because it's annoying to be on your ass every so often. That's just my two cents though. In closing, I do agree with your thoughts on why Natural Talent is a DPS boost, so not to detract from that at all.
  6. While it is of course true that you obviously can do that - and be my guest, by all means - you're disingenuously moving the goalposts from your original statement and my response. This discussion, according to your original thesis, is about PSF, not any other source of resistances or immunities to statuses or knockdowns. I'm simply pointing out that the statement "PSF isn't a DPS increase because you can use your brain and not blow off an explosive in your own face", which argues that it is merely a QoL improvement for those who don't want to have to worry about not getting within self-stagger range of their own weapons, is dismissive of the fact that PSF does not simply alleviate self-stagger - PSF also alleviates external, non-player-created sources of knockdown and stagger. For the record, I'm a perma-Hysteria Valkyr main, so none of this is pertinent to my personal playstyle anyway. I'm just here to observe.
  7. These are good tips, but small note - Mesa might actively encourage players to not learn to aim (if they gravitate to Peacemaker, as players tend to), and I'm not sure I'd consider her tanky in the grand scheme of things, though Shatter Shield is certainly nice mid-game. I think Chroma is a good suggestion as a classic tank, given Vex Armor and his base armor and health values. Any tank comparable to Chroma will give you nice leeway to practice aiming, as will stealth frames (Ivara, Octavia, etc.). As for the original thread topic, I feel an auto-aim mod would have no effect on the fundamental problem with aim-dependent, often single-target weapons (relative to the more meta body of AoE, projectile-based, less aim-dependent weapons), which is that, well, they only kill one thing at a time (maybe a couple things if you're lucky and can get targets in a line - but nothing compared to the radial explosion kill potentials of AoE projectile weapons). A genuine possible solution might lie in the form of something like a bullet ricochet mod. I'm a bit skeptical about even that though. Single-target and/or aimed weapons are simply suited for a slower game than what Warframe players tend to play these days and there's not really two ways around it. The actual best solution is to probably just play solo for now and thus to be able to play slowly, at your own pace, without Saryns or melee users nuking the map every two seconds, permitting you to enjoy your snipers and single-target/heavily aim-dependent weapons that way. Very well said!
  8. I also wrote 200, but I definitely sympathize with your feelings and felt similarly when trying to determine an appropriate number.
  9. Responded! Many thanks for your ongoing and dedicated contributions.
  10. Don't forget that enemies can stagger you, too! So avoiding knockdown and stagger is not simply a matter of being careful to not self-stagger.
  11. Not my clan but a clan in my alliance: consider the Mischievous Chickens clan in the Birbs of Prey alliance - both dedicated to being LGBT-friendly, minority-friendly, non-toxic communities. Recruitment post here: Happy hunting!
  12. Oh, interesting! TIL, much thanks for the information.
  13. Very small note but doesn't the scaling kick in at level 80? I may be wrong.
  14. I feel like it's a non-issue. She deviates from a lot of the previously established style and aesthetic, sure, but so do other 'frames like Grendel or, to a degree, Wisp. Nothing wrong with that. It's also fine for people not to happen to like her aesthetic, but we don't all have to like the aesthetic of every single 'frame. That's the beauty of beauty - it's subjective. If someone doesn't like her, they don't have to play her, and if they really hate her aesthetic, they can play solo, at which point they only risk seeing her briefly in relays. I say this as an aesthetic snob who does play solo and tries to keep the game experience as blandly Orokin as possible, by the way.
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