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Darkmega18

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Everything posted by Darkmega18

  1. I just point a brainstormed wildfrenzy grakata into their rear weakpoint after slowing them down with cold procs and letting it rip and they explode without moving a muscle after a few bursts in SP with no issues at all. or y'know, any old incarnon and a mild plan with some status variety. Ain't nothing different about puzzling out damage attenuation and status resistance vs puzzling out a billion health but strippable with a nullifier pulse that can ruin all your plans. it's just another thing to figure out how to bypass and kill but with different required methods. I can also just casually slap them with tennokai a few times after slowing them up and they fall over just as well. strangely the mech demos are softer than the normal mechs that spawn... which is what I REALLY thought the disrespect was. cause I was fretting like mad on how much stuff I'd need to dump into them if you see the difference from a normal enemy vs a demo of that enemy normally are, but it immediately vaporized from my mind into just a cloud of "where muh difficulty" confusion when I killed my first one.
  2. wait, I thought it (CD on health under overguard) had been working. WELP, never mind then. I hope that means when they do "review" Combat discipline like they mentioned in the roadmap it gets put into the exemption list of things that chip through it.
  3. oh thats a good one actually, but I fear for the simulation/computational costs of such a thing.
  4. [*laughs in casually soloing netracells with him*] But then again, my playstyle is very active and varied. I'm not just relying on just dante to do everything. Fairly certain nezha's halo can shield overguard. I had some really tanky overguard that was protected by a nezha halo during the last deep archemedia and it was great, especially when I counter popped it on voidrig's mine barrage for 168k halo. Just never took damage for a while there. but yes, thats a fairly far between one off. *[laughs in combat discipline avenger dante having self damage and self rehealing and so probably being able to proc that through overguard]* all somewhat unrelated things I might add that don't really contribute cause I've made my own post somewhere related to things that would be interesting to see. but anyways.
  5. keep an ear out for the book. if you look for it, (check every side room for literally ONE mission, it's alway somewhere) you'll run into it. But if you speedrun and don't observe you will almost undoubtably miss it. listen for the spooky whispers and the slight sound/music dimming and tagfer telling you about papa leaving some bad things behind. then. literally activate the book and middle click him 3 times and leave. easiest thing you've ever done.
  6. I'll get straight to it. I don't PARTICULARLY care for LoS issues as long as it wipes what I'm looking at, which it does, which is exactly what you're working on patching up also. But a lot of people are feeling very strongly against it. So I propose a couple suggestions on ways to break even but still keep "balance". Dante specific alternative: Any of dante's abilities that deal damage (word warden Noctua, attacks from noctua itself, dark verse or Pageflight birds) passively apply a Dante mark thats essentially invisible otherwise. But it remembers. Whenever you drop the bomb with Tragedy make it hit all enemies who are marked in it's massive area and detonate them as it currently does regardless of LoS. But otherwise LoS on enemies dante himself hasn't primed by himself or remotely through others via pageflight or warden. This way, you need to ACTIVELY play to fight stuff and then delete them finally as a finisher, not just spam the thing and see red dots disappear off the map quicker than you can say "oops". Second alternative, which is much bigger but is for ALL frames that will have LoS when it gets reworked (and should likely become the "balanced" option even for those without it): Make abilities have "cover" fall off. If an ability cannot get any line of sight confirmation the ability's AoE only hits as long as the enemy is within 50% of it's modded range. At this close range the ability hits at full power. If the enemy is outside half the modded range through walls instead the effectiveness is reduced, but it still hits. Any abilities that need to register hits to do whatever will register half hits or give half effect, and if they gaurantee status, have a half chance of status if behind walls. Further, similarly apply the same logic with abilities to other frames. if you've whacked them or interacted with them in some way before first, mark them as "locked on" targets to the player and their AoE's will blast through terrain to yeet them from existence without fall off even if you get behind obstructive cover this allowing people to have their nukes at a reduced effectiveness when just used raw and spammed, but also play actively and take cover and still spread their nukes and detonate them for dopamine stonks in other play styles. anyways. Dante specific stuff. Word warden, make sure it uses the mods and tome mods applied to Noctua itself on the noctua copies. it doesn't seem to apply Jahu canticle marks when tested on a grineer battle group and using just the word warden to deal damage before killing. (which should of left them briefly marked) If Dante pulls out his own Noctua and fires a middle click, all allied Noctua wardens will also fire their waves in the direction their holders are facing. Further, have warden Noctua's deal additional damage if Dante is wielding his own Noctua at the time making him a "conductor" of the books, so to speak. Overguard is good where it is. The regen buff was really good and essentially allows active kills to grand momentary near invincibility from the overguard coming back and being re-smashed over and over again at higher levels if you're effective. Pageflight I keep wanting to ask for scaling on the number of birds (with range?) but maybe it'll be too much once they get their status vulnerability back too. Alternatively, there could be a minimum of 3 birds of dante himself if theres no allies, but he otherwise gives 1 bird to every ally (other allies also, not just player allies) letting it scale will allies past a baseline point but be more spread out (tangentially allowing him to mark lots of enemies all over the place for tragedy if you take that suggestion) Could he get more animations for his 4th? Like say floating his book between his hands and raising it up launching the birds from the pages of his book to look for targets for pageflight, the normal animation for tragedy, an animation similar to terrify but more "triumphant" and less spooky for triumph, or word warden throwing noctua infront of him to open flatly on an energy glyph before returning to his hand which produces the noctua books from the portal which fly to their respective users and joins them one it reaches. it's the little things. Noctua itself, the shards that the book is meant to throw out. how are they meant to work? it always seems like the main target is scattered with the shards when I thought the blast would fracture and send the shards to up to X many random targets nearby or behind the target in the radius but also including the main hit if there are non others so to spread the damage around. if you take the marking option for LoS once again, having the shards prioritizing spreading out to targets not the main one until no other valid targets exist sounds like a pretty good take to me.
  7. accurate. cause i use avenger on Dante cause the damage goes through guard and he can just heal it back...
  8. use triumph and kill consistently with a cast of light between momentary luls/movement for i-frames. murmur couldn't touch me in a solo netracell earlier as long as I kept the over-regen regenerating via a kill every other second and even then some shields with augur kept it up if I really wanted to finish a melee combo or something. Makes you more active, and the regen was literally doubled from it's original to promote more activity rather than frontloaded overguard inverse nukes.
  9. if you're going to be at it and rewrite LoS, and we either need to have LoS or not have LoS, would it be too much to ask for... both? Just now I was tossing up an idea of "enemy cover vs powers". so if In dante's case you have your 30 meters kaboom/buff. but for offensive powers like tragedy that hit AoE around you or a target and take half of the modded distance and let it hit at full power, (15 range) but then if it passes through a solid wall with no vision on the enemy after your new checks the ability only hits half as hard to the enemy on the other side. (or maybe depending on how many of your new raytraces hit their marks? hmmmm?) then you slap that onto other frames so that we can meet in the middle of where they're either strongly hampered by LoS or frames who don't care about it equally, and it becomes "oops, all LoS but not really maybe" depending on range. Then if you want to go further you deal out a "you want big nukes? you better mod for it" card of like an "Ability penetration rate" buff and sprinkle it around those who can give buffs to strength etc and let people getting empowered by allies or sacrifice a mod slot or arcane or whatever at the rough detriment to their other stats as a roundabout balance point to improve the percentage of range their abilities punchthrough the level at full power. complicated maybe, but it's my idea.
  10. it's a use for the 3, when you said theres no reason to use the 3 by itself. ;) also with that range and it "softening up" stuff at level 100+, it'd likely vaporize anything in lower starchart where the normal syndicate missions are.
  11. [*me, spamming 3 literally everywhere without using 4 cause 3 breaks containers and helps with finding special loot when it can just delete a room of it's crates and softens up the enemies from outside the room*]
  12. So impact tenderizes them, puncture breaks up the armor so other things can punch through and hit harder, and ye old physical cold shatter (hard frozen should double the effect for sure). all really nice actually. But definitely a very big focus on damage, which everyone loves, but is a bit of a power creepy moment.. but given how everyones modding goes now... I guess kinda warranted. :V some real theoretical stonks damage there when the viral comes knocking and the enemy is impacted up and has been pincushioned and frozen to the bone. But damn, you definitely spat the facts there with the slashes+puncturing example. But agreed. But I guess the slash to bleed is technically working as intended cause if the damage is reduced by armor, so is the bleed, but the bleed already being affecting them, ignores the armor cause it's technically a wound thats making them bleed out, and you can't armor vs loss of blood already inflicted. but then it falls over when you go back to the shields blocking slash thing, since I dunno how you bleed energy shields except for game balance reasons.
  13. But basically, it's how I've always been playing. and it works. Keep something in the back pocket to control the enemies with. Dethcube with radiation cold missiles just happily firing away or a similarly modded Cedo middle click works wonders for that. Can also mix in some operator shenanigans too. cause i-frames when popping out. Something Cy says: "Meditation: If we do not control the enemy, the enemy will control us." Whether thats mass furious murder as many do, or strategic application of status effects and a sprinkle of get gud. Control the enemy.
  14. Yes, they do, but why not double? warframe people are all about the excess after-all. also it's not like you're killing every single enemy with mercy. Only true high kill per second is steel path when the enemies are being stingy in survival but the LS tanks are there for a reason regardless. The rest can probably just get CC'd and dealt with leisurely if you play smartly in most other modes. Eximus and heavy units are the units that actually matter. they're the ones who're likely to end you with their heavy damage and sponge up your time being annoying and tanky. so why not focus on deleting them so you can go back to picking on little guys?
  15. the point IS to let it expire, seemingly. cause of the rate of shield recharge you get. Also positioning when using it. don't stand somewhere the enemies are all around you. what. it's perfectly accurate if you throw it at the enemy's feet. great free lockdown. Throw some bouncy void glaives into it and enemies start popping like popcorn. Also makes a good eximus overguard checker. throw it on them then break the overguard quickly and they'll just fall over and stick to it so you can finish em off. Btw, did you know you can sustain an excavator/defense target with that "weak" 100 HP heal...? cause it's only 100 at a time, each proc doesn't get capped by the 500 limit to healing thing they did. you can literally imprison half the enemy cap worth of baddies when your yarget is getting low and just spam dash while looking at the floor and you'll get entire thousands of health back onto the target you otherwise would never get back in any sort of hurry normally. but ok, if they do nerf this now that I've mentioned it, they really do hate vazarin. Can't heal with it if you kill all the enemies. it's kinda backwards, or people are just too blood thirsty to think. (I don't blame em, given what the games like now to most) Only real drawback is a lack of damage unless you pack some magus melt for personal operator damage so you can still unairu revive (it's a waybound, technically everyone has it) oh, also, hold your void mode until it charges up fully. you can casually give everyone 50 health regen for a minute. it's pretty nice for health tankers. but if you're a level limit goer... ah well.
  16. speak for yourself. mercy has utility. like if I run equilibrium and I somehow run out of energy or need some health, a good mercy usually tops me up real good and looks cool. it's also I-frames for a moment to delay incoming damage to let shields reharden and they make nice stepping stones for combo based gameplay, to just bounce between eximus/other heavy units to stay alive and to spawn health and energy orbs and reload slow to re-arm guns while controlling the rest of the room with status effects and nukes. roll. don't jump. More damage resistance and no knockdowns that way. Eximus are just big shiney health+energy+reload packs (or blind bombs or power boosts) and are just fun enemies I can actually hit a little and style on cause of their expanded health. Now if only you'd allow mercy to just work even as the enemy levels go higher, rather than having the threshold get decreased gradually... Can these impact procs raise the threshold flatly so even at stupid high levels (in the thousands, mainly only in circuit in my case) the 10% threshold can still be like 50% when they're procced up making it more useful?
  17. bullcrap tolerance is lower. if you were actually farming that stuff you would've played it all already. whats one 100% walk in the park lone-story run for some clamps and one bad duviri build reroll through a solo low end circuit to get steel path back? mine stayed unlocked anyways. come back when your PC has been upgraded I guess or try to change some settings around if the enhanced graphics are getting you down. People always say, you don't give up Warframe, you just take an extended break. so... yeah, take a break. try again another time.
  18. you can mitigate it by using dodge rolls to engage flight, forward dodge roll in midair engages flight without the awkward jump and also gives you a boost forward into a barrel roll if you've got enough clearance. it's usually my favored way of engaging flight on a dime, unless I want to go up. I once had so much time that when lodun piped up about the succession scrolls nearby as I flew through, i still had enough time to quickly jump off, collect the chest and get out of there and then rebuild my time back to 1 minute before I finished. Brimon is obviously lying about how good he is or he's kneecapping himself by not shooting the targets or something, if his time is longer than me missing a couple gates and unlocking a chest on the way.
  19. you may have finished the starchart, but have you really? You may want to look into farming the frames and maybe duviri and nightwave. You can get yourself some reactors and stuff in various ways and polish up some new frames or perhaps unlock arbitrations. Getting your hands on adaptation from that mode will help with survivability, but you need to be able to survive that mode first. Maybe consier eidolon hunting to boost your focus powers+get arcanes? Your operator is a very strong utility with some focus levels. Duviri's circuit is actually a good place to get focus due to the inclusion of thrax if you can withstand the RNG loadouts. Don't rush yourself into high level content, but do learn where you're falling flat (being blasted away in sortie for example) and try to figure out some options to counter it. play more active play, remembering being airborne makes enemies more likely to miss you to a degree. better enemy control. Perhaps a Helminth subsume? Stronger weapons. more explosions, no don't be one of those people or a better frame for the job. As nice as vulkar, atmos and Xoris sounds, there are more things to use. Learn how to build things and expand your mods, but don't necessarily follow builds from videos etc to the T, cause a lot of content creators and such you'll probably see make builds with everything from helminth to arcanes to archon shards to more exotic or primed versions of mods and several layers of forma and such. It's not feasible. But some of the nicer ones might provide an "early game build" you can use when showcasing frames and weapons. mods wise, do take time to periodically empty your mod inventory of high amounts of duplicates. it can be quite the endo dump if you've played a long time which helps maxing mods you really need, like multishot and damage or elements. Although it's also quite fiddly. But often times I'll come out of playing for a few months and reduce my mod duplicates and get like 20k+ or lot more endo out of it (40k once I think. basically near maxed a prime mod on it). Endo can tend to be a barrier point to a lot of fun, cause of the very manymanymany uses in mod upgrading. Same with credits, but you've got some hefty places you can go to get more credits, such as index. Learning about and unlocking yourself a railjack from the quest and playing that mode is also a nice distraction with some useful rewards. The parts being quite good casual endo farms while just progressing provided you always pick them up. In groups, it can also make for an alright place to level gear, due to the global xp and resource sharing nature of the mode. Intrinsics add to your MR rank too. With more MR comes more permanent mod capacity and void traces etc after-all. I can't tell you how happy I became when I hit MR30 and no longer had to worry about releveling my weapons and frames to keep all my mod capacity after a forma. xD but that was quite a farm. Good news though is that as the game grows, so do the amount of items in it and the ease of actually getting to that critical point of loot collection to hit it earlier than some of us veterans might have. Try not to overfarm and burn yourself out. Play it at your pace and give yourself some goals to work towards by browsing the wiki, your profile page's collected equipment screens or showcase videos then go do them, but don't obsess if you get the rough end of the rng and play one piece of content for like several hours and leave yourself with a terrible experience. Cause if you don't feel like playing anymore cause you ruined your motivation on a farm that went bad, you're not gonna be getting anything ever again at that point...
  20. I do believe operator got a rework somewhere in there. but it's quite an indepth one. but basically, no dash, no punch. instead a variable distance dash thats a bit more controllable and easier to aim, melee auto switches back to frame to attack, and operator has skills on their 1 and 2 and still sometimes void mode in a few cases rather than attached to their dashes. uh, maybe arcane expanion happened? so arcanes basically became twice as long to farm, but go up to level 5 which is 50% stronger than what 3 would have been, roughl? also flattening of stat variability on arcanes so only one number will change, usually the one that affects how strong, rather than the ones that change how long or how big. Ammo rework for most explosives so you have less of them and might be encouraged to use other things than explosives near constantly. lots of new mission types and locations I guess. hard to tell, it all blurs together after some point.
  21. blah. dumb-asses ruining perfectly neato objectives by being bad. >_>' rip the power lines. or is that just during the questline so people understand it for later? edit: ok yeah, nvm. I skimmed. :V
  22. Can I join the club? I think I've been hanging out watching the feedback and bugs areas too long... >_> too many tired SP circuit dislikers getting mad and threatening leaving.
  23. *phew* but yeah, narmer hacks just take a bit of getting used to. I find if you just watch where the line is, then pick a dot, you can then just either go in a circle to hit them all for a diagonal line, or go from top to bottom/left to right on a straight divide. it really is just practice. they used to muck me up at first, although I'd never usually just outright fail, but they'd take a hot second to go through. rarely I might miss one and accidentally lose some time and then panic and fail, but thats like a 1% at this point.
  24. aiyah, this honestly feels like a sensitivity or controller issue... races are basically free for me. I can't really help if you can't control the kaithe. But I do have a trick for getting the kaithe in the air without the "bullet jump" input. You can either deploy the kaithe while already in the air yourself and it'll pop up under you and fly up. or you can jump with the kaithe and roll forward, this boosts you into your kaithe flight without the awkward high jump it always wants to do. Other than that... us PC people probably have it easy control wise.
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