NedTyler
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Posts posted by NedTyler
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The bounty is to capture it, not kill it. The lures currently bug out occasionally, one or two probably didn't attach when you were capturing it. Same thing happened to our gantulyst run. We had all 3 lures charged and close to it, but it still died and we failed the mission. After that we couldn't run it anymore because the eidolon kept teleporting seconds after it spawned, and the lures decided they wanted to become hot air balloons.
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1 minute ago, (PS4)big_eviljak said:
So summon her molt in a gard to reach place, problem salved
You're amusing. What's the point of molt if it has to be hidden away?
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8 minutes ago, (PS4)big_eviljak said:
Shes dang near unkillable if modded properly and with regen molt....not sure why people are complaining.
The problem is that at high levels, her molt becomes useless because it barely lasts for a second.
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3 hours ago, Silverton said:
On another note I'd like to know what people thought about the rest of my post. I provide feedback and you guys only focused on my Toxin discussion.
I only talked about your lash suggestion because I didn't agree with it. Also I must confess, I use shadow steps for melee. I know it's cheating, but it's one of the only ways to survive with her in high level missions. If her molt got the globe treatment and miasma got a little more utility, her survivability would increase tremendously.
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At this point we can only hope that they make good changes when they eventually decide to evaluate focus abilities next year.
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Ghost rider comes to mind. You may need to change it a bit tho. Warframes don't have eyes.
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I don't understand the question.
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I agree she doesn't begin to shine until late game when you can't OHK heavies anymore.
38 minutes ago, Silverton said:Toxic Lash- I hate this ability. It isn't much different from it's original if it is different at all. Give her something else or tweek her to make her better in close range (you nerfed her shields and HP GG DE). I'd love to see something new in it's place or for it to affect more than just melee weapons (it'd also maybe fix me needing a specific weapon). You nerfed her defense stats and make her use a melee ability to get her damage up.
As a dedicated melee user, this made me see red. Just because you don't like the ability doesn't make it useless. It does GUARANTEED toxin procs for crying out loud. If the only reason you want it to be changed is because our doesn't suit YOUR play style, I'm glad to inform you that it isn't good enough.
I don't know if you're aware, but the most powerful attacks in-game excluding maim are by melee weapons and abilities. You may want to hop on the melee bandwagon sometime soon.
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I currently have 4 forma on my saryn prime. I'm running at about 128% dur, 130% eff, 235% range and 110% Str. Honestly? I agree with the idea of the globe treatment for molt and corrosive procs with miasma. But even without, most people underrate saryn because spores have just a small amount of damage at max rank. Saryn's spores are honestly the most powerful first ability ingame (sure landslide can do a lot of damage, but it doesn't scale like spores, nor does it have the same range). Done right (enemy spawns willing) you don't have to spam spores at all. And as for the 'low damage' remember that enemies are usually affected by more than one instance of spores if you're popping them.
Using the information from the wiki, and ignoring power mods, molt does 400 toxin damage. Spores do 25 damage when burst. 25% of the basic toxic damage that causes a toxin proc is added to the burst damage as well as causing a guaranteed toxin proc on the next victim. So let's say you cast molt, spore it and then detonate it. Your spores you release do 25+0.25*400 = 125 viral damage, and a guaranteed toxin proc. Now let's also remember that molt has a guaranteed toxin proc. So now the surrounding enemies have their health cut in half, take 125 viral damage, and are suffereing from two different toxin procs doing 200 toxin damage per tick. Pop a spore on one of these victims, and your spore burst damage increases to 25+0.25*(400+400) = 225 viral damage. As you can see, each additional toxin proc from the original molt adds 100 viral damage to the spore burst. say you have 5 toxin procs on the same enemy, that's 525 viral damage.
Ok now you might be saying that's not good enough. Let's add Toxic lash into the equation shall we? Now at base, it adds 30% toxin damage to your melee and does guaranteed toxin procs. There are a lot of factors that come into play at this point.
- Number of spores popped.
- range of melee weapon.
- Number of hits per sec by melee weapon.
- Melee weapon's base damage.
Now let's say you have a weapon with 100 base damage (being modest here). Toxic lash increases this to 130. Ignoring combo multipliers, each strike you deal an enemy does a guaranteed 65 toxin damage per tic and increases spore burst damage by 32.5 per hit. Typically, with a weapon doing this little damage (something like the Obex or Dual Zoren) has a relatively high attack speed. Meaning you get more toxin procs. With melee, you can increase the burst damage significantly when you factor in the combo multipliers, damage, speed, range and other status effects.
I hope this helps to convince the people who think that it doesn't scale, because it does when you consider that the enemies are going to be at half their health. The Corrosive procs will help significantly with this.
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- Fixed Naramon Shadow Step trigger for any critical hit (was only intended for melee crits).
I don't know what happened, but after the update I can't get shadow step to trigger at all. I've used several melee weapons and made sure the ability was selected in the tree. The yellow crit text pops up constantly, but my character refuses to go invisible. And yes I make sure to use the ability first before testing. It was working fine before the *fix* (extremely fine). I hope it can be fixed soon
Also the first upgrade increases duration from 5s to 6s I was wondering if this is a bug, or if we have to turn in 75k focus just for an extra second of invisibility?
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Focus reset on revive
DESCRIPTION: You lose all focus points on a warframe (or at least they reset) when you die in a mission.
WHAT: Any warframe
WHERE: Any mission
CAN YOU REPRODUCE THE BUG? Yes.
REPRODUCTION STEPS:
1. Apply lens to warframe
2. Start a mission and do damage with said warframe's abilities.
3. Die
It's extremely frustrating because I ran a survival and got more than 20k focus, only to have it all disappear because a ancient appeared.
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This happened to me also in a solo survival missions - 1 death and around 20 minutes of focus were wiped out.
This just happened to me 1 lost about 45k Focus points
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Can I still get a ticket for the hype train?
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I am really liking the concept of using damage to build up healing, its a really neat new way to dish out heals. I think Mend has a lot of potential to be a really useful skill. The only problem is, that heals often are needed on a reactive and quick basis. Currently, MOST of your time spent playing Equinox is going to be spent in Day form, giving damage boosts to your allies and building up Maim for good AOE. But, what happens when things go bad, and you find yourself or one of your allies very near death and needing a heal as ASAP? Well, I guess you pop your maim, then Morph over to day, then pop Mend and build up some damage to be able to heal them. This doesn't really seem efficient, and hampers the usefulness of what is actually a very cool healing skill. I think that the kills you build up during Mend/Maim should carry though when you morph between Day or Night, so that when those moments come when Mend should really have its chance to shine, it actually can. I saw someone above suggested keeping only a % of your buildup when switching, and I think this is a fair idea. Anything but having it reset completely to 0
I totally agree with this. A differect suggestion will be to pop only a % (maybe 50%) of the stored damage when switching. This leaves the remaining % free for use in the next form. This way there'll be a bit of interaction between metamorphosis and R&R.
The other issue I see with Mend is that in comparison with the high utility of Maim, stunning and damaging enemies while accumulating kills for AOE damage, Mend has no other benefits while active. So while there is plenty of reason to run around as Day with Maim active, there isn't really a lot of incentive to do the same as Night, letting her fall to the wayside. Adding some kind of CC to Mend, perhaps slowing enemies instead of stunning them, or perhaps even disarming them.. or a blind, since it is Night after all.. can you see that well in the dark? Maybe it can prevent status effects or stagger? Whatever is added, I think it needs something in order to make it as useful as Maim, and perhaps give a little more reason to run around in Night form, perhaps preparing to cast off a heal when necessary.
This is another valid point. Maim should have a an addictional effect. Considering how Maim works with slash procs and a huge damage proc when released, I think a slight health regen should go nicely with Mend. But it needs to do something else at the very least.
Pacify I'm fine with. Provoke should at least buff you too.
R & R needs a range buff. Otherwise, I feel people'll use it just as often as they use psychic bolts.
Metamorphosis needs to change. There are different ways I can think of to make this ablilty better. You can:
Make the temporary bonuses permanent. That'll make the Day and Night forms feel more unique.
Remove the decay and increase the duration a little.
Reduce that 2s cast delay and remove the decay.
As things stand right now, the only reason I personally use metamorphosis is because it's the only way to switch forms.
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OP is a troll.
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Quotes stacked ontop of quotes ontop of new quotes stacked ontop of quotes with words quoting quotes
Indeed it shall
Inspirational Quote by JoeTheBansheeWe're 23 pages in, I doubt this topic could go back to the Orokitties.
It shall be passed down for many future generations
-TheVerdict
Quoting for emphasis
Quoting out of boredom
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They live pitiful lives in a pitty pit in a world that pitties them for living pitifully in a pit with pitiful things.
The pitty people eat pitiful animals pitifully. Then the pitty animals rise and pitfiully punt the pitty people
And pitty animals eating pitiful food. The pitty animals then get eaten by pitty people pitifully
From the pit of pitness, full of pitty people.
From the pit of pityness
A pity has awoken.
A pity indeed.I have killed the thread once again.
What a pity.
Living pitifully, the pitiful animals pitied the pitiful people they ate pitifully out of pity for the pitiful world they pitied other animals in.
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Extreme hyperbole doesn't make your argument more convincing, it just comes off as childish. My point was not that Trinity should be nerfed because she can heal, but rather that her healing is far and away the most powerful source of healing in the game (a max strength Oberon for example, can heal for 200 HP per second). Her powerful heal, when combined with her ability to stay at a 100% energy supply for an entire mission, leads to her being a required character in high-end content. This creates a vicious cycle of balance, wherein the content is then balanced around Trinity's presence, making her even more of a requirement, and making that content unnecissarily difficult (if not nearly impossible) for any team that does not bring her.
The impression you're giving is that you've never played as a trin before. If you have, you'll realize that trinity is a pure support frame. Blessing is her ultimate skill. It takes 100 energy to cast. Comparing her to oberon is not the way to go. Oberon's heal is his 3rd ability, and only takes 25 energy on cast for the initial heal.
I don't know about you, but her immediate heal is justified because it's her ult., and modding for blessing often leaves you hanging in terms of range or efficiency. Meaning there's less incentive to use your energy vamp.
If there's one thing I've learnt since I started playing warframe, it's that you don't start hating/disliking a weapon or mechanic until you've used it and understand it. There are several examples of situations where players have made an uproar based on unreleased mechanics, or mechanics they don't understand. The recent ones I can remember now are chroma's alt helmet and the period before players realized that arcanes could be upgraded.
My advice to you OP is that you should try getting a trin. Level the frame, forma the frame, learn how the frames abilities work together, and learn the kind of reflexes required for team play (as good trin, your priorities in the mission aren't the same as other's). When you've understood a bit more about the frame and how it operates , you're justified in asking for a nerf. Otherwise you kinda sound selfish asking for something you've never used to get nerfed.
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With the advent of arcane items, a lot of players are paying more attention to syandanas than they previously did. Whenever an arcane syandana is crafted, it just has 'arcane' appended as a prefix to the syandana. As a player who particularly likes the vaykor syandana (I have 4 of them), I decided to make them all arcanes. I now currently have 2 different arcane vaykor syandanas, and the only way to differentiate between them is by clicking on them and reading their descriptions. I'd like the Items to be given names that can tell you their functions at a glance. For example, the arcane vaykor syandana with a guardian arcane can be renamed to 'guarding vaykor syandana' instead of having the general 'arcane tag'.
This will also be useful if in future you decide you want to build another syandana with the same effect( just for cosmetic purposes). This might seem unlikely right now, but give it time. If this system is implemented, syandannas with the same effect can be sorted close together.
Arcane ----------------> New Arcane Prefix=======================================Arcane Acceleration -> AcceleratingArcane Agility ---------> AgileArcane Avenger----- -> AvengingArcane Awakening ---> AwakeningArcane Barrier -------> BarricadingArcane Deflection ----> DeflectingArcane Eruption ------> EruptingArcane Grace --------> GraciousArcane Guardian ----> GuardingArcane Healing ------> HealingArcane Ice ------------> CoolingArcane Nullifier -------> NullifyingArcane Phantasm ----> PhantasmicArcane Pulse ---------> PulsatingArcane Rage ---------> EnragingArcane Resistance --> ResistiveArcane Strike ---------> StrikingArcane Trickery ------> TrickingArcane Victory --------> VictoriousArcane Warmth -------> WarmingOf course these are just suggestions, better prefixes can be used. My main point is that the syandanas should all have unique names. -
wot
oi
Wombo Combo
GG m8 i r8 8 out of 8
GG GET REKT 360 NO SCOPE TRIPLE KILL 5EZ100ME
FINE DEN. YOU WIN THE BATTLE
YES
(NO)
(no scopes parenthesis)
(360)
(42)
(what is the definition of the word neither? Is it so definable it breaks the fourth wall?)
(me neither)
Get #REKT in Pasadena (i dont even know)
Rekt Inside P%#^*
Ripperoni in Paradise
Repperoni in PizzaRequiscat in pace(I'm free!)
Valar morghulis
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oki if u insist
1v1 m8
u wot
yes rly
o rly
was on mobile. Wall of quotes continues and lives on eternally
Please type inside the quote so I could actually quote to your wall of quotes
Yes really
This thread is illuminati confirmed▽
ILLUMINATI CONFIRMED
Remember guys : no nosc0pe (rule n°420)
what if I use mesa?
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I've tried to like ember, but I really can't. She seems to require a style of gameplay that is unfamiliar to me. She feels like a warframe whose strenght lies in casting her last 3 abilities. But this requires efficiency. Maxing this reduces duration. I find it difficult to find the perfect balance of str, dur, eff and range and still somehow find a spot for an augment - that's supposed to be part of her abilities in the first place - that makes her more bearable.
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IMO Banshee is perfect the way she is. As to people talking about not being viable for solo, you're completely wrong. Banshee and loki are my fav. solo frames. You just need to learn how to use her abilities. Sure silence has a brief stun, but you can maximize it by moving around. Enemies are stunned every time they come within range of the ability. It's kind of like healing a teammate with a fire chroma.
I don't want them to touch her because DE doesn't exactly have a good track record when it comes to changing abilities. Next thing you know it'll become a channeled abililty that drains energy constantly and lasts 20s at max. -_-
Console Tenno: Server Upgrades @ 9 AM ET on Feb 14.
in Announcements
Posted
Will this fix Lure and drone problems on the plains? or make the Terralyst not despawn seconds after spawning?