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-SilverWolfPrime-

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Everything posted by -SilverWolfPrime-

  1. Nekros main here, currently testing out some shenanigans with a new Nekros build and I'm curious if the Theorem Infection bonus damage granted to Shadows allow them to proc Archon mods, namely Archon Vitality. From my experience, using Theorem Infection does allow them to proc elemental statuses depending on the Residual Arcanes, but it's not always consistent and I can never seem to get them to work in the Simulacrum. I'll be doing some testing on this front myself, but if there's anyone else who would like to test this out as well, I would greatly appreciate it! <3
  2. Noticed that among the new Archon shards that were released, Violet has an affect that is essentially a discount Equilibrium, offering +30% Energy on Health and +30% Health on Energy. Currently, my big three Warframes (Nekros, Voruna, and Umbra) all run Equilibrium, and I'm wondering if the Violet effect is strong enough to warrant replacing the Equilibrium mod for more mod space in the main build. I'm really hoping that to be the case as it opens up a lot of options that I could really use for the builds. I am hesitant, however, because I'm not sure if the investment is worth it in the long run. As a general question, are the Violet Shards enough to replace Equilibrium in Warframe builds? As a more specific question, would it be worth it to replace Equilibrium in the builds below, and what could I replace them with if applicable? (Builds are linked, current shards will be added alongside them). Nekros Prime (2x Tauforged Amber for Casting Speed, 2x Tauforged Azure for Energy Max, 1x Tauforged Crimson for Ability Strength) Voruna (2x Tauforged Amber for Casting Speed, 3x Tauforged Crimson for Ability Strength) Excalibur Umbra (2x Tauforged Crimson for Ability Strength, 3x Crimson for Melee Critical Damage) For Nekros, I'd probably replace Equilibrium with Creeping Terrify. For Voruna, I'd probably replace Equilibrium with more Range mods, or Primed Flow for more Fangs of Raksh casts. For Excalibur Umbra, I'd probably replace Equilibrium with a survivability mod like Adaptation or Rolling Guard. Feel free to comment on the builds if you wish, too. I always want to hear more input and learn more.
  3. Tomorrow is the day. Let's see what happens and let's see if DE responds. I sure hope so.
  4. I'm just gonna keep adding messages to keep the ball rolling. I just want them to say SOMETHING more about this Heirloom Pack that isn't a forum post. Just want them to fix S#&amp;&#036; in this game.
  5. Thank you for the hotfix. If at all possible, there are still some major issues persisting with Excalibur Umbra's passive, including Transference position, loss of ally and toggle buffs aside from Exalted Blade, and issues with the Naramon skill tree. I've included some in the Bug Report section. In addition, Voruna's Ulfrun's Descent seems to not be properly adding the correct amount of Critical Damage to each additional kill damage bonus. Listed in Hotfix 32.2.4 patch notes, Voruna is supposed to receive a +0.5 crit damage multiplier on kill with Ulfrun's Descent. In Warframe's current build, this is only +0.1 damage multiplier increase per kill, and has been the case since the buffs to Ulfrun's Descent were implemented. I have included the patch notes in question here. Please look into these if possible.
  6. It's a Prime Time stream, a primarily community based event. I'd be suspicious and concerned were this a devstream, but they probably didn't want to bring up the bad rep.
  7. Anything I could say in regards to the unacceptable nature of the Heirloom skin packs, I direct to here. It outlines every one of my thoughts as well and I don't intend to buy more from DE until a more acceptable response is made. You're better than this, DE. We absolutely know you're better than this.
  8. Contributed, thank you. I'm still very tempted to buy the skins too, but this decision is just...why.
  9. I've heard about this too, and its shocking to see how low the bar has sunk. It's horrible.
  10. There's no good outcome to this. I buy the skins, I instantly become a whale that contributes to the exact problem this creates, and end up becoming ashamed of making the purchase in the first place. I don't buy the skin, I miss out on cosmetics I legitimately like and perhaps one of the only opportunities I have to get something "prestige" in Warframe (not a Founder player). Why did DE do this? They're better than this.
  11. Many months later and I'm surprised this isn't getting the attention it deserves. Beautiful stuff!
  12. Thank you for the hotfix! Still no word on possible synergy with Voruna and the rest of her abilities? With Ulfrun's Endurance being released and being able to stay almost infinitely in Ulfrun's Descent, tied with the fact that Voruna can't cast Helminth abilities in Ulfrun's Descent, Lycath's Hunt becomes useless as she has no way of proc'ing it, despite being able to build it's duration up rather easily.Can you also continue to look into Excalibur Umbra's Transference passive? There are still a myriad of problems that disrupt gameplay to a severe degree. This is includes the removal of buffs, ally buffs and toggleable abilities upon Transference back into Umbra (only excluding Exalted Blade), teleporting to Umbra's location after traveling a distance with Void Sling (instead of to the Operator's new location), and nonfunctionality with the Naramon Focus tree. These things are extremely detrimental to Umbra's ability to be used and be effective in gameplay.
  13. Can you provide more explanation on this? Does this mean it only impacts how damage appears through the Enhanced Damage Numbers system, or did some of our abilities lose Critical Chance on some abilities? If it's the former, that's fine. If it's the latter, that potentially nerfs a chunk of the Warframes we have available that really rely on any Critical Chance they can get to function (Gyre, Voruna, Kullervo to some extent, etc.) and it's for the sake of visual aid. To ask it in simpler terms, the Critical Chance values removed were ones that didn't have any application to the ability damage formulas, right? Can you please look into adding synergy with Voruna's Lycath Hunt and the rest of her abilities? With Ulfrun's Endurance being released and being able to stay almost infinitely in Ulfrun's Descent, tied with the fact that Voruna can't cast Helminth abilities in Ulfrun's Descent, Lycath's Hunt becomes useless as she has no way of proc'ing it, despite being able to build it's duration up rather easily. Can you also continue to look into Excalibur Umbra's Transference passive? I am very, very, very appreciative of the fixes that were made during the update release, but there are still a myriad of problems that disrupt gameplay to a severe degree. This is includes the removal of buffs, ally buffs and toggleable abilities upon Transference back into Umbra (only excluding Exalted Blade), teleporting to Umbra's location after traveling a distance with Void Sling (instead of to the Operator's new location), and nonfunctionality with the Naramon Focus tree. These things are extremely detrimental to Umbra's ability to be used and be effective in gameplay. Honestly, I'd like at least something as well. I absolutely refused to go through Kullervo's Hold during the event precisely because of this reason unless it was absolutely necessary for me to. I can understand being able to have an opportunity to play through Kullervo's Hold when it wasn't the correct spiral, but then why add the Pathos Clamp tax? Why would I also spend ANY Pathos Clamp to play a "special game mode" when I could go through the same exact thing on Lone Story during the correct Spiral 3/5ths of the time for free? And why would I also spend ANY Pathos Clamps to play a game mode knowing full well 5 Pathos Clamps kinda matters a lot for stuff like building Incarnon Adapters and getting certain Acrithis items like Orokin Catalysts, Rivens, Arcanes, etc.? Sure it's long gone by now, but DE absolutely needs to respond to this because it absolutely should not be a precedent moving forward with other game modes.
  14. Thank you kindly for the Warframe Augments this time around, all of them are perfect, especially Voruna's Ulfrun's Endurance. If it at all possible, would it be possible to add synergy with Lycath's Hunt and Ulfrun's Descent as well as Fangs of Raksh? Thank you for looking into fixes for Excalibur Umbra this hotfix as well, all of them are very appreciated. If at all possible, there are still some major issues persisting with Excalibur Umbra's passive, including Transference position, loss of ally and toggle buffs aside from Exalted Blade, and issues with the Naramon skill tree. I've included some in the Bug Report section. Please look into this if possible.
  15. This in and of itself is a good example for a small adjustment or tweak they could give. On Radial Javelin cast, grant Excalibur a small amount of Shields or Health per enemy hit? That'd be perfect to give him for the time being. This, though I'd say instead of damage boost I'd say give it a larger radius and interaction with his tentacles. Personally not a fan at all of Undertow, but if it needs to be kept, make that puddle ability a gosh dang ocean!
  16. I might....just suck at assigning energy colors to Nekros, then. I get finnicky with it because Nekros is definitely my main and I like to make sure that the energy colors are a part of that fashion, but it's hard to strike a balance between the two when the energy colors don't seem to pop out as much as I want them to so my teammates don't get confused. I figured going pure white was an easy way to do this, but it really doesn't look that way in mission, and people still get confused. In addition to that, Eximus units are weird in that sometimes when spawned as Shadows they either adapt their energy colors to Nekros' or just flat out keep the base energy color, so sometimes allies will mistake them for enemy Eximus units. As a frame that REALLY wants to try to get Eximus shadows, it can be cumbersome. This is MAINLY the kind of stuff I was referring too, but I'll admit, maybe it's a me problem with not setting proper energy color. That being said though, I refuse to admit that the links in energy from Shield of Shadows are supposed to be a compensation for this kind of scenario. Primarily it is not, because you're running it for the damage reduction, and the links do help to differentiate. But if we're gonna talk about it in this manner, visual cues and overall QoL shouldn't be assigned to augment mods (sorta similar to Wisp's Fused Reservoir). Fair enough. I merely put this on as an example to give, but yeah, both could definitely use some help (even though I think Sevagoth is quite solid, if clunky). Absolutely agree. I really hope they do something more to address her 4's power, though maybe in this context another example would've been better. Something like the lack of synergy on her 3 with her 4 despite her 4 being a melee attack would be a better example for this kind of discussion (why that isn't a thing still baffles me it's gone this long without a tweak). I've been a bit biased with this one lately, since I've been having a nightmare of a time trying to build him (Umbra specifically) for Steel Path content. It's not that it's a bad passive; anything that creates a Specter that does all the stuff that Umbra can is a SUPER GOOD passive, and its AI is pretty damn good from what I've noticed, especially with the constant 2 casts. The issue is when it's so buggy to the point that it's detrimental to your build and playstyles. For example, the dreaded Transference bugs on non-Host missions where moving around as Operator becomes useless if you're just gonna teleport back to where you started anyway. Another is toggleables or ally buffs just flat out being removed upon Transference for no discernable reason: fixed with Exalted Blade sure, but nothing else. Another is not being able to use certain Naramon abilities while in Transference. This is probably going into rework territory at this point, but there's a moment where the passive destroys the exact niche DE intends with Umbra, and I think it's problematic when players start recommending using base Excalibur as a resolution (it doesn't make much of a difference at all stat wise, yes, but doing this is not giving a clear problem proper attention, and THAT'S what I find problematic). Hence why I bring this discussion up. I don't think Warframe touch ups are happening as often as it needs to. Reworks shouldn't be a priority in my opinion, but I think a lot of frames could do with a little bit of attention at the moment, and I think it really wouldn't take much to accomplish this while we are WAITING for those full fledged reworks to happen. Essentially, while we have that big Hydroid rework in mind, why not touch up a few things about the currently existing roster in between updates? Maybe like giving Voruna synergy with her 3rd and 4th abilities? Maybe giving Octavia the ability to grant buffs only when she accomplishes the conditions for them? Small things, but things I think go a LONG way to add some refreshment to the roster of Warframes we have.
  17. Completely understandable. Personally, at least in the context of Warframe, I don't think changes like these causing a myriad of additional bugs should be an excuse not to do something, but I also don't have much sway in saying that and given how buggy Warframe is, I guess I can understand the apprehension. I could also be VERY MUCH underestimating how much goes into actual "bug fixing", I have no context for how it works. That being said, what differentiates a "want" from a "need" for specific changes in Warframes? Sure, there are visual cues with Nekros' and Limbo's abilities, and yet it is still an issue of differentiating which enemies can be shot at when you ask the playerbase. Voruna's kit is indeed very solid as is, but most will still find that lack of power on her 4 problematic for that playstyle when the synergy exists at all. Umbra's Sentience might be considered so buggy to the point his mixed Warframe/Operator/Drifter playstyle can't be utilized. I do agree the list of actual "needs" for Warframes are small (in terms of reworks, I'd say Hydroid, Inaros and Nyx need the most help), but I'd wager a lot of stuff on the outside of those specific Warframes can be addressed with simple bug fixes or just minor mechanical tweaks that wouldn't require so much waiting for things to be addressed.
  18. So recently I've seen and heard a lot of discussion about the state of Warframe reworks and the potential of Hydroid being on the list as soon as one were to happen, alongside announcements from DE themselves on the matter such as during dev streams or the previous AMA. That's gotten me thinking about the Warframes as a whole, not necessarily ones that need a full fledged rework (I'm under the opinion not a lot really do), but going about smaller sized tweaks, changes, or fixes that can be employed at the moment that would freshen up certain Warframes in the meantime. I'm primarily inspired in thinking this way due to TheKengineer's video series "One Small Change to EVERY Warframe" from a few months back, where he theory crafted one small change on each Warframe at the time (everyone barring Kullervo). This is caused me to think similarly, where I notice how simple, smaller changes like this can really make a HUGE difference to the feel and "oomph" behind a Warframe. However, due to me having no knowledge of anything game design related, I've often been told that the process and means to implement these kinds of "smaller changes" aren't really the most practical, and a lot of decisions go behind it. While I definitely understand this notion as a lot goes into changes from a balancing perspective (in this case, a lot goes into why a certain Warframe works the way it does), I've often been confused when even smaller yet sometimes GLARING issues seem to go unnoticed. some of which from an outsider's perspective doesn't seem that hard to look into and fix right away. To clarify on what I mean in regards to "smaller changes", I've included some things that have been on my mind most recently, and I've tried to list them here as degrees of easiness to resolve (i.e. is this really a small change compared to something that needs more evaluation): Nekros' Shadows and Limbo's Rift not having identifiers for when they are active (in Nekros' case, I've been informed gameplay involving summoning his Shadows were a lot more clear on what was an enemy and what wasn't, and in more modern perspective, they literally buffed his 1 to give a "Marked for Harvest" mark on an unkilled enemy, so why not apply that to his 4 for his Shadows? In Limbo's case, and as presented in TheKengineer's video, the Duviri Paradox released a unique artistic style that could be a good, simple measure to address Limbo's similar issue). Inaros and Sevagoth being omitted from using Operator form during their passives (more so for Inaros, due to his passive's poor state and due to the fact he might not be next in line for a rework, this would be another good temporary measure to put in place, with Sevagoth being given this just to put him in line with Inaros as well). Voruna's 4 not having a 100% Status Damage bonus per Status effect, only obtaining it once (A bit harder to justify given the amount of single target damage Ulfrun's Descent deals and the already existing interactions with Slash/Viral, but Lavos' Catalyze utilizes the same damage bonus infinitely and BOTH frames specializing at least some part in spreading Status Effects, so it doesn't make much sense for Voruna to be handicapped on what is considered her weakest ability). Excalibur Umbra's Sentience passive disrupting many aspects of gameplay (A LOT harder to justify given the nature of Excalibur Umbra's passive, though it seems strange to me that the myriad of issues the passive has when something like Wukong's Specter or Equinox's Duality can exist seemingly without issues). To open discussion on this, what constitutes a change a Warframe needs? Why is it that smaller changes that would go a long way seem to not be utilized? Is there more that goes into stuff like this than meets the eyes?
  19. When casting Voruna's second ability Fangs of Raksh multiple times on a single target, only the first instance of Fangs of Raksh will be transferred to adjacent targets. For example, if three casts of Fangs of Raksh were performed on a target with the following Status effects: Cast 1: Electric, Toxin, Impact, Gas, Corrosive Cast 2: Viral, Slash, Cold, Heat, Toxin Cast 3: Puncture, Radiation, Heat, Magnetic, Impact ...only the first cast Status Effects will transfer to nearby enemies. This is a bug on the ability, as before it applied all Status Effects from each cast of Fangs of Raksh, not just the first one. Here is a video showing the phenomenon: https://medal.tv/games/warframe/clips/1k4q9619ERhsFY/d1337r9D3H15?invite=cr-MSxTY0UsMjUyMTQyMTUs
  20. Voruna is a very good, very wonderful, and very powerful Warframe who is definitely able to hold her own since her release. However, she needs very minor changes to really put a cap on everything, and fix some synergy issues that really should have been the case to begin with. These changes would be extremely small in scale and would be more along the lines of a QoL update. Below are some proposals to fix these things, and really let Voruna shine; Fangs of Raksh needs something to address its clunkiness on cast (i.e. eliminating instances of "Target Obstructed" when you should otherwise be able to cast it). I believe this would translate to just removing it's line of sight requirement. I believe this is necessary due to Fangs of Raksh being such a vital part to both her melee and ability playstyles, and I find it to be an ability that's often spammed. Removing the clunkiness on cast would also play well into her pouncing movements and mobility. Ulfrun's Descent could do with some changes: The radial portion of the attack should also give a guaranteed Slash proc to enemies affected. I've been debating the effectiveness of this ability for quite some time and why it's often the ability of choice to remove when subsuming a Helminth ability. For now, let's interpret it this way: Ulfrun's Descent is a highly damaging single target ability with an underwhelming radial AoE. It's able to completely eviscerate single target enemies in a single shot but only deals Slash damage (albeit fairly high amounts of Slash damage) and a Stagger effect that doesn't really last that long to matter. In terms of the radial portion, that's not a whole lot going for it in high level content where most enemies have armor that bypasses a lot of that effectiveness. The problem with buffing this ability in particular, however, is that it IS still an effective ability in high level Corpus and Infested missions where armor really doesn't matter that much and the Slash damage suffices to taking out higher level enemies, and it's only real issue as far as I can tell is that it just can't bypass armor. I believe a good starting point with making it more effective, alongside the existing Shroud of Dynar buffs, is to allow the radial attack to apply a guaranteed Slash proc once the direct lunge hits. I believe this will be a good ground to optimize the abilities offensive potential and handle armored enemies without having it become super overpowered. Voruna should be allowed to switch between her primary and secondary weapons while Ulfrun's Descent is activated, with the ability being treated in the same manner as Excalibur's Exalted Blade or Wukong's Iron Staff. Purely a QoL change to help make the most of Lycath's Hunt while it's activate and you don't want to expend your bonus damage and charges. Ulfun's Descent and Fangs of Raksh's direct lunge should be able to proc Lycath's Hunt's melee effect. I'm honestly surprised it's gone this long without some sort of change. Ulfrun's Descent is already considered a melee attack for certain mechanics within the game, and yet doesn't benefit from some sort of synergy with Lycath's Hunt. Remove the cooldown from her 4th passive when switching from it to another one. I feel like this is a needless cooldown to have on this ability when it isn't even being used, so I believe it'd see a lot more usage as a passive if this was just removed entirely and the passive went into cooldown once it is used. More time consuming of a change, but allow Voruna to run on all fours during Ulfrun's Descent. It just seems like the right thing to do.
  21. Thank you immensely for the hotfix, especially the Kullervo changes and fixing Oberon's Hallowed Reckoning Augment. I also noticed some fixes to weapon randomization in the Undercroft. I don't know if that's because of this update or it just being a one time thing, but appreciated if it was a fix. Excalibur Umbra's passive has been going through some serious bugs right now, including Transference position, loss of ally and toggle buffs aside from Exalted Blade, and issues with the Naramon skill tree. I've included some in the Bug Report section. Please look into this if possible.
  22. I won't disagree with this, I think he's still perfectly fine as it sits and his role is there. He's just very BORING as it sits right now, and I think having this emergence in health tank Warframes would make him a very nice candidate for reworking or at least some tweaks to his kit. 3 is just Caliban's 1, and I think having to say that at all is enough of a descriptor. I'm pretty sure even with Sandstorm's augment it's still just very weak, but I can't really confirm that having not really played Inaros. His passive is one of the worst in the game but I don't think it SHOULD be, and we need to keep that there to be lore accurate. Really, I think it just needs scaling on the damage and some additional gimmick for it to work, like continuously spawning Sand Shadows to contribute to revival. I directly compare this with how Sevagoth's passive works, which is just a flat out better version of Inaros' passive. Also, I tend to like the idea of Inaros having the heal 20% damage on Finisher kill. Speaking of Sand Shadows, I feel like it's a completely unused gimmick on Inaros that could be fun. Take his 2 for example. Make that a quick cast multi-target ability for spawning Sand Shadows and for replenishing health and I'd say you got a fun gameplay loop going. I absolutely agree his 1 and 4 are good, and his base health is one of his best strengths. I think he should get SOMETHING later down the line, but maybe not right now. An Inaros player would probably have better insight than I do on this XD
  23. I'm just gonna throw my two cents in here. I'm questioning the opportunity to be able to get quest Warframes like Nidus, Revenant, etc., but I'm just gonna say I would never, ever, ever wish upon another player the long grind it took me to get base Trinity twice. Screw the Ambulas boss fight.
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