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Noble_Cactus

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Posts posted by Noble_Cactus

  1. 21 minutes ago, (XB1)GearsMatrix301 said:

    You cast her 4, charge her 1, release her 1, watch as enemies die from the infinite scaling slash proc’s. This was literally the biggest meme about her when she released how did you not know about this?

    Noxes, that’s one enemy out of hundreds that has the defenses to survive a lot of damage. Though I personally just slide attack them with Serene Storm.

    Revenants one shot isn’t instant. It requires a long set up and is limited to only 7 enemies at a time. AOE Damage abilities usually deal damage without having to fiddle with ability synergies, deal with an enemy limit, or rely on an ability that’s better off never being cast.

    If you struggle to get kills with Nidus in a pub squad you’re just a bad Nidus. You should be casting virulence so the spikes make contact with the larva the moment all the enemies reach the center. That way even if your squadmates are just Kill stealing your larva you can get stacks before they do.

    That's not a oneshot unless you pounce a bunch of enemies with your 1 beforehand. Want to talk about long setup? Try Garuda's 4 > 1 > 1 release combo. It's a strong ability rotation, sure, but those meme videos you mentioned literally had the player pounce the same target multiple times in a row for long periods of time just to show how high the numbers could go. That's a hell of a lot slower than casting 1 > 3 with Revenant.

    Want more enemies with strong defenses that can easily kill your squadmates? Heavy gunners, Bombards, Napalms, Techs... the list goes on. Don't forget Eximus units, either.

    Your Nidus strat works fine until your friendly neighborhood Khora drops by and whacks everything in your larva with melee. Even if you get stacks out of the first stomp or two, you still lose out on way more stacks you could have gotten. Plus, it feels bad when teammates steal your stacks/kills.

    The point is: Revenant, Garuda, and Nidus are all great frames that scale well into endless content. For the majority of content, though, they're in the same boat where they're effective but take more effort than drooling on yourself with Mesa, Saryn, or Khora (and even Khora scales really well).

  2. 40 minutes ago, (XB1)GearsMatrix301 said:

    And Garuda can 1 shot any enemy with only 175% power strength. And she’s not limited to the number of enemies she can do it to.

    Which ability are you talking about? Garuda has only one ability that will oneshot enemies regardless of level or defenses - Dread Mirror's pounce. It only works on enemies at 40%hp or below; the threshold does not scale with mods, and it can only hit one enemy at a time. Granted, it's actually really good against Eximus and tanky units past Lv120 or so, but that oneshot potential rarely comes up below Lv100 for the same exact reason you denounce Revenant. Players simply do too much damage before that point for conditional oneshot abilities to matter, except for tanky elite units like Napalms, Eximii, and Gunners.

    Except that Revenant's Reave is still useful before then if you use his Enthrall properly. What you should do is create thralls in a chokepoint or corner of the room where players are less likely to kill them. It keeps that sector under control, and eventually spreads your thralls around the room. Then you can farm them for Mesmer Skin stacks and oneshots. I rarely have problems keeping thrall farms alive in Kuva Floods, and have even fewer problems in long arbitrations and beyond.

    Speaking of which, you don't need to go for hours on end to reach Lv100+ content. It's available out the box for Kuva Floods and lv5 Lich missions, and you can hit that in less than an hour in an arbitration. Once hard mode missions release, he'll be even more relevant. When I play alongside Rhinos and other tanky frames in long arbis, I'm usually the only one who hasn't died if I'm playing Revenant. My favorite thing to do is to bring Rev to Kela sorties and kuva floods. Not only does Mesmer Skin make him invulnerable to her missile barrages, it also lets him end the current Kela phase almost instantly if he enthralls her and reaves through her a few times.

  3. 12 minutes ago, SpringRocker said:

    Wow...

    Things can have different numbers, it's ok. I want to feel angry over it, but I just feel sad for you.

    If this is the best argument you have then I don't think there's much to fear, the game isn't going to change just because you're upset that 2 frames that carry the same name have different stats.

    Yeah, and one of those frames has bigger numbers than the other. You can even use the base Ivara skin on the prime if you like playing base Ivara. There is literally no reason to use base Ivara over her prime (unless you really don't like the celestial stealth effect on the prime). That doesn't mean base Ivara is useless, just inferior in every way to the prime.

  4. Just now, Inarticulate said:

    It's a similar concept to the Kraken, Gorgon, Gram, and Galatine. The weapon is named as it is to conjure the imagery associated with the name (the Glaive simply has a more mundane name than the more grandiose names above); it doesn't have to actually be what it is named for.

    To that matter, I think the Dual Cleavers and Machete are the only weapons that actually are what they're called.

    You're correct, though the point of that line was to show how the in-game Glaives wouldn't work at all like how they're depicted.

  5. On 9/12/2016 at 0:30 AM, CrudShuzKong said:

    We are warriors, not farmers. Scythes are tools of farmers and sometimes reforged to makeshift weapons for uprisings or lynch mobs. No warrior in his right mind would pick up one of these unwieldy things if he has any other choice. Especially those anime-sized things, that look like blunt weapons with a blade in a weird spot that wont ever connect with an enemy...

    I get that there are fanboys out there for weapons of this style, but this:

    Is unwieldy and huge, way too much so for Warframe in my opinion.

    The scythes we already have are more like poleaxes and halberds with too short handles, but at least they look fine and fitting to our universe.

    And yet here we are, wielding greatswords and great axes and hammers so large that they might as well all be ceremonial. Not to mention that we can throw glaives, which look nothing like real-life glaives https://en.wikipedia.org/wiki/Glaive and are a pop culture reference to a 1983 Fantasy movie https://en.wikipedia.org/wiki/Krull_(film). And as far as I know, boomerangs and hand-thrown buzzsaws definitely don't return to their thrower after slicing their target in half.

    Scythes may not actually work against other humans the way they're depicted in fantasy, but so what? Who cares how impractical a farming scythe is in combat when we already have tons of improbable and impractical weapons already in the game? Why do people not bat an eye at the idea of swinging a hammer nearly twice as large as the player or shooting a gun that has a stock with a pointed end (or, in the case of the Redeemer, no stock at all), yet start huffing and puffing about realism when anyone mentions the word "scythe?" The "fantasy toys" and anime complaints are equally ridiculous once you consider how Warframe is steeped heavily in... guess what? Fantasy and anime.

    Let's not forget the Lacera, either, which is literally a pair of combat scissors. They could very well be a direct anime reference anyway http://kill-la-kill.wikia.com/wiki/Scissor_Blades.

    I feel like I should use this chance to vent about how stupid and impractical the Sarpa's stock is, but I'll pass.

    Side note: It'd be cool if we got some real glaives in the game.

    On 9/14/2016 at 0:31 AM, Weidro said:

    they are fantasy toys

     

    no offense but when u look at all weapons in warframe u might recognize they are mostly thin and filigree and follow a certain style
    but there is nothing bulky and edgy with a tip heavy unpractical design
    given that you have enough muscle power you could use (nearly) all warframe melee weapons in real life (swing speed and some tricks of stances might be wrong but whatever)
    even the god dam galatine has a quite thin blade and yes even war has a thin blade just with some energy around it

    even with all the space magic and some weird void stuff warframe keeps a certain degree of realism in the game especially when it comes to proportions
    and I'm one of the persons that likes to keep it that way
    if you really prefer a ridiculous unrealistic and unpractical fantasy themed style you should try one of these weeaboo mmojrpgs like final fantasy or whatever

    its like suggesting to use bricks instead of apples for an apple pie

    keep that stuff our of warframe it doesn't fit the style of the game at all
    or come up with an idea/design that fits the game

    The Kaszas adheres to the design principles you mention while also being a large scythe. Perhaps more accurately to a real scythe, it's primarily focused on Puncture damage (like the Anku).

    latest?cb=20151002090141

    Granted, I wouldn't want something as massive as the scythes linked in the OP. But maybe something more like the Eclipse Scythe from Ninja Gaiden:

    latest?cb=20120418015315

    Something of that size is well within the boundaries of Warframe's brand of fantasy, without treading too much into the territory of Sephiroth or Cloud's ludicrously long swords.

    (Also Final Fantasy XIV's weapons are, for the most part, comparable in absurdity to Warframe's weapons).

  6. 39 minutes ago, zehne said:

    1)  So because "nekros wasn't great" you argue "make nekros great again". 

    2) Nekros is Nekros not Nova.  Desecrate is still amazing, only frame that can spawn health orbs like candy.  Which means it's the only frame that can consistently benefit from equilibrium for mass energy.  Nekros's desecrate is also in a sense a team healing ability.  Also a team ammo restore ability. Also a lifesupport giver (survival). What's more is it's a 'free' ability.  Terrify is by far an amazing CC ability.  The only reason why most people don't think so is because it has a slightly smaller AoE than the 'preferred' CC frames.  But it's duration is incredibly long. 

    The biggest downside to nekros was how the old desecrate worked.  Now that it's changed I can play nekros with alot less 'burden'.  Does that mean I like the SoTD change? Not really.  Can I accept that DE had a reason for it? Yes.

    The reason why people don't think it's great is because, un-augmented, it causes enemies to scatter in unpredictable directions (though they do often run in straight lines as well). CC that makes enemies harder to kill is counter-intuitive. At least the augment alleviates that.

    Health orb spawn rate was also reduced with the Desecrate rework. I understand it's for balance reasons now that Desecrate is a low-commitment spell, but perhaps the health orb rate could be upped just a little.

    6 minutes ago, (PS4)Lei-Lei_23 said:

    Terrify was always used as a Panic CC, anyway. If you were familiar with Terrify and the AI behavior from its influence prior to the recent Augment's introduction, this shouldn't be too much of a problem.

    Chasing enemies up and down terrain to kill them was always lei-gem-down.gif though. Having enemies flee as fast as they can works better in a top-down RPG or an MMO where you can easily capitalize on an enemy's movement with auto-targeting, but it's rather annoying in a shooter where your goal is to aim at heads to make the most of Terrify's armor reduction.

     

  7. 18 minutes ago, zehne said:

    I'm saying learn to adapt.  Stopped playing the game at one point in time, I had about 80% play time on my nova (before prime even existed).  Came back to the game and found that my Molecular Prime "didn't work".

    Instead of spewing off 'I hate you DE' or 'QQ you wrecked nova' I took the changes for what they were.  So I can't MP and watch everything within a 2mile radius instantly stop in time.  And I can't kill one enemy and watch a chain reaction rip across the room.  Does that mean Nova was ruined?  NO.

    Since when was Nekros able to delete entire rooms like Nova could (can) with MPrime and AMD? The point is that Nekros was already struggling to stay viable (and only was because of Desecrate). Now, he has no niche at all because the rest of his kit is shoddy compared to most other frames.

  8. 23 hours ago, Casval_Rouge said:

    Finally, the reason I thought of making this thread, Nekros.

    Soul Punch - this really blew my mind.  When DE just recently rework Nekros, why on earth is Soul Punch untouched?  I seriously cannot think of a less useful first ability than SP, maybe Shock, no not even.  Okay maybe it isn't that bad.  It does offer some humorous physics interactions, and that alone makes it not completely worthless.  It is a little bit inconsistent, overall it does knock enemies around and that's useful.  But I would argue Terrify does it better in terms of CC / disable.  But whatever the case, I still think it could and should be better, and that it deserves a look at, especially when you already decided to rework 2 of Nekros' abilities, why ignore this one?

    Soul Punch - the soul knocked out of the target will now be absorbed by Nekros' shadows, healing all of them for 5% of their max hp.  Two birds in one stone I reckon?  If DE really wants SotD to have decaying health (I mean it is just a harder to gauge duration limitation, pointless change if you ask me), then let Soul Punch act as an alternative heal.  SotD shouldn't be an upkeep ability, I shouldn't have to recheck once a while to see if my shadows are healthy, then recast SotD because they are always dying anyway, if I forget I'll just recast again, or give up on it.  It's not fun, it's not interesting decision making, it's maintenance, aka. boring.  This addition to SP hopefully will make it less boring.  Have some forced synergy, whatever, it's better than having no synergy at all.

    Neat idea. What if you healed your shadows for each enemy hit? That way, you could Soul Punch a clump of mobs and get a large chunk of hp for your Shadows out of a single cast. For ease-of-use, Soul Punch would turn into a cone after hitting the initial enemy, which would then CC anything behind it in a 45 degree cone or whatever.

    I'd also like Soul Punch to just cause a crumple on at least the first enemy, ala the trailer. Messing up your teammates' aim on your Soul Punched target is a bit of a drag; making the first enemy hit crumple would at least allow you and your friends to focus fire the initial SP target.

    Other SP ideas I've been tumbling around in my brain/others have mentioned on these forums:

    – Soul Punch inflicts Viral on the first target hit, and Slash on everything behind it (though I'd rather see Slash added to Sonic Boom)

    – Soul Punch turns killed targets – or enemies killed within a certain timespan after being SPed – into zombies like the trailer. These zombies rush nearby enemies and die after a short duration, essentially creating a cheap, expendable frontline. It'd also add to the micromanagement aspect that is often associated with RPG necromancers, though like you mentioned, this could simply be an annoyance.

    – Soul Punching a Shadow (or zombie) causes it to explode (Corpse Explosion), dealing damage to nearby enemies and knocking them down. This also allows you to re-summon a specific unit, if you weren't fond of whatever it is you just exploded.

    Just some ideas. If I were to have anything for Soul Punch, though, it'd be your idea.

  9. 1 hour ago, Gurpgork said:

    I think a great change would be to merge Desecrate and SotD and give him a brand new 3. Make Desecrate spawn Shadows and health orbs and bump up the energy cost to 15-20. Buff the damage multipliers and remove the health decay. Make the new third ability a lifestealing DoT, and maybe even give it Terrify's armor melt in return for making Terrify stunlock. Give both abilities new augments. Then do something with Soul Punch. 

    Fun Fact: Desecrate was actually a life drain aura before it suddenly became a loot roller, before he was released. I can't find the original dev post, but it's buried somewhere in the archives.

    My only concern about implementing something like that now is that it could infringe on Inaros' territory (even though Nekros isn't a tank). Maybe a health drain ability would also be tied to healing your minions?

  10. 15 minutes ago, RealPandemonium said:

    IMO the Nekros rework should be revised as such:

    -Desecrate keeps the hands-free toggle aspect, but returns to how it functioned before.  This means guaranteed health orbs upon success (and subsequent loot roll after corpse consumption,) and no consumption of corpses on failure.

    -SOTD shadows get a base multiplier of 6.0 for damage.

    -SOTD shadows increased to 10

    -SOTD shadow HP drain reduced to 1.5%/sec at base, down from 3% (or removed, but I'm bargaining here.)

    -SOTD shadows can be killed by Nekros with Soul Punch (for an added bonus, perhaps make them explode with damage/CC instance when he kills them.)

    Soul Punch is one of the most useful 1 powers right now.  The ability to blast enemies away or knock down a group of them, on-demand, is quite useful.  Adding that synergy wth SotD is all that's necessary in terms of kit synergy, but increasing its damage/debuff contribution would also help Nekros kill priority targets for SotD.

    Things I would like for Soul Punch but not essential at this time:

    -Soul Punch projectile and AOE damage increased to 600/400 respectively, and can be boosted by power strength.

    -Soul Punch inflicts Viral proc on main target, chance for Viral/Magnetic proc on AOE, and Slash proc on enemies hit by the projectile.  Projectile does Finisher damage.  

    Terrify is pretty solid as-is.  With these changes, Nekros will feel complete IMO.  

    Oh, yeah, I was thinking that the CC effect on Soul Punch could just cause a crumple ala the Grineer courier in the Nekros Prime trailer. It'd be a bit more dramatic/menacing that way, and it'd give your teammates an easier time to pick off the target. Maybe it'd just crumple the initial target, and send any enemies behind it flying backward as they get hit by the 'soul?'

    I like the rest of your changes, too. Especially the Viral proc. That last SotD note brings back good memories of Diablo II Corpse Explosion.

  11. 56 minutes ago, Melos-mevim said:

    As for desecrate I can't complain too much about it because I always hated desecrate and how it made DE and people feel fine with where nekros was before since he filled the roll of loot frame. I hated the fact that we had a frame that could of been an amazing necromancer but instead he was Old Farmer Mac'Donald, so I am over all happy with Desecrate like it is now because I can turn it on and forget treating it as a means to stay alive thanks to so many health orbs 

     

    TL;DR

     

    the health drain kills shadows of the dead and its ultimate usability, and you still need to fix its casting time, desecrate is fine

    Well, to be fair, Desecration and Terrify are classic Necromancer skills from Dungeons and Dragons (Desecrate typically does stuff like empower undead minions, while real-life necromancers analyzed the bodies of the dead to divine prophecies, among many other things). Necromancers not only deal with resurrecting the dead, but manipulating fear of the unknown and the very forces of the Beyond itself.

    But yes, I totally agree that the addition of the Shadow health decay is either unnecessary, or just implemented very poorly.

  12. 17 hours ago, RealPandemonium said:

    It's not game design experience that they lack.  They lack actual gameplay experience.  This leads to frequent content additions/edits that make no sense to actual savvy players.  

    You are indeed correct. Since their production work on Unreal Tournament 2k4, they've developed or have helped develop at least seven different games (including Warframe). The issue is that most of these games are marred by the same problems as WF: they have a lot of neat ideas packed into them, but they also tend to exhibit a disconnect between "cool idea we came up with in the office" and "we've extensively playtested this idea to make sure it's actually fun to play."

    Certain people at DE also seem very stubborn when it comes to implementing said ideas, and they seem very reluctant to change their vision when their players tell them that their plans for the game aren't going to work. But this is all assumption, so I won't name names and I'll just stop there.

    It's really obvious when you see things like the elemental system in Dark Sector, which is a neat idea in practice, but is very clunky in its implementation when you're fighting a boss. More relevant is the Desecrate rework. Make Desecrate a toggle so that you don't have to mash 3 anymore? Awesome! Remove its ability to guarantee health orbs, the one reason why the build is sustainable with Equilibrium? Not awesome. We're able to re-summon our Shadow army to our current location? Great change that Nekros players have been asking for for years. Health decay on Shadows that makes them last shorter than they did before the rework? Not cool. It happens again, and again, and again, with nearly every update and rework.

    ~

    Back to the topic at hand.

    At the very least, I'd like to see the following changes made to Nekros to make him feel more fully reworked (or at least some variation of these changes):

    – Higher energy pool

    – Reduced cast time on Shadows of the Dead, and maybe a lower energy cost, considering how spammy it's intended to be now. This is especially important now that you can re-summon and teleport them to your location.

    – Drastically lessen or outright remove the decay on Shadows.

    – More shadows spawned upon casting Shadows. Even just 10 max would be sufficient, I think.

    – Let Desecrate drop guaranteed health orbs again, or increase the rate at which it drops them

    – Do something about Soul Punch. Right now, it doesn't synergize with the rest of his kit at all. It should tie in with his summoning/zookeeper/necromancy theme somehow. Make it debuff enemies somehow, remove the intense ragdoll effect so that your teammates don't curse your existence, make enemies killed within x seconds of being hit by Soul Punch resurrect as shadows or zombies... something that elevates it from basically being a guaranteed Blast proc.

    I'd be fine with ust the first three, really.

  13. On 8/22/2016 at 0:19 AM, PsychoticMarik said:

    I just wanted to chime in with the others saying its the result of constantly being ignored, and being sick of "fighting the good fight" as another poster put it.

    DE quite frankly half &#! nearly 100% of their games content. Nothing is up to par. Even new content lacks basic qol, common sense things from any gamers perspective. You need only to compare warframes gameplay quality with other modern games to notice this, and worse yet nearly every corner of the game is lacking in this sense.

    Honestly I think thats the core of this games never ending list of issues. Warframe is a game being developed by non gamers. Thats honestly how it feels, and I'd say the results speak to that. DE come across to me as a dev team that has no genuine interest in creating a truly great game. Just a quick buck. You can accuse me of dev bashing for that comment if you want, but PR bs aside thats exactly how it looks to me.

    Health decay even getting passed the drawing board speaks volumes in this regard imho. Not one of us would have implemented that...because common sense as gamers tells us thats excessive and frankly just not fun to deal with, but here it is anyway. Even after we were specifically told it wasnt going to happen.

    I dropped by the Nekros thread to post about my dissatisfaction with seeing my favorite frame still not being given proper love, but I knew full well DE would never do anything about it, and I think a rather large portion of the playerbase feel exactly the same way. The posts in this topic alone are pretty telling, but even more telling are the legion of feedback posts in the Nekros topic echoing the exact same request in mass "Remove the Health decay" and yet DE cant even throw us that small bone. This isnt even addressing the feedback for the past frame reworks that have also gone completely ignored. Hell this doesnt even address the other powers that Nekros has that could use some touch ups either.

     

    DE appear to be completely disinterested in player feedback(let alone polishing there frame "reworks" at all after they get unleashed)and to me seem to be 100% out of touch with their players, the game itself, and their inner gamer. I honestly can barely be arsed to even keep up with the games updates anymore because its always the same old crap over and over again.

    I'm not hopeful for this games future anymore, and I think a substantial part of the playerbase is starting to feel the same way.

     

    wVxRLiM.png Preach wVxRLiM.png

    I felt this way two years ago and left because everything seemed bleak. Now I come back and the situation is worse, only other people feel the same way. That makes me feel a little better, at least.

    DE stubbornly likes to do things their own way, but they've proven time and time again that they don't have the game design experience to really rely on what they think is right without heavy feedback from their more insightful fans. See: unnecessary add-ons to reworks like the Shadows decay.

  14. 26 minutes ago, Misgenesis said:

    Well theres your issue, you shouldnt compare it to abilities SotD is not. Especially pure damage oriented ones. Bladestorm is widely known to be wildly overpowered and is being reworked. 

    Of the other frames you mentioned only Loki really trivializes content and content trivializing abilities need to and should go.

    Its a support ability, not pure damage or CC. Fire support and distraction, the latter which it does better. It increases a whole squads survivability.

    But i agree on it being really inefficient on its own. It should get its heal cost cut in half if not more.

    Well, look at it this way. Guess what else increases a whole squad's survivability? Spells that complete disable a horde of enemies' ability to do damage to your party: Stomp, Miasma, Radial Blind, Disarm, Snowglobe. The list goes on. Shadows doesn't scratch the CC potential of those abilities, and yet it's marred by a long cast time and comparable energy cost. For what Shadows provides, it should be a cheap, spammable ultimate that keeps constant pressure on chokepoints and around objectives. You know, how most summon/necromancer abilities work in other video games.

    Ultimately, this speaks more about the game's current state of balance than anything. But considering the fundamental truth of "a handful of frames trivialize content due to their ability to circumvent nonsensical armor scaling or their ability to completely shut down enemies for long periods at a time, while other frames wallow in mediocrity" hasn't changed in over three years, I'm inclined to say that it's not going to change any time soon. So you might as well buff shadows to be a cheap, spammable soft CC that better forms the basis of Nekros' gameplan.

  15. 1 hour ago, Nhemin said:

    -Give Nekros the energy pool and syphoning that he deserves!  5 health per enemy kill passive?  Cmon, really?  Do I look like a high health pool frame to you?  I already get decent health orbs WHY do I have a 5 health passive when my health pool is trash and I have Energy problems? Give me both, give me energy, I don't care but there NEEDS to be some way to fix this frames energy issues without me having to spec massively into efficiency which ruins my power strength/duration build completely.  The syndicate weapon options for this frame as well which give energy aren't even that good.  So I'm kinda screwed on all fronts. Meanwhile everyone else is running around with Heks and Tigris Sancti's blowing S#&$ up.  Or just make it so Despoil now gives more energy orbs.  Or fear refunds energy per enemy feared, or Soul Punch syphons energy per enemy hit, JUST GIVE US SOMETHING so that we can spec into survivability and power strength without losing our ability to cast stuff.

     

    Maybe having an enemy die near Nekros would not only heal him a little but also temporarily increase his max health and/or energy pool? This gain would stack up to a certain amount, to be determined by whatever would be viable for long Defense missions. Granted, this would mean that he'd just have a high hp pool in static defense missions. But given WF's current design, that wouldn't be such a bad thing, really?

    Also agreed, Creeping Terrify should be baseline. I understand Terrify in its current state reflects how other RPGs implement Fear debuffs, but it's counterproductive in a shooter to have to chase your targets up and down terrain after you've CCed them.

    Something needs to be done about Soul Punch. I don't know what, though. Enemies killed within x seconds of having been hit by a Soul Punch rez as zombies, ala the trailer? Soul Punched enemies are added to the Souls list and are given priority when summoned? Remove the bowling ball ragdoll, but knock down/crumple enemies in a line? Apply some sort of curse debuff that procs health leech, minion healing, or something else? Anything to make it more interesting, since it's a very archaic ability.

    13 minutes ago, Gurpgork said:

    I'm not saying it's a bad thing that he benefits from an augment. It is, however, a bad thing that he depends on an augment. It's also a bad thing that he depends on an augment and a ten rank mod that might as well be an augment and he has horrific cast times.

    Nekros has a tremendous problem where he has to spend so many mod slots making up for his significant shortcomings that he doesn't have any left for building on his strengths. 

    What, like Overextended? Blind Rage? Transient Fortitude? Fleeting Expertise? Because I use at least two of those on literally every Warframe. But I only use Equilibrium on Nekros. That is the problem with Nekros needing Equilibrium. 

    I wish more people like you were around a few years ago. It's reassuring to see people who understand this game's backwards design at its ugliest.

  16. 3 hours ago, Eldritchkitty said:

    While the tone might have issues, DE's silence on this matter has been pretty discouraging. I can understand people's frustration but we shouldn't let it get the better of us. 

     

    That being said... DE I am disappointed in you for letting out such a half done rework. I'm not sure what the cause of this all is, from the buggy state of SotR, buggy frames like Titania.. There has just been a drop in quality control as of late. I hope you can understand why so many people are upset over this. 

    You might not have been around long enough to know, but DE has been doing this for -ages-. Literally years.

    But sometimes, they will listen. And they'll actually do an alright job of fixing whatever needs to be fixed. See: Bows, Shotguns, Desecrate, various bug fixes.

    Too bad Nekros has to keep rolling around in the dumpster, though. I can't believe they didn't at least reduce his casting animation for Shadows. Soul Punch is also an archaic 1 ability; as per the trailer, what if it could raise additional minions? As in, you Soul Punch an enemy, enemy gets debuffed, if enemy gets killed within x seconds they're raised as a zombie. Reducing the ragdoll effect would be nice, too. Maybe it could just cause the enemy/everything behind it to crumple, ala the trailer, so your teammates won't have to go chasing the Bombard that just flew off a railing. If nothing else, at least it will be novel.

    Slow on Terrify should also be baseline. As others have pointed out, having enemies run away faster than normal when you want to kill them is just counterproductive.

    Increased energy pool and reduced cast times are the least they could have given Nekros.

  17. 33 minutes ago, Inmemoratus said:

    Nekros is already what DE meant for him to be. You guys being bitter about it doesn't mean he's not.

    And players focusing entirely on desecrate doesn't mean he can't be good at other things. People choose to use FE on him even though it's not necessary.

    Terrify is a really powerful CC ability, though the way enemies move during the fear limits your weapon choices. Not like it matters though since the best weapon in the game works well with it. His ult is great too.

    Soul Punch is pointless and should be replaced with something good.

    Mummy frame is obviously a tank. I do not think Nekros was intended to be a tank.

     

     

    >Implying that DE actually knew what they were doing with the frames back then.

    DE has a development approach that involves throwing cool ideas out there, then shaping them afterwards. That's why most of the features in this game look like 3/4 of the way finished.

    Did you know that Desecrate was proposed to be a Life Drain, which is what this new mummyframe has? DE had no idea that Desecrate would devolve into the steaming pile that t is now, and they're likely afraid to touch it because muh loot.

    I feel like the new mummyframe should have just been Nekros' Deluxe skin. That would have sold like hotcakes.

  18. I actually like a lot of the changes in the OP. Silence-Boom syngery is nice. Sonar augment is interesting too, since it creates a whole new playstyle for Silence. Which is what I feel augments should do, rather than give them bandaid features.

     

    However, I also agree with this guy:

     

    I think the ulti just needs to be reworked period. I was toying with the idea of a sphere of influence to confuse enemies

     

    Soundquake really needs to go. Being the team's stun battery is no fun at all, since you're rooted in place the entire time. I've seen a million different suggestions on how it could be reworked around here, most of them likely better than anything that I could come up with. But one idea I like in particular was to turn Soundquake into a mine that Banshee could lay on the ground. When an enemy passes over it, the mine triggers and procs a Soundquake for x amount of seconds.

     

    Limits on the mines and quake duration would need to be worked out, of course.

  19. Last week was the same thing and the hotfix was not that overwhelming to have taken an extra day?

    Oh well back to World of Warships:)

     

    This has happened nearly every update for about two years.

     

    I appreciate that DE takes the time to iron out their updates, but it looks flimsy from a PR perspective to have to push the release date back to Thursday almost every single time.

     

    In my opinion, they should just move the planned release dates to Thursday. On Wednesdays, they should make a post that says something like

     

    "Update tomorrow! Here's a sneak peek of what's in the oven:

     

    [image or gif of nifty new weapon or whatever]"

     

    I think that'd look way better from a PR standpoint. Just a suggestion.

  20. I don't understand why people expect the new deluxe skin to match the body of original Banshee.

    The whole point of the deluxe skins is so your Warframe can look significantly different. Not just be a reskin of the original model.

    Like it or don't, but the posts claiming the old model's need to be maintained is not based in anything objective.

    Personally I'm quite happy to see skins be radical shifts from the original.

     

    *Looks at Palatine Rhino*

  21. 50% complaining about just her proportions is just sad, especially because they'd be satisfied with it when it's fixed. They should concentrate on the details DE have missed or lazily handled.

     

    I see nothing sad about that at all. People want a frame to look a certain way that matches their expectations from the concept art, because to them, her proportions have been lazily handled. Just like the skirt tears and the wrinkly textures. Nothing more than that, really.

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