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Qriist

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Everything posted by Qriist

  1. I second this. The ability is amazing but being able to at least shoot out of the bubble is mandatory.
  2. It's not a waste. You're using the forma system as intended.
  3. Frankly, if the game could just stop teaming me with other Saryns during the rare times I play her, I'd be satisfied. DE could also maybe make it so different spores didn't interfere with each other as hard. That would be cool, too.
  4. Health orbs definitely drop slower than if I was using Fractured Blast, but since Synth Deconstruct does not require the companion to get the kill, just deal literally any damage at all, it still stacks up reasonably fast. That is by far my least used skill on her lmao. Generally, the only time I bother is during a defense mission to hard-stop enemies for a few seconds. I don't even make a serious effort to shoot the crystals when I do cast it because the crystals are usually in weird places that make it difficult to line up multiple enemies. For reference, I use an Incarnoned Telos Boltor with Citrine. It's far more valuable/efficient to keep pushing bullets down a line of enemies to get Prismatic Gem beams than to worry about finding the spawned crystals on individual enemies. Plus, enemy heads tend to all be roughly the same height. Here's my build. I DID find Citrine's 4th useful during the Plague Star even a few weeks ago, though; the Lephantis clone boss can be temporarily frozen in place. timed correctly, it leaves the various faces wide open to attack. Status caps are so annoying lol. I use it on a lot of frames because one of my favorite companion builds, my Hound, uses Synergized Prospectus, which does proc the regen. I built Citrine to be sorta DPS support, so in my view Nourish fits into that better than Fractured Blast does. Beyond the incread energy intake, it allows me to grant extra viral damage to all allies and their companions, so now every friendly unit is priming all of the time. Notably for my purposes, Nourish also applies to the Duplex Bond ghosts, even on the same cast that summoned a given ghost. It's a bit hard to tell in screen shots but you can see the Nourish aura running up the ghosts in the exact same way as the original. Gave that a shot, seems kinda anti-synergistic with her kit, at least for how I play it. Roar might be good given that it's faction damage.
  5. That's what's supposed to happen, but Nezha and Qorvex each have abilities that Eximus receive incorrectly:
  6. Super lame! I crafted a couple random things when the circuit first released to smooth that out (like the single pistols such as Bolto and Furis) but it's disappointing to hear that the system still remains janky.
  7. Tenshin's cave was supposedly changed to exactly this a while back.
  8. Being able to eat a couple excess relics to max a chosen relic would be a neat way to keep running radiants during a longer survival without having to pre-stock an insane amount of rads and traces.
  9. A well-written post with significant thought put into it. Bravo! I do need to push back on some of your complaints, though. To me, few of them come down to playstyle, and in a couple places, a seeming misunderstanding of the mechanics in question. I'm by no means a primary Frost user (and you hit on some touchups that he sorely needs) but I think he's still a great support with excellent point defense capabilities. I don't view the Snowglobe as a hinderance most of the time, though this is one of the very few abilities in the game that I wish did not scale with range - if it's too big it defeats the point of the protective shell in the first place. Some of Frost's augments are excellent support tools, too, even if they should be baked into the kit in the first place. The ones I use on my main Frost build are Biting Frost, Freeze Force, and Icy Avalance. The first one is excellent for clearing out the chaff, the second gives a sizeable damage buff to all nearby allies, and the third greatly extends Frost's defensive capabilities in a way that synergizes with the first. Like I said, some of that should be rolled into the base frame in modern Warframe... but his abilities are tuned in such a way that you don't need excessive modded strength to make the most of them so its kind of a wash. Definitely needs some TLC though. Of the frames you've outlined (and that I take issue with), this is the one I use the most. As such, I have to say that you're almost completely wrong here. I see a lot of people calling Gyre a caster frame and it puzzles me. She's not. Gyre's a holistic weapons platform with a bias towards rapid-firing weapons (aka machine guns or beam guns). Her entire kit is tuned around inflicting lightning status that then scales her abilities. This last part is important, and is what biases her towards rapid fire weapons; you need to be able to push lightning procs down the battlefield. Using a Kuva Bramma (or other slow firing weapon) will simply not be able to paint enemies with the amount of status needed to make her innate crit scaling work. Her first two abilities are not designed to be damage dealers. They are two different forms of crowd control. Arcsphere allows you to briefly stun enemies with electric procs over a wide, lasting area while Coil Horizon is a grouping/interrupting tool. I find Arcsphere to be the more useful of the two, mainly because it lingers in place long enough to affect the battlefield. Her third ability, Cathode Grace, enables the holistic integration I mentioned above by massively buffing your weapon's modded crit chance. My own particular build has a +164% crit chance, which is essentially an extra Point Strike mod on top of the Critical Delay I normally run. It's very noticeable when Cathode Grace is online versus when it isn't. Of course, it also grants a flat floor to your ability crits, effectively lowering the number of electric procs required to reach the max of 300% ability crits. Finally, Rotorswell makes everything hum while also being light crowd control. The crowd control part is often overlooked. You'll want to stay moving at all times with Gyre so the electric procs can be applied at random intervals, which means the proc's innate stagger can be applied at intervals. This allows you to paint the area with more procs overall but also makes you harder to track because enemies are constantly resetting their aim. You're right that the augment is a weird mix of band-aid/QOL/requirement. I came back into Warframe very shortly before this augment was released and did not get the chance to significantly try Gyre without it. That said, it appears to me this augment is kind of "officially" doing what a bug in her kit did on release: enabling far more frequent discharges than normally allowed. It wouldn't even be the first time DE has re-implemented a useful bug as a feature, either; for example, the regular Arca Plasmor at once point had an unintentionally bouncy bullet that was patched out but returned as a main feature of the Tenet version. As to your other criticisms regarding survivability and lack of armor penetration: yes, her kit does lack robust survivability and, yes, she inherently struggles with armor. I personally solved these two issues in several ways that have some overlap: R5 Arcane Blessing gives any warframe +1200 health. It's crazy good at allowing frames to take a stray bullet or two. Adapatation greatly bolsters the effective health pool you get from Arcane Blessing. Assuming your health pool is being depleted by the same weapon that broke your shields, you are guarenteed to have, at a minimum, +10% DR to that weapon, and it only goes up from there. This is often long enough to either deal with the threat, or at least round a corner to regroup. I have subsumed Pillage over her 2nd ability. Pillage is often considered a defensive tool, which it certainly can be, but I almost always use it offensively, directly after flinging an Arcsphere to stun whatever's in my face. With Molt Augmented online my Gyre is tuned to reach 329% ability strength, just over the 328% required for Pillage to fully armor strip when paired with Corrosive Projection. Lastly, two tauforged yellow shards on cast speed make an immense difference in being able to quickly react. I frequently take Gyre into lengthy Steel Path Kuva Survivals with no issues whatsoever, and I have been into the 5k's in SP Circuit with no issues. I could easily go longer in Circuit (Gyre is uniquely buffed by certain decree interactions) but haven't been lucky enough to get Gyre when the group wants to level cap - host migrations being the bane of everyone's existance, I bail when anyone bails. Now, all of my success does not detract from the fact that her base kit still struggles against armor. There should be something built in to handle that, and there are a number of ways you can implement such a thing. Just off the top of my head: Uncap Gyre's 300% ability crit chance Allow Cathode Grace to also buff crit damage by the same amount Every electric proc Gyre's abilities deal strips 5% armor and shields Electric damage inflicted by Gyre (from abilities, weapons, or status ticks) bypass armor and shields Any one of these would make her significantly more formidable in a way that would probably please you. In the meantime, I'll continue to get my kicks from exchanges like this: and this: I obviously cleaned house on damage thanks (partly) to the weekly buffs, but notice that I also took the most damage without falling down once. (No other person got any revives.) Knowing how to mod (and play!) a frame goes a lot further towards its effectiveness than people tend to give credit for. This is another frame I'm not sure you q-u-i-t-e understand the mechanics of. The only parts of Harrow's kit that require Harrow to do the action to get the relevant party buff is 1) shooting enemies to heal allies during Penance 2) the energy regen from Thurible, and 3) getting headshot kills to extend Covenant if the augment is installed. Everything else is pretty much available to everyone in range, including the speed buffs on Penance and the invincibility/crit chance on Convenant. I largely agree with you here but I do notice that you left out discussion of his Smite Infusion augment, which is something I occasionally run on other frames as a group-wide Radiation damage buff. Soooo my expectations and experience with Protea are vastly different from yours. I only ever perceived her as an engineer. However, most of her abilities scale well with time (though perhaps not in the most obvious way). For instance, the Grenade Fans don't seem to have a cast limit so you can blanket an entire area for some small stacking bleeds, but also, more importantly, for consistent enemy staggering. "Why does the air hurt my face?" - hapless Grineer grunt The other ability that scales extremely well with time is her turret. My build: Notice the 40% strength. Now, my results: When you add in the armor strip from her augment, the sole ability I don't like on Protea is Dispensary, which is why I replaced it for Coil Horizon. My issues with Revenant are somehow identical to yours and yet different all the same. I see the immortality as a noob trap - people who rely on it don't know how to fight without it. At the same time, the mind control is very cool but utterly useless due to allies being able to immediately delete your thralls; the cool parts of his kit is invalidated by friendly fire and that's frustrating. I'm with you that Revenant doesn't really have a place in the game. If DE would give thralls 95% DR from your allies that would go a long way towards alleviating the situation. At higher Steel Path levels, Saryn doesn't need kills to contribute to the party; her corrosive spore damage strips most (or all) armor, which leaves them vulnerable, but is unlikely to kill on its own. Importantly, Saryn's spores also spread via any death that isn't from spores, so teammates can get their kills just fine. Two Saryns on the same map is super frustrating and I hate it. Vauban is a great support frame thanks to Bastille stealing armor from enemies to give to you and your allies. So for this one I have to ask... were you talking about her 3rd ability in your second sentence? Because Wisp's first ability gives no damage and does not blind. I happen to like the damage vulnerability of Breach Surge because it stacks with Viral and applies against enemies lacking armor (where another armor strip would just be worthless).
  10. I actually rankled when I first noticed this. I genuinely think there should be some aspects of progression that can only be gotten through playing the game.
  11. In my view, arbitrations are Steel Path-lite. It's good preparation.
  12. Dynasty Warriors, Samurai Warriors, Drakengard, Devil May Cry, and Darksiders are all hack and slash series that I enjoy. Each one comes with significant storytelling elements that you have to progress through to unlock all content and this is a positive to me. Warframe focuses a bit more on guns but otherwise nestles nicely among those I just listed.
  13. No, they take neutral damage to corrosive.
  14. I disagree in this specific instance. People who fused topaz shards and slotted this stat pre-adjustment should have the topazes removed and then refunded their input shards. It's too drastic of a mechanic change on something that was hyped up, touted, given, and then altered without warning or recourse - all at the loss of extremely rare resources. For what its worth, I haven't slotted any of this particular stats so my perspective comes from someone entirely unaffected.
  15. It shouldn't be. No idea what their backend looks like, but there is likely a common database api that all the platforms hook into. Were I doing DE's job, that's where I would start. Merging progression stats might be tedious to code up the first time (because you *probably* essentially need to walk through every single player-viewable screen on each intended account) but surely their design documents has some kind of checklist to refer to. You just... go down the list and make sensible decisions. "Set this flag", "add these numbers", etc. Ideally, you do this all into a new account and then redirect the intended primary login to that new account - leaving all source accounts untouched until bugs are confirmed completely ironed out. The sense that I get from how things are handled is they are directly writing into the live account with no real chance for restoring in case of errors. (Just a guess, but it does potentially explain some things, like the inability to merge after a console migration from years prior.)
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