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Qriist

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Posts posted by Qriist

  1. On 2023-12-27 at 6:41 PM, Armadillidium_vulgare said:

    Speaking of, do you have any issues stacking Blessing and her passive since you're not running her 1? Or do you find Synth Deconstruct generates enough to do what you need?

    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.

     

    On 2023-12-27 at 6:41 PM, Armadillidium_vulgare said:

    assume you're spamming her 4 for the most part?

    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.

    8iCKMYo.jpeg
    kaRKQmO.png

     

    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.

     

    On 2023-12-27 at 6:41 PM, Armadillidium_vulgare said:

    It's nuts, honestly. It does cost on direct damage, but with AContinuity and a pair of green shards it still gets full strip for anything that isn't killed outright. With Nourish for viral and energy gen it eats pretty much anything. Only "struggle" can be Acolytes and mobs that have status caps, but it still chews through them pretty fast.

    Status caps are so annoying lol.

     

    On 2023-12-27 at 6:41 PM, Armadillidium_vulgare said:

    AStretch feels underrated, I don't see it in use as often as I would expect it to be since the activation conditions are so easy to outsource if they aren't native to the frame you're using.

    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.

     

    On 2023-12-27 at 9:35 PM, Hexerin said:

    Interesting choice to inject Nourish over Fractured Blast. I don't really see Citrine as a frame that needs a Helminth injection, but if I were to do so... I'd put it over Crystallize, as her other three abilities are too strong to inject over. I also wouldn't use Nourish, she doesn't need the extra damage and has infinite energy so the boosted energy gain is pointless.

    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.

    Spoiler

    me4sGZo.jpeg
    H1zobQU.jpeg

     

    On 2023-12-27 at 9:35 PM, Hexerin said:

    Really only leaves Xata's Whisper, to be honest.

    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.

  2. 1 hour ago, KitMeHarder said:

    Eximus are only supposed to be immune to CC, not any other part of an ability.

      That's what's supposed to happen, but Nezha and Qorvex each have abilities that Eximus receive incorrectly:

    4 hours ago, Tiltskillet said:

    Chakram's debuff is a little different.  It actually is active on enemies protected on Overguard--it just doesn't have any effect until it's broken.  If that sounds like a distinction without a difference, imagine a high duration Chakram tagging an eximus unit with Oveguard up.  Once the Overguard layer is gone, damage is increased for the remaining duration of Chakram. In effect, Chakram doesn't multiply damage to Overguard hp, just to shield and health hp.  (This wasn't the case right after Eximus Reborn, but it changed at some point.  My guess is by accident.)

    Containment Wall OTOH won't apply its debuff to an eximus unit unless its cast after Overguard is broken.

     

    • Like 1
  3. 24 minutes ago, Voltage said:

    The only things Relics should dissolve into is Void Traces.

    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.

  4. 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.

     

    11 hours ago, Asono said:

    Frost: Has a kit that is centered on slowing his enemies and protecting defense objectives. In a slower game he would be considered a great protector of his team. In Warframe he is slow, clunky and his main defensive ability, his Snowglobe is seen as nothing more than a hindrance to his team. He suffers a lot from power creep and the significantly faster gameplay that he can't keep up with. His augments do little to fix what is actually wrong with him. Gaining bonus damage against frozen enemies does help him greatly, but it doesn't do enough for him when only one of his abilities can consistently freeze anything. His passive is useless, is first ability only exists to break his snowglobes, his ice wave do very little to help his team outside of slightly slowing them down. 

    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.

     

    11 hours ago, Asono said:

    Gyre: Gyre, while beautiful shows a lot of the issues in the game. Her abilities, while flashy and pleasing to use, show the issues with the scaling of the game and the current state of balance. She can do next to nothing against higher level enemies, especially as a caster frame. She is supposed to be using her abilities as her main way of fighting but can't without needing some form of armor strip. She has very little survivability and just can't really hold her own. On top of that she wasn't even remotely usable to the players until her augment Cathode Current, which is pretty much mandatory if you want to play her. Her augment is the main example of what is wrong with the augments. They simply show that there is a problem and instead of actual fixes we are needing this mods to make the frame even worth trying to use.

    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:

    K6WRoYF.png

    and this:

    55VdSTX.jpeg

    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.

     

    11 hours ago, Asono said:

    Harrow: A frame with a complete identity crisis. He was clearly designed to be a support. However, he is extremely selfish with how it is done. He needs to be the one to do the damage and get the kills. That is not what support players look for when we want to play support. We don't want to be the center of attention. We don't want to take away from the experience of those around us. We want to help the other's with us get the most out of their game. That is where we find our joy. Harrow is everything we don't want in a support. However with his augment Tribunal it only partially fixes that. The fact we need an Augment to make a support a support shows everything that is wrong with him. 

    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.

     

    11 hours ago, Asono said:

    Oberon: An extremely outdated frame. He has been pushed aside by the other healers. He has been pushed aside by the other CCs. He has been pushed aside by the newest frame, Qorvex. His kit and his theme no longer match the game, or himself. He was supposed to be a paladin that defends Earth. But his kit is outclassed by other frames that do everything he does but better. His first and second abilities used to be the way to apply radiation procs to enemies, but Qorvex now does that. His third was a great healing ability while providing armor which is still great but it's just not a whole lot and despite his healing being a channel his armor buff wares off, which just forces to you recast. His fourth ability has been useless for years. It does very little damage, and for what? Enemies have a chance to spawn a health orb. It also does armor reduction, but so do a lot of other frames who can do it faster and more efficiently. His kit is just not great anymore. His theme was over shadowed by other frames. The only thing I can think of is let him get a brand new kit and new identity as a druid. Let him become a nature frame. Summoning plants with a variety of effects. Keep him as a healer. But he has lost his place as a radiation frame.

    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. 

     

    11 hours ago, Asono said:

    Protea: She was themed around being a chronomancer but only has one ability that has anything to do with time. She is more of a female Vaubon than anything. Her identity was not well fleshed out in her kit. She behaves more like a standard defense engineer than anything. While she is strong and great for providing shields. She is only good at camping and not much else.

    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:

    4C7BeEq.jpeg

    Notice the 40% strength.

    Now, my results:

    0mvsMFm.jpeg

     

    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. 

     

    11 hours ago, Asono said:

    Revenant: Honestly, I see him as a failure of a frame. He has too much and too little at the same time. He has immortality, which fits his namesake very well. But causes his gameplay to literally be low risk high reward. He has a better mind control than Nyx, the mind control frame. He picks out a target who then shoots another that then gets mind controlled, and this repeats automatically until everyone is fighting for him, where he then gets to just instant kill them. His fourth, while flashy, is just...odd. It doesn't really match him and just weird to see from him. Overall he was just a power creep frame and nothing else. His abilities are strong, but too strong. He has very little to his own gameplay. It's hard to put into words, but he just doesn't match the game.

    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.

     

     

    11 hours ago, Asono said:

    Saryn: Saryn is honestly good example with the issues plaguing the game, no pun intended. She is a map wide nuker. She takes away the opportunity of any and all team play. She has a very selfish playstyle that focuses on her needing to have all the kills for the most part to maintain her plague. If you have two of them in the same match together it just becomes the two of them getting frustrated that the other is messing up their gameplay. She is just overall not healthy for the game and it's players with how are abilities work.

    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.

     

    11 hours ago, Asono said:

    Vaubon: Male Protea...The two frames achieve the same thing in only slightly different ways. His combat boils down to placing his Bastille and throwing Flachette Orbs. He is stale. Is Vector pad is just an annoyance and has no use in game. His tether mines are buggy as all hell. He just doesn't feel fun to use. The only thing really noteworthy about him is it's cool to see how high you can get his bugged out accuracy stat is.

    Vauban is a great support frame thanks to Bastille stealing armor from enemies to give to you and your allies.

     

    11 hours ago, Asono said:

    Wisp: She is another prime example of a power creep frame. She has way too much damage from her first ability on top of the fact it blinds. Her passive is just unfair to the true stealth frames. Her healing is so high it nullifies the other healers on top of it providing a massive health boost. The only thing that is honestly bad on her is her fourth which is just a weaker version of Qorvex's fourth. Which is odd considering it is a portal to the sun fired on someone.

    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).

     

    • Like 1
  5. 3 hours ago, Fred_Avant_2019 said:

    There's a clear difference between arbitrations and steel path in terms of difficulty, which isn't reflected in the way you access them. Arbitrations you can just use whatever you used on normal missions as long as you don't die. Steel path needs you to actually deal damage (which is complicated when you have don't have access to the main source of it).

    In my view, arbitrations are Steel Path-lite. It's good preparation.

  6. 13 hours ago, emptyP said:

    I understand quest content is a big deal to some, but when I gave you my money and convinced others to do the same, it was essentially a HACK AND SLASH. If I had ever known that I would be forced to 'quest' through unskippable storytelling just to have the OPTION to do all the content, I might have reconsidered.

    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.

    • Like 1
  7. 3 hours ago, Aer_Wolf said:

    2. DE don't owe you anything, if that is how they want their game played, that is how they are going to make their game.

    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.

    • Like 1
  8. On 2023-12-19 at 7:51 PM, Kiksik2 said:

    Is it too complex to be done? 

    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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