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Redrigoth

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Everything posted by Redrigoth

  1. He should have 550 base armor to make use of his 3 umbra slots. That way he can have a little over 80% damage reduction from his armor. Pretty dumb that he needs to stack so much defensive things just so he doesn't get popped. Exalted blade stance should have forced slash procs too. "oh it is a blade of light though". Why does it have forced impact? Focused light can cut more than impact. Stance mod should give 3/6/10 extra polarity too Exalted blade should be able to reach exactly 100% crit chance with both sacrificial mods equipped not 54%
  2. You should have 100 stacks by the time you get to the point of getting one shot so you don't have to worry about building stacks being getting killed. Also you probably want to use the terrain as a choke point to group enemies and use larva and link to easily get stacks without getting hit assuming an eximus isn't in the group. The linked enemy also casts nidus 1 at the reticle direction. So if larva has 7 enemies in it and you link one and spam 1 then you will get 14 stacks per cast. Also with a full umbral set, Nidus has like 1400 armor which gives 83% damage reduction. His parasitic link gives 90% damage reduction, adaptation can stack up to 90% damage reduction. So in total he has 98% damage reduction up front if you link an enemy and then adaptation builds up further damage reduction till 99.8%. You can also use Arcane grace for passive healing. You will have about 1400 hp with the full umbral set, also nidus has good cc with his larva and maggots so with all this you really shouldn't be dying. And on the off chance you do, you have your stacks to revive you which are easy to build up when maggots, larva, and linked virulence are up and running in proper positioning with enemy density, plus you have 5 seconds of invincibility to regain the lost 15 stacks if you have a good setup going. You also have Unairu's Last gasp after all your stacks run out, but at that point what are you even doing? Nidus should be fine if you play properly. Inaros only has armor at 80% reduction and then has to eat hits to stack adaptation which he can't afford to do at very high levels since he gets one shot if adaptation goes down. I wouldn't mind a health gating mechanic that applies to all frames and makes it so you can't lose more than 1500hp in 1 second. That would let a few frames gate 1 hit with health tanking, and inaros can gate multiple times depending on how much hp you have on him and you have to constantly be life stealing to stay alive, also gives adaptation an opportunity to stack up.
  3. Hard disagree. If you play vauban it is your responsibility to utilize the tools in an effective manner. Adjust range, place vortex in appropriate positions, use 1-tether to control how your suction works, consider weapon punch-through/aoe to deal with enemies you stuck in some corner. Right now you can use vortex to lock down an area but under your suggestion enemies can just walk by it as long as they have cover. No thanks. He also offers a very high degree of build and play style flexibility that enables you to do exactly what you need. If you are having issues with him then it is a skill issue. Vauban is a tactical frame. If you don't want to engage in tactical and strategic play or think about build and positioning and dealing with the enemies you cc'd incorrectly then try another frame.
  4. If you use black energy color it acts as no color so you can get rid of that. Test making each of the 2 energy color choices black separately and see if one controls the projectile and one controls its aura. If both control aura, just different parts of it then making both black might make the projectile invisible. In that case, try dim colors like dark grey or very dark red or something
  5. some weapons only exist to be mastery fodder. Maybe they were relevant 10 years ago lol
  6. Magnetic is the same as viral but for shields. Also since it is a direct magnetic stat, you can build viral along with it so a viral, slash, magnetic build would work. Still, you'll be sacrificing a mod slot for that follow-through so I still think it is balanced. And yeah maybe +0.3 is still reasonable
  7. yeah, normally you just bypass shield with toxin so if you will use magnetic and go through the shield then the extra effort should be offset by range and follow through so you can hit many enemies at once and do proper damage, otherwise there is no point using magnetic outside of niche cases. You'll probably be using a high base damage weapon with decent range like heavy blade or staff so you can bash the shields which usually have 0.6 follow through. Get that up to 0.8. Short range daggers usually have 0.8 so they get 1.0 followthrough since they have less range.
  8. Check my post on these weapons. Upvote and comment if you think these are interesting weapons
  9. I want: Rifle: 60 magnetic, 40 fire rate Shotgun: 60 magnetic, 40 multishot Pistol: 60 magnetic, 40 crit damage Melee: 60 magnetic, +0.2 follow through, +1 range archgun: 60 magnetic 60 crit chance arch melee: 60 magnetic 40 attack speed I also want blast to have a secondary effect where each stack adds a flat 5% status chance to the target when you hit it so +50% flat status on 10 stacks
  10. Didn't they nerf it so you can't perma shield gate?
  11. are you fixing tennokai not working on slide heavy? ps. remove the 2 shot limit from tenet diplos. No reason to have it. Would be balanced
  12. We should be able to ban a stat from showing up as a bonus going forward every 10 riven rolls. People should get something usable for a large kuva investment. Rolled 50 times? 5 bs stats gone from the bonus pool.
  13. maybe having all main slots with a polarity should boost weapon max polarity by 10
  14. i think 4 shards to make 1 tau is too much. Imagine spending 4 red shards to get 5% extra strength. Or 4 yellows and 4 blues to get 1 tauforged green shard to get an extra 5% ability damage on enemies with corrosive on them. Reduce to 3 or 2 and also get rid of the junk in netracell so we have a steady supply of shards rolling in since we have to consume so much in merging. Maybe even add small chance for merged and tauforged merged shards in netracell to help
  15. When you use bramma, you have to fire it often because enemies are all over the place. It only has 6 shots and 1 ammo pickup that doesn't drop often. How can it be a primary weapon that you can barely use? Sniper scavenger or rifle scavenger should affect it. Then you get to pick up 2 shots instead of just one from the occasional ammo drop.
  16. Spawning light beams that you have to stand in is a bad mechanic for a squishy glass cannon that needs to always be moving and using rolling guard. Channeled toggle is bad because as a glass cannon, you want to built max strength, low efficiency so you need to be regenerating your energy through the buff duration so you can rebuff after duration ends. Tap/Hold for power/defense is best. This avoids the above 2 problems and also opens build paths for mirage with varying spectrum of powerhouse vs tanky/evasive or something in between. Also we don't have a damage reduction helminth yet so it can serve as a helminth alternative to adaptation. Frames with poor survivability can use eclipse + adaptation to get more survival option. The damage buff will be nerfed due to reliability boost but the damage reduction buff can just be reduced to maybe 65% max affected by strength so you can get 90% reduction with 144% strength. ************************************** While I'm here: Remove 2 shot limit on tenet diplos Remove silver/gold arcane from netracell. We need more shards for all this fusion. 2 for mix, 4 for tau, 8 for mix tau. Need only shards and white melee arcane
  17. Remove the junk from netracell so we can actually get shards to fuse 2 and 4. Not enough shards to go around at this rate. Remove the 2 bullet lockon limit from tenet diplos. Exalted weapon increased polarity?
  18. Argonak: Perk 1: Incarnon form turns into a sniper with 30 charges. Increases enemy highlighting from 100m to 150m and highlights all enemies on screen while aiming. Multiplies punchthrough bonus by 15x. Enemies that can be reached with existing punchthrough are highlighted with emmissive color #1, and those that cannot be reached are highlighted with emmissive color #2. Alt fire lets you adjust zoom between 4 different levels(distributed across the 150m range) instead of returning to normal form. Reload button lets you return to normal form. Incarnon form is hitscan. Perk 2: +50 damage and +4 punchthrough and +1 final crit multiplier +50 damage and headshots cause the bullet to richochet to an enemy within 5m on normal form and 15m in incarnon form Perk 3: +50% zoom -30% zoom -50% recoil Perk 4: +20% crit chance +25% status chance +10% crit chance and 12% status chance Incarnon form stats: Damage: 200 IPS: 20%-60%-20% Crit chance: 48% Crit damage: 4 Status chance: 30% Fire rate: 2 Punchthrough: 3 Min combo: 1 Headshot bonus: +70% at all zoom levels ******************************************************************************************************************************************************************************** Acrid: Perk1: Incarnon form is a semi-auto gun that fires void-animated parasitic worms that burrow into enemies and fill them up with diseases before eventually causing them to rupture and spread the filth to nearby enemies on death. These projectiles do normal on hit damage with the usual status effect procs, but then they dig into the target and cause a damage over time effect equal to 1% max health and shield per second as true damage per shot(multishot and more shots add more stacks of this damage over time. It is also affected by viral.). The target also gains a stack of viral, toxin, and gas per second. Each projectile's effect lasts 10 seconds. If the target dies while under this effect, it explodes and applies 5 stacks of viral and gas and 10 stacks of toxin to other enemies in a 5m radius around the target(unaffected by fulmination). The toxin effect scales off of equipped toxin mods, even if they are in a combined element like corrosive, and off of other multipliers as usual. Each headshot grants 10 charges up to a maximum of 60 charges for incarnon form. Perk2: +60 damage. Gain +0.5 punchthrough per 15 kills with this weapon until the end of the mission. Stacks up to 4x. (all enemies the projectile passes through are affected by the damage over time effects) +40 damage. Gain +10% multishot every time you reload from empty until the end of the mission. Stacks up 6x for 60% multishot total Perk 3: +50% projectile speed +50% zoom +50% reload speed Perk 4: +20% crit chance +10% crit chance and +10% status chance +25% status chance Incarnon form stats: Damage: 200 IPS: 50%/40%/10% Crit chance: 15% Crit damage: 2.5x Status chance: 30% Fire rate: 4 Projectile speed: 85m/s Forced procs: Toxin, Viral, Gas Punchthrough: 0 Multishot: 1 Stug: Perk 1: Incarnon form changes this into a trap weapon. It fires mines that stick to the surface they hit and stay there for 60 seconds. When an enemy comes witin 3m of the mine, it explodes in an 7m radius cloud that deals damage upfront and applies 1 stacks of each element on the weapon. This cloud then remains for 10 seconds and continues to deal tick damage every 0.5 seconds and procs status as usual, and it is affected by multishot and crit. Mines explode after 60 seconds of not being stepped on and behave similarly to when they are triggered. Charges on body shots and can have 100 charges max. Innate corrosive damage type. Perk 2: +100 damage. Killing an enemy gives you a +20% damage per status effect that was on the enemy for 8 seconds. New buff overrides old buff +100 damage. Killing an enemy with 5 or more status effects gives you +500 armor and health buff that lasts for 10 seconds. Timer renews upon killing another enemy with 5 or more status effects Perk 3: +100% magnetic(acts like a mod) +100% gas +100% viral Perk 3: +30% crit chance +30% status chance +2 base blast radius (affects normal and incarnon blasts and clouds) Incarnon form stats: Damage (triggered explosion): 500 corrosive Damage (cloud tick): 50 Crit chance: 16% Crit damage: 2 Status chance: 70% Fire rate: 3 Blast radius: 7m ******************************************************************************************************************************************************************************** Convectrix: Perk 1: Incarnon form turns this into a plasma drill which is a low range beam weapon with high damage. Beam length is 3m, base damage is high, and it shreds 10% of max armor and shield per tick of damage. (can shred armor of anything unairu's 2 can). No aoe at end of beam. Can do headshots. Infinite punchthrough(wall and body). Incarnon form has a low amount of max charges but also gets charged up quickly. Holding the beam on an enemy head for 1 second is enough to fill the bar which has 100 charges. (the idea is to use normal form for the trash and switch to incarnon for priority targets or for the ocassional group kill with grouping abilities) Perk 2: +15 damage. Gain an additional +20 damage if armor is over 450 +10 damage. +40% multishot Perk 3: +2 beam range +100% reload speed +100 magazine Perk 4: +14% crit chance +35% status chance While firing the weapon, block all projectiles in a 35 degree cone in front of you for normal form and 90 degree cone in incarnon form Incarnon form stats: Damage: 240 IPS: 10%-10%-80% Crit chance: 33% Crit damage: 3 Status chance: 60% Multishot: 1 Fire rate: 10 Beam length: 3 Punchthrough: infinite ******************************************************************************************************************************************************************************** Ripkas: Perk 1: Incarnon form turns them into longer chainsaws with sharper blades +100% damage +50% heavy windup speed +2 range +20% parkour speed Perk 2: +100 damage, +50 armor, +50 heavy efficiency and +50% heavy windup speed +50 damage and guaranteed slash proc on undamaged enemies Perk 3: +7s combo duration +100% combo count chance +50% heavy efficiency Perk 3: +5% crit chance and +1.5 crit damage +17% crit chance and +17% status chance +35% status chance ******************************************************************************************************************************************************************************** Lecta: Perk 1: Incarnon form changes the whip to have 50% slash and 50% magnetic stats. It also allows the whip to call down a lightning strike on enemies struck by the heavy attack that has 400 electricity damage affected by damage mods, electricity mods, critical chance/damage mods, and combo. The lightning strike has a 2m aoe (no fall off) with forced electric proc on any enemies it hit by the lightning strike. +100% damage +50% heavy efficiency +40% attack speed +15% parkour (normal lecta/secura lecta) Perk 2: +70/30 damage and +0.25x follow-through +110/70 damage and when any enemy with an electric proc dies, gain an 8 second buff that gives you +50% shield recharge and -60% shield recharge delay Perk 3: +80% heavy windup speed +1 range +4s combo duration (normal lecta/secura lecta) Perk 4: +25/15% crit chance and 0.5% crit damage +25/15% status chance +18/10% crit and status chance One of these can be added to each week on the rotation ps: Remove the 2 shot limit on tenet diplos lock-on. Would make the gun more viable since as a high crit, low status, low damage, high fire rate, shots need to land for it to do any consistent damage without standing still and dying. Currently it is useless against steel path lv100+. It gets used for profit taker. Proper lock on enables mobility. Any aoe or strong single target far outperforms this gun.
  19. Enemies also get to scale to the point where their flat damage alone can one shot you no matter how tanky you get, even if you build nothing but tank mods on a tank frame. And there is 50 of them and 1 of you. I think it is a good change. Do we get scaling armor and hp? No. Rather the issue be "did i strategize correctly or not" instead of "i just got randomly deleted for no reason". It happens rarely but I think I've had it happen 3 times over years where I just died even with 90% damage reduction in lv200 SP for apparently no reason; but now i figure some mob landed a lucky stray shot that happen to hit my head and crit while i was mid bullet jump
  20. Enemies also get to scale to the point where their flat damage alone can one shot you no matter how tanky you get, even if you build nothing but tank mods on a tank frame. And there is 50 of them and 1 of you. I think it is a good change. Do we get scaling armor and hp? No. Rather the issue be "did i strategize correctly or not" instead of "i just got randomly deleted for no reason". It happens rarely but I think I've had it happen 3 times over years where I just died even with 90% damage reduction in lv200 SP for apparently no reason; but now i figure some mob landed a lucky stray shot that happen to hit my head and crit while i was mid bullet jump
  21. seems like it only increases in by 100% once. At 200% multishot i was hitting 2 shots at 57 and 29(i assume different damage types vulnerability is causing the different numbers). At 300% multishot i was hitting 57, 57, 29 instead of something like 84, 84, 44.
  22. Some quick and easy improvements to the game: Give exalted weapon stances +10 mod capacity like normal stances so we can fit tennokai mods on exalted weapons Remove Tenet Diplos bullet cap per locked on target so it can be a full auto pistol but with lock-on like it's supposed to be Fix Miter normal form charged sawblade not doing punch-through Make Gorgon's metamorphic magazine augment and other magazine size mods into exilus. We can get more ammo and ammo refill but not bigger magazine? Because a handful of weapons have magazine synergy? That should be what gives you a reason to use them. Also half the weapons have nothing useful to put in exilus slot. Separate audio slider for chat notifications and other sound effects Ability to keybind cycle button of something like Ivara Quiver with so I can use scroll wheel instead of having to hold/click all the time Increase Primary Plated Round buff duration from 10 to 30 seconds (newest buff overrides) so we can actually make use of it. Large mag weapons cant even reload and dump their mag within the buff duration and this practice is unsustainable for ammo too. It would also help fill the arcane slot in situations where all other options are useless like vs eidolons where fractalized reset is the only thing that does anything. Toggle for auto-melee. It's makes throwing glaives annoying Grendel Gourmand augment is useless. Instead let it increase enemy in belly cap to 8 for more Hearty Nourish synergy and more size on 3 and let it maintain your armor buff for 4 seconds on vomit by holding 1 Make frost's Biting Frost give some crit per cold proc rather than frozen or make it part of his passive cuz it's not worth the mod slot now Disable stalker spamming my inbox with "actions have consequences" any time I kill a boss Thank you
  23. twitch not giving the ordis statue. Says "this reward is no longer available" meanwhile i can claim the second one
  24. Let passive apply to ammo too. Picking up 1 type gives 10% of other types rounded up Reduce 1 augment to 200% but let it be affected by ability strength Let equinox's 2 be castable on the ground rather than needing to specifically target an enemy Let equinox's 3 maintain the buff for 3 seconds (affected by duration) on form swap so night form can benefit from the strength buff that was built up on day form or maybe update the 4th augment mod to allow equinox to maintain all buffs on all abilities on form swap. Armor/shield/speed/damage from 1 would remain but continue to degrade on form swap instead of disappearing instantly, shields and strength from 3 for 8 seconds(affected by duration), accumulated stuff from 4 same as now.
  25. The loadout rng is contemptible and disgusting. Whenever i play it, i rely on frame's abilities to determine if i can have a viable run because the weapons are trash. 50% of cycles give me all trash weapons, 30% give me 1 out of 8 weapon that I have built, 20% give me 2 out of 8 weapons i have built. There is also maybe 10 weapons (i dont own or super trash) that keep appearing in the selection literally every single time. Unless i get a frame that has exalted weapon or an ability that can actually kill enemies like styanax 4's slash proc spam then I can't play. Then you have the addition of the Jackal who you cant kill with most exalted weapons and instead have to rely on the above mentioned trash weapons to break his limbs. You also have people leaving after 1-2 stages half the time so unless you can solo and dont experience a host migration bug, you have to cancel the run if you want to keep your good frame/weapon or leave. Disgusting mode. Not sure if dealing with the above or getting molested by chain staggers from Wolf of Saturn Six as Kahl is worse
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