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Staggeringking

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Posts posted by Staggeringking

  1. (Fixed) Also can't roll/slide with operator in missions, works in orbiter though. 

     

    EDIT: Fixed after obtaining the Mote amp for operator

  2. 3 hours ago, Teridax68 said:

    Don't Slash procs not stack already on their own timers? That's at least what's listed on the wiki.

    Yeah they do, but each of those slash procs come from separate instances of damage,

    e.g. a Veldt with 100% multishot (2 damage instances from one trigger pull) means 2 slash procs can occur from one trigger pull, which will stack (each having their own timers) but each individual damage instance cannot proc multiple slash procs, even with both Hunter Munitions and a Garuda 4 with 200% power strength.

    • Like 1
  3. My post was mainly about educating, not complaining/pointing out things I don't agree with. I know how to build and play Garuda in general, that isn't the point of my post. If I mentioned anything that seems obvious to you, please remember that it might not be for others.

    Not everything I said was mind-blowing stuff but I still figured it was worth noting so others might learn. It's not like everything about Garuda is fully explained in game....most things in Warframe aren't. (disclaimer over)

     

    1 hour ago, Birdframe_Prime said:

    It seems to me that there's a couple of things that you're curious about that indicate you're not taking into account how other things in the game work.

    For example, your very first point about Dread Mirror:

    I was just pointing out how viral affected Dread Mirror as it didn't seem too intuitive that it would change the damage stored in Dread Heart, I know it makes sense, I know the mechanics, but not everyone will "connect the dots" instantly, it's just something to take note of, if you already figured that interaction out, great, some people might not have.

     

    1 hour ago, Birdframe_Prime said:

    Are you sure you're reading the ability right? Because the Shield genuinely is unaffected

    As far as I know, the shield is only affected by duration mods, no reason to think strength would affect it, I kept saying "health to shields" because that's what the UI says and it seemed clear that it referred to Dread Heart as well. Since the shield doesn't have any mod interaction besides duration, which I never bring up, I assumed people would understand I'm not talking about the actual shield, rather the damage stored. I guess I could've been more clear but we do all share the same tooltip.

     

    2 hours ago, Birdframe_Prime said:

    And it's never the thing that really makes the damage increase on the Dread Heart anyway

    Though I'd rather not discuss nuances in playstyle (as it really depends on the player), a few casts of her 1 will almost always give me enough damage to wipe out a room with her 4+1 combo, maybe not always in one slash tick but definitely quick enough, as well as being a more reliable way to store damage as enemies might not always be shooting at you. Either way is a good way to accumulate damage for her Dread Heart.

     

    1 hour ago, Birdframe_Prime said:

    Honestly, my friend, while some icons are occasionally nice (and I'm fairly sure that looking at a health bar gives you a good idea at which enemies are low on health anyway), the meat of your feedback on here is... kind of unnecessary.

    Yeah, looking at health bars gives you a good idea....but I want a better idea and I know I'm not the only one who thinks that. Sure, I'll make do without an indicator, but please tell me how it wouldn't be an improvement, regardless of now "unnecessary" you find it to be.

  4. Hi, I'm just trying to focus on the more subtle parts of her abilities, not trying to make a rework post here or state obvious things that anyone who's played her for 10 minutes can figure out. (pardon the rude disclaimer, I just want to keep things specific)

    Some things I've noticed while testing Garuda:

    Dread Mirror :

    • The "health to shields" damage number is halved if the target has a viral status proc on them
    • Despite the Abilities menu saying "health to shields" is 10% and unaffected by mods, I gain more "health to shields" if I add more power strength.
    • Even if you execute enemies with just under 40% health, you still only gain "10% health to shields" (EDIT: you get twice as much as a non-execute cast)
    • The initial cast (where you rip out their life force) can generate (relatively) powerful slash procs if the enemy is under the effect of Seeking Talons since it will always scale with the enemies health (see, it CAN do damage)

    Blood Altar :

    • Enemies transitioning between Limbo's rift seems to cancel this ability early
    • Using the shield from Dread Mirror is a good way to "re position" enemies (by rolling into them) to set up a Blood Altar in a more preferable/safer location

    Seeking Talons :

    • Apparently, you can't get "double slash procs" (just like Hunter Munitions) so if your weapon is already good at reliably getting slash procs, this ability won't add much to the overall damage output. This was surprising to me but maybe the interactions don't work properly in the simulacrum where I tested it, I hope I'm wrong but even in mission it didn't seem to change my damage output much when using Zenith/Veldt/Vasto/Zylok/any slash based melee. 

    Ironically, the Nagantaka doesn't synergize well with Garuda... in fact no viral+slash weapon synergizes well with her. (No, I'm not saying they are bad weapons..)

    • When casting in air, the "hop" that launches you higher up will move the aim circle up as well, this will move enemies at the bottom of the aim circle off screen so they will not be affected by Seeking Talons (much more noticeable with a non-charged aim circle as it will almost always miss your targets in the narrow "aim cone") 

     

    If you just wanted to learn a bit more about Garuda, feel free to stop here. Past this point is mainly for DE devs since it's me just asking for things that I hope one of their staff thinks is worth implementing.

    A few tweaks that retain her overall kit/play-style while also making her more effective :

    Dread Mirror :

    • Make it more clear and consistent how much "health to shields" you will generate. Power strength affects it in some way, either directly increasing the %of enemy health taken OR adding a bonus afterwards to that base 10% health taken, this difference in "Dread Heart" (the floating blood ball) damage can really affect the slash procs it generates with the 4+1 combo.

    Also, maybe make it 10% of enemy MAX health? so viral procs don't half the damage you store.

    • Make executing enemies more rewarding, (not mentioning Dread Ward), if an enemy is below 40% health (and somehow not at 0%) they tend to have a few corrosive procs and are much easier to finish off than using Dread Mirror's execute which takes energy, time, and possibly puts you in harms way afterwards. Adding all the enemy's remaining health to your "Dread Heart" will make it much more appealing and add real value to the execute mechanic rather than just "saving a few bullets"

    Along with the suggestion above, if executing enemies will be able to significantly boost your "Dread Heart" maybe add an indicator to enemies who are below that 40% heath threshold to make it simpler to tell when you should go for that execute. For example, those enemies have their own "Dread Heart" above them to intuitively show what executing this enemy will provide you. (Ideally only visible to Garuda so as not to clutter squad-mate's screens AND/OR only have a visible indicator for enemies in range of Garuda's 1)

    Seeking Talons :

    • Allow double slash procs (for Hunter Munitions too). If my testing was accurate and you really can't get multiple slash procs from ONE instance of damage (ignoring multiple pellets/multishot) then it doesn't seem to make much sense to work this way. Unless DE intended for this "pseudo-nerf" to slash based weapons, it basically rewards weapons with lower slash damage (or status chance) a lot more than weapons that can already reliably proc slash. (Personally I'm fine either way, gives me an excuse to diversify my weapon selection even more) 
    • When casting in air, make Seeking Talons target the enemies in the aim circle before Garuda is launched higher in the air.

     

    Thanks for taking the time to read. Sorry for the essay but I had to go into detail to properly discuss some of these points. If you also have some feedback for Garuda's EXISTING kit, feel free to post below.

    • Like 1
  5. 12 hours ago, SenorClipClop said:

    While that would be nice, it isn't needed. Dread Mirror executes enemies with whose health is at 40% or less. This is most easily done by whittling them down with the procs from her ult.

    I know it isn't needed, but it will make executing enemies more efficient. Which is especially useful for her augment, since you don't want to "eye ball" 40% which may prevent you from dying. Also the "whittling" from her 4 can change from "insta-kills" to taking too long to proc her augment depending on enemy level, just like any other source of damage.

    Personally, spamming 1 on someone who looks like they are under 40% is just embarrassing, but if I'm in the minority for this issue, I'll "git gud" I suppose, idk.

  6. Basically, if you use Garuda 1 on an enemy as they die you will proc Dread Ward "unkillable" state. So using a projectile wep (bows, staticor, fusilai, scourge, etc.) you can shoot at an enemy normally as if you wanted to kill them, but just before they get hit by the final projectile to kill them, press 1 on that enemy.

    This eliminates the "balancing act" of trying not to one shot lower level / less tanky enemies. I use Exergis at about 15 metres away, this gives me enough time to activate 1 before the projectiles kill the enemy.

    Hi, as Dread Ward exists currently, it is not worth imo for MANY specific reasons that have been discussed in other threads... But if you really like Garuda and want to use this mod, like me. This is the most simple/reliable way I can find. I'm trying my best with what DE gives us. 

    ...But if I could ask ONE way to improve Garuda in general, as well as this mod, give an indicator to enemies that can be executed.

    • Like 2
  7. PS4 controller using DS4 Windows.

    Restored controls to default when update arrived, then changed my controls back but "Melee Channeling" and "Cycle Power Right" were stuck together on the D-pad (it was assigned to D-pad as a last resort as I kept replacing it with my preferred keybindings but couldn't remove it entirely).

    Now I cannot Melee Channel as it will only "Cycle Power Right" and I cannot change the keybindings as an error message keeps popping up saying "Melee Channel cannot be moved to a different button"

    Good luck, hope this was helpful

         Edit: Restarting Steam had no effect.

    Also cannot re-bind the Share button.

  8. As the title says, before (Update 21.10) Veldt had 16 shots, now it has 26. 

    Since it's an increase of exactly 10 shots, I just wanted a clarification if this is a bug (typo) or not, nothing is mentioned in the patch notes, unless I missed something. (Even if it is a typo.....can we pls keep it DE)

    Also, if there are other "secret" weapon buffs/changes, please share 🙂

     

  9. I use Sancti Magistar a lot for Kuva Survival (to heal Kuva Harvester), however, recently the heal only seems to proc from the 2nd-3rd charge attack used (it will never heal twice in a row). Sometimes if I hit a group of enemies with one swing, the heal might proc. This unreliability makes it pretty much useless at higher level play, since the time to heal the Harvester has roughly increased by a factor of 3 (usually more since you have to FIND an enemy close enough to heal the Kuva Harvester)

    I get that melee 3.0 is (hopefully) right around the corner, but till then, it'd be nice if it still worked for melee 2.0

    As a heavy user of the Sancti Magistar, a fix would be greatly appreciated, it is a great support weapon...when it works.

    Thanks in advance...if it get's fixed

  10. Agreed mostly, the 2 tracking is pretty unreliable, which sucks since it's probably his most useful ability (in my opinion)

    However, the 4+2 combo seems powerful enough (at least with Reaping Chakram and 210% power strength, kills trash mobs pretty fast while debuffing tougher enemies), maybe it seems weaker because of the bad tracking? But honestly, some more power wouldn't really be overkill so, I'm on board.

    Another issue I have is that sometimes the 4+2 combo won't work at all, hit a speared enemy with the2 and no more chakrams will spawn, so you have to wait for it to return before trying again.

  11. Hi,

    Oberon's first ability (Smite) has a knockdown on the target enemy. However, when using it on a Rampart that a Grineer unit is using, it no longer knocks that unit off the Rampart. It used to always be an effective way to temporarily disable a Rampart from a distance, now it doesn't work. 

    I am assuming this is a bug, so I would very much appreciate a fix for this. (being an Oberon user 95% of the time)

    ...Sorry if this is posted in the wrong category.

  12. Couldn't agree more with previous comment!!!!!!!!

    But there is a "Manage Ignore List" in the Options -> Chat menu where you can un-ignore people

  13. Fantastic weapon skin, one of the best (in my opinion) WHEN it is in AXE mode. Unfortunately it is rarely an axe....

    When holstered, it is a PADDLE

    When using quick melee, it is a PADDLE

    When equipping melee and start swinging instantly, it stays as a PADDLE (you have to wait for the axe blades to spring out before swinging to make it an AXE)

    Sometimes after ground finshers/air melee/interacting with objects, it turns back into a PADDLE

    When loading into a mission only using a melee weapon it is a PADDLE (I equip my Nosam cutter then un-equip it to turn it into AXE mode)

    If this is how the skin+animation is meant to be represented, fine. But damn I wish I was looking at AXE mode a lot more... especially holstered.

    EDIT: I have only been using Oberon with this skin...in case there is a "coding interaction" specific to Oberon maybe...idk

  14. 1 hour ago, wtflag said:

    You go back to Cetus and the team will keep their drops.

    Even though I've been playing consistently for almost 5 years... I must say, thanks for the tip, I did not consider this. (Not that I ever run out of revives, but this is still good to know)

    Maybe it is worded slightly obnoxiously, but as far as your PSA goes, I (re)learned something useful. 

  15. To make her 1 as op as possible: 

    Get a riven for a high disposition weapon, I rolled for crit chance + crit damage for Dual Keres (seems to be the best melee, though if you only use whipclaw the actual melee doesnt matter at all, just that it is high in disposition)

    Then, [Pressure Point] [Drifting Contact] [Virulent Scourge] [Vicious Frost] [True Steel] [Organ Shatter] [RIVEN] [Anything you want] (i use condition overload so the melee is actually good by itself)

    If you can use the umbral melee mods, then you will probably be better off

  16. What if they just added range to current scythes? Maybe buff a few other stats across them, but range seems to be a big deal in Warframe at the moment. 

    Also, I quite like the mid-air swing on scythes and the quick melee. It would be a shame to just lose melee stances that are unique, when we could add some damage multipliers in the combos instead, or tweak the current stances animations? (get to the spin to win part of Stalking Fan faster??). Just wanted to put this out there..

  17. 13 minutes ago, ShiraHagane said:

    for now just do a slide attack to bypass it

    Yeah, I've been doing this but the fan slide attack propels you so far forward that it isn't always worth doing when you're swarmed with enemies right in front of you, plus the slide attack animation still has a pause before any damage is dealt. Also the 3rd attack with the fanning animation does a lot of damage, so I still prefer to use that.

    But sliding between enemies is great for cancelling the combo, when they die from the first two attacks.

  18. Enjoying this weapon so far, looking forward to seeing how this weapon category expands in future.

    However, I (personally) have one huge issue with it so far:

    The "fanning" animation at the end of the quick melee combo. I don't mind it on some of the stance combos as much but, as fancy as it looks, it really affects the actual combat use of this weapon. Every second you stand there fanning yourself, basically animation locked (as far as I've noticed), this opens you up to all sources of damage with no way to avoid it. 

    To be fair, the multiple attacks performed from the 3rd part of the quick melee combo are extremely fast and include a knockdown, which is fantastic, but this knockdown only affects a small area if not only a single target, so in practise it usually knocks down one enemy, and while you fan yourself, every other enemy can attack you freely (bare in mind you are in melee ranges).

    If I had to make a suggestion, I think removing the fanning animation from the quick melee (at least) would make this much less punishing to use. Alternatively, make the fanning animation INTERRUPTIBLE (e.g. casting abilities will override the fanning animation, maybe even rolling) this suggestion is my preferred as I understand the point of the fanning animation existing is because....they are fans, but after a while of use, it's hard to ignore how punishing this can be. (Corrupted crewmen are the worst offenders, especially on Mot)

    NOTES:

    • I DON'T think this NEEDS to be changed, but it would help it perform in higher level content better (in my opinion) where quicker response times are very important.
    • Cleaving Whirlwind "spin to win" combo (forgot actual name) has a punishing aspect to it as well, if you spin too much, you get staggered, but this is EASILY avoidable.
    • There is no justification for this fanning animation in terms of "the warframe feels too hot"
    • Don't get me wrong, I really like this weapon type, I'd just like to see it perform even better.

    If anyone has any tips to work around this fanning animation lock, please share. (Not "use Iron Skin/Inaros so it doesn't matter if you get hit.")

    Other than that, sorry if this is the wrong place to post this, thanks for all the awesome content DE, and happy holidays :)

     

  19. If you are "charging" a swing for around one full second, that's almost definitely the proper charge attack (also there is a slight audio "whoosh" while charging). Pretty sure releasing it early will cancel the charge attack.

    "momentarily" might just mean longer than you'd expect

  20. I always use controller on PC, but i grew up as a console gamer, especially if there is a gun involved. (just personal preference, though I know my performance would be better with a mouse/kb)

    Though as more features keep coming, my keybindings keep suffering, most recently having to add the transference button to my controller for quicker use (not reaching for the 5 key on keyboard)

    Currently my 1st ability = B/CIRCLE, 2nd = hold DOWN on D-pad and press X/SQUARE, 3rd = hold DOWN on D-pad and press A/EX, 4th = is UP on D-pad, 5th = LEFT on D-pad

    (though my controller set up is made almost exclusively for Oberon, quick 1's and 4's when I need them)

    Also, jump = Left bumper, melee = right bumper (so i can jump/quick melee while using analogue sticks to move/slide/aim)

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