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Sulferon

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Everything posted by Sulferon

  1. Swift Mercy does not work of thralls neither.
  2. Because it's literally a melee attack. Kuva thrall finishers must be put in line with other Parazon finishers, this bugged Parazon throw animation has no other purpose than to annoy me.
  3. Rally Point reactivation sometimes drains energy, but does not reactivate the ability until Rally Point buff wears off. This means that if there are two Naxes, one might continously prevent another's Rally Point activation, unknowingly so.
  4. Styanax ult sometimes bugs out when spammed: preventing jumps and draining energy if Nax has enough for another Final Stand. Energy regen Nax can quickly unbug themselves by buffering Final Stand activation before the energy is drained, but any other build Nax is ultimately #*!%ed.
  5. I'm taking into consideration the coding that would had to be done. As much as I can at least. Renewal's way is the best we have something already done, copying it would be easier than making something new. I agree with you, however. Buff application could and should be revised as a whole,
  6. It still works like that, but no one actually has to pay attention to it, because it's fire-and-forget. In any mission you will, at some point, pass by your teammates and most buffs have a decent range. You don't have to Compared to other buffs it has no cons.
  7. Apparently Exodia Force gives Combo for every enemy hit... AND THE STANCE IN-COMBO SLAMS DON'T?! Which means Zaws can invalidate entire classes of melee weapons. My dusty Zaw machete, after this revelation and 10 seconds of modding, invalidates 90% of my arsenal - counting guns.
  8. No. It does not knock them off. It's a survival mission, they can't lock doors normally on these.
  9. All buffs should spread to allies and stay with them, just like Oberon's Renewal and it's hallow armor do. There is no reason for buffing teammates to be an annoying chore, or a chore at all, for that matter. The team should not miss out on buffs just because the buffmate can't be bothered to commit that chore. Neither should the buffmate be forced to repeatedly chase down their own teammates to share the buff.
  10. It would have to have a cap, then. And then it would suffer from the same problem Gas does. But the idea is solid, I could suggest that additional Toxin procs would renew the timer of every other. Still an infinite scale, but a linear one. The precentage of damage converted in the DoT is up to devs to balance. And the trade-off of using Toxin over Viral and Corrosive is still present, with a few particular exceptions.
  11. True. But then again, it begs the question: What Toxin should do instead?
  12. Sleight of Hand makes enemies lock doors, making it a troll's Grail and rendering it completely unusable in all missions, aside from single-tiled ones like defence or interception.
  13. The upscaling, paradoxically, scales down with enemy level. Ulfrun's Descent upscales damage with enemy kill, but only with initial strike kills and not the Bleed kills. It becomes progressively more difficult to get kills on armored enemies with the lunge, when Bleed it causes does tenfold damage.
  14. Scourge bubble, that I mentioned, attracts bullets only to the head. So you prefer to not have a choice in status and are completely fine with Viral and Slash dominating every build? The choice is a balance tactic, the choice being: Use Viral and Slash/Fire like always OR count on consistent headshots and Slash/Fire/Toxin/Gas, which can do much more damage per tic with the right setup. Also Gas has is AOE. There are multiple ways to get Viral, as well as the fact, that you don't have to put the same status on you other weapons. Not to mention the attraction bubble would make bullets with punchthrough hit the head multiple times.
  15. I very much agree. While commitment is a part of what makes a playstyle unique, halting buff timers (like Double Tap is halted on Latron incarnation btw) would not take away the commitment, only pause it while you commit to another weapon. I now think it is a better suggestion than mine was.
  16. Hybrid melee-firearm gameplay, despite being a distinctive feature of Warframe for the longest time, currently is lost. Melee or hybrid gameplay requires commitment and has a very narrow build variety in general. The core of the problem is the Combo counter and complete lack of range of most melees. The counter constantly runs out. It is hard and disadvantageous to sustain the counter when most stronger firearms and damage focused abilities do wide AOE damage, in most cases requiring no setup and are the better way to kill anyhow. Hell, the counter can't even be seen while a gun is out! I know, getting another rework on melee is a commitment as well and is very dangerous in this pasta factory of a game, but I assure you - the solution I want to propose is surface level in terms of both coding and gameplay, which is: Combo counter reset timer is renewed/combo points gained with gun damage/kill; the counter is always visible. Slam radii scaling with weapons' actual damage would greatly help with the range (coverage is a better term but whatever) disadvantage, if not solve it outright. And fix stance slam radii not giving combo points already!!! And remove wallrun stike, it only exists to flip over players unaware of it's existence.
  17. Swapping status effect of Void and Magnetic would instantly make Magnetic viable. Especially if the attraction bubble would be like that of Scourge throw and the shield regen halt would instead be a universal regeneration negation. Maybe even do regen as damage. It's also lore-friendly.
  18. Sun & Moon combo is always reset after the first heavy attack, while every other melee weapon can chain a second heavy before the combo is reset.
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