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Kevlareater

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Posts posted by Kevlareater

  1. 7 hours ago, Xekrin said:

    Who wants to make bets that despite the sheer amount of negative feedback this weapon is (and will after research time is up) getting, it will not get changed at all.  At best we might get a minor buff on it sometime in 2018, maybe, alongside a few other lackluster worthless weapons they haven't touched in years.

    I pray for a Beam Weapon / status per second overhaul but I just can't get my hopes up, sadly DE seems content with how absolutely awful most beam weapons are.

    I believe you're right, regarding the bolded part comboed with DE's legendary reluctancy to buff things that desperately need it. The day they readdress the Cycron is the day I buy plat without a discount. Preferably before the start of June.

  2. This thing's straight garbage. Too long a reload, too short a reach without the option of Ruinous Extension, and compared to something like the Pox and Atomos, the status application is lackluster because it's a short, straight beam.

    I think this gun will be meant to be used alongside a melee weapon, for when dual wielding gets released. Having this weapon out now is basically putting the cart before the horse.

  3. 4 hours ago, Kuestenjung said:

    No they shouldn´t. That´s the point of riven. YOu want the most powerful positives but you aren´t willing to sacrifices anything for it.

    And why would I want to use a riven mod with a negative trait that renders a weapon functionally useless?

    • More ways to earn riven mods than sorties (getting sick of them being rarer than potatoes)
    • Buffs and/or new mechanics to weapons that were around before Damage 2.0
    • Buffs and/or new mechanics to the least-used augment mods
    • Limbo rework
    • Non-scoped ADS for sniper rifles
    • 3D map for archwing
  4. Yeah... I didn't even bother with Titania and Inaros' quests and outright bought their bundles. Nidus won't be any different if the grind to get his parts is any indication.

    At least Ivara wasn't so tough to get. Took me 30-something missions, but I mastered spy missions at the end of that grind.

  5. 8 hours ago, Xzorn said:

     

    It's more about trying to get an ultra faint disposition Riven to complete with the standard mods we have now.

    You get a decent roll Riven for these weapons and it's like 60/50/60 which is super hard to get on it's own but this game does not reward middle road builds or setups. If you get like 60heat, 50 electric 50crit. You're better off with a standard build anytime you would have a +75% modifier against a health type, especially if you're dealing with armor.

    You now not only need very specific stats for the Riven but in most cases a negative to bring the values up to a reasonable level. The probabilities have gone through the roof on a viable Riven mod for these weapons.

    Meanwhile you can simply get two good stats on a Strong disposition and you're good to go because the values are so high.

    (bolded) The negative stats are equally devastating. Pretty sure my Soma riven mod (did not buy) will never cause the Soma to heal the enemy. I rolled a Dera riven from what is pure viral damage and came up with -110% damage, and the Dera has a strong disposition.

  6. Looks-wise, the Glaxion is an a-Mei-zing weapon. Status too, but I think the Pox beats it when it comes to status application.

    Also, the only way we're gonna see an Ignis/Supra-like update/buff on this gun is if enough people bug DE for it. Doubt that will happen again.

  7. 9 hours ago, AandOE said:

    What about Carrier's new precept? Does that keep up? What about combining Carrier's precept with a scavenger?

    I've tried that combo, and it doesn't keep up with how fast Glaxion eats ammo. Only the (primed) rifle ammo mutation + scavenger can keep up the ammo. The low damage and drifting beam makes it all the worse.

  8. I wish more people were able to get riven mods outside of trading so that more people are able to give their feedback.

    People want riven mods for powerful weapons because those weapons were already good to begin with. Sure, if I had something for the Ignis, I'd do anything to make that mod more powerful because the Ignis is a good weapon and it's amongst my favorites. Weapons like the Hind, Glaxion and even the Panthera, for example are objectively bad weapons due to either power creep or their mechanics hinder the user more than help, and are thus tossed aside for something that works; and a riven mod, unless it has absolutely godly rolls, won't do a damn thing to improve them.

  9. My problems with riven mods:

    • It's possible to roll for -100% or less damage stats
    • It's possible to get riven mods for weapons you don't own or have never used before
    • They're sortie-locked, and sortie rewards are too heavily weighted to 2k endo (it's possible to never get a riven mod outside of trading)
    • They don't make undesirable weapons any more attractive to use (lol sniper rifles in a horde shooter)
    • It's possible to get them on sentinel weapons

    Somehow this riven mod system makes the hellish RNG in The Division look reasonable, and rerolling stats in that game doesn't require a difficult-to-acquire resource.

  10. Two forma later, I can't do it anymore. I just don't have it in me to put in a third because leveling Titania again is too much of a chore for little reward. Her skills shine in tight spaces, but suffer immensely in open areas and against Corpus units (lol when nullifiers walk by, cleanse floating foes and then swat my fairy frame like I'm a mosquito). I'm gonna be more critical now that I've got some proper playtime with her, with suggestions:

     

    • Spellbind: Cast animation is too long, radius is too short, even with maxed range (12.5m is a relatively small corridor). I get that you're trying not to outshine Rhino and Vauban, since their Stomp and Bastille work similarly, but in a circular and wide radius. Spellbind has little going for it against level 30+ foes, as at that point their attacks start to hurt.

    Suggestion: Either upping range from spell impact or making it work in a conal radius from where Titania casts Spellbind would work. Either way, range mods should impact this skill more significantly while not outshining any other frame's CC power, whether hard or soft.

     

    • Tribute: Finally learned what each buff does. Still, limited power range, 50 energy when Titania has low energy for a caster frame with it being single target is all kinds of bad, imo. Can't forget the long cast time. Stopping combat to rapidly cast this skill has gotten me killed and frustrated and wondering why I didn't grab Mirage and throw down hell with Pox too often.

    Suggestion: I'm willing to endure a nerf to the damage. Also willing to accept a small nerfing to either the buffs' duration or strength, in exchange for Tribute having a conal radius where all foes caught in it are affected. And Carrier/Cheska kubrow should be able to retrieve the souls. The conal radius could be narrower or shorter than Spellbind's potential cone, to make up for the sheer usefulness of the buffs.

     

    • Lantern: Seems like it either works or it floats away to do nothing and having to waste 75 more energy to recast it. It's bad to use anywhere that isn't a small corridor.

    Suggestion: Tether Lanterned foe to Titania or anchor it so it doesn't float too far from where Lantern was originally cast. Also, sentinels/pets should not recognize lanterned foe as a threat, as they currently attack it, making it move unnecessarily.

     

    • Razorwing: Titania's signature. What went wrong? She's slower than if she's bullet jumping, no afterburner, weapons don't take into account status procs, 50% evasion doesn't mean much when facing multiple heavies with debilitating AoE damage/auras/rapid fire, depending on which faction you fight. Aviator and Agility Drift make no notable difference, as they don't seem to activate in this mode. After all, Titania is airborne.

    Suggestion: Weapons not proccing status should hopefully be fixed. Maybe have her control like pre-SotR Archwing, with an afterburner and without 6 degrees of freedom, if the engine can handle that. Hitbox should be shrunk when bypassing obstacles such as pillars and pipes without pinballing around. Dex Pixia could, depending on whether your primary is a rifle or shotgun, change functionalities (guns fire like normal if using a rifle/launcher/bow, or pellets if using a shotgun). Razorwing could also use a vacuum like Carrier's.

     

    • Dust Bloom: Not a very good passive in its current state. A higher bullet jump won't do much good when Titania has the capability of flight, and other players probably won't go out of their way to use the affected area to jump from. But there are indeed worse passives than hers (lol Ember, Vauban and Hydroid), so maybe I'll say nothing else on the matter. Nah, I'll say more.

    Suggestion: Exilus mods that affect bullet jump should also affect her passive by turning her cloud into a proc zone that lasts for the duration of the passive. No more than a single exilus mod should affect it.

     

    In her current state, Titania is very frustrating and unsatisfying to use. Right now, she's being used because she's new, but once the new car smell wears off and realize the numerous flaws and a game-breaking bug that involves casting 4 while using melee (will most likely be fixed), many will return to their favorite warframes, possibly disappointed. 

  11. From what I've played of Titania (leveled to 30, 1 forma), she seems like the kind of 'frame that's gonna take some getting used to. So far:

    1. I wish Tribute stayed the same way we originally saw in the devstream that featured this frame performing this skill and receiving several buffs from those affected. Having it affect a single target when whole swathes of foes need weakening makes Tribute feel weak and not worth using over the other skills for almost any situation. I wouldn't mind having either weaker buffs or buffs with less duration, if it meant having the AoE cone as a tradeoff and having Tribute share the buff-y goodness with teammates. Also, I think Tribute should have an unlimited activation range instead of requiring the user to be up close to use it. Knowing what the buffs do would also be of great help. Perhaps adding what each buff does in the "abilities" section in the arsenal along with their corresponding symbols would help a lot. 

    2. Lantern and Spellbind, even though they're quite good hard and soft CC skills respectively, feel like they lack range, especially Lantern. Plus, it's hard to accurately gauge these skills' AoE. If Lantern had a thin, aura-esque line (that hit walls, ceilings and floor) indicating the range and where it starts to affect foes, it would go a long way in improving how one can more accurately move the lanterned foe. As for Spellbind, a wider effect radius at the beginning of leveling would make using this skill easier.

    3. Razorwing's controls and speed feel a little awkward. Where I would have expected Titania to move like a pre-SotR Archwing with its maneuverability when boosting while making sudden sharp turns, she instead awkwardly flies around as if she were a 2D character in a 3D world. Made slightly worse is that my sentinel seemed to disappear in Razorwing mode, which totally sucked. Was expecting Carrier to keep picking up drops so I can stay in the air for a little longer, but it seems I had to cancel flight for my sentinel. Razoring's weapons, imho, should have been allowed to use the mods of any equipped primary, as opposed to solely rifle mods. Otherwise, I think it's a good pair of self-charging pistols. It's also a bit hard to tell if Agility Drift and Aviator are actually working or not in this mode, as she's quite squishy no matter what.

    Otherwise, Titania seems a decent frame to play with. She, like Nekros, is gonna need a few (hopefully not five) forma to truly shine.

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