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Kevlareater

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Posts posted by Kevlareater

  1. Almost certain this and all other posts relating to these weapons and frame will fall on blind eyes. Kinda like all the other "feedback" threads, yet nothing on those pages was ever considered. Hell, why even bother with feedback pages? To cull the amount of topics relating to these updates? Fine, I'll post my junk here in this void instead of making a new topic. Too much work and I can't think of enough good jokes to warrant a new thread.

    Mutalist Cernos:

    • Has IPS stats, on top of being a status bow. So it's a faster-drawing Daikyu. (Clearing the slash/puncture procs off this bow would allow it to truly function as a status weapon instead of gambling with physical procs and losing 75% of the time. Could be wrong with this one)
    • Poison cloud projectile is slow and doesn't take into account attached elemental mods. The cloud should be able to inflict the equipped status effect(s) instead of solely poison. Greatly diminishes the bow's worth, and Saryn players may choose superior status weapons if they want poison.
    • Slow draw speed. (Could be reduced by 25% so it can actually compete as a bow)

    Dual Toxocyst:

    • Needs headshots in order to function properly. Those with lousy aim can safely pass over this weapon in favor of more forgiving options.
    • Fires too slow without the aforementioned gimmick (others have said it already).

    Lesion:

    • 5 points in puncture is basically useless (those points are better off put into impact so it isn't a 1:4 status gamble that once more favors IPS)
    • Sidegrade to the Tipedo that requires a ton of resources to craft alongside MR7.
    • Attack boost upon proc? With dual stat mods, it at least has some decent DPS and allows it to compete with other polearm options.

    In my opinion, the Lesion is the best of the weapons in the Inaros Pack.

  2. Rough translation of "Abata ankh t khet": As a slave, you will live and reappaear. (supposedly ancient Egyptian. This particular line is from Nile's song, Lashed to the Slave Stick)

    Disclaimer: I bought tier 1 Prime Access for the plat just to buy the package on day 1. Could have bought tier 2, but I don't like Saryn. Why would I buy the prime version of a frame if I struggled to play with the original, both pre- and post- change? For the plat? Meh, I typically buy what I believe what I need and little else. With that out of the way, Inaros' real topic title:

    Spoiler

    Inaros - Nekros, after failing as both a necromancer and as a Rastafarian mortician, went back to college to study up a new profession in the hopes of a bigger paycheck: Egyptology. Also, Nekros decided that, while studying through sleepless nights, that listening to every Nile album on repeat was a good idea. Nekros also developed a thing for that sand ninja from Naruto, so he decided to fill his pockets with sand, order some scarabs online and went out to fight some enemy faction &#!. 

    As we know, Inaros, as we know by now, is a an Egyptian lore-based frame that looks and acts suspiciously like Nekros, only significantly tankier and unlike Nekros, is willing to (greedily) eat out a woman until her death when she becomes a sandy shade of her former self (Grineer have women in their ranks, I'll explain the joke further). Yada yada old as Moses, blah-blah literally no shields and medium armor. Onto the skills themselves and my take on them:

     

    Desiccation

    Spoiler

    Pocket sand in the eyes that also steals health to all foes in the area of effect while exposing them to finishers, which heal him for large sums of health. Ain't much to say other than what I've described. Quite effective on large crowds for maximum health gain. Range affects how far the sand is flung (reminds me of Banshee's Shockwave), power determines how much health is stolen, duration dictates how long the effects last. 

     

    Devour

    Spoiler

    Trap and fellate a foe to absorb health and if killed, create a friendly, sandy zombie slave of their former self. Right now as of this post, when absorbing health, Inaros is immune to damage. This could be because this puts him in an extremely stationary and vulnerable position, a bad spot to be in this game. Damage immunity takes the pain out of standing still, but I find this skill to be quite weak. It could be because I've not been able to fit any power strength mods yet due to the primed mods taking up a lot of space. The damage and drain could possibly be more powerful with higher power strength. Duration affects how long your sand shade lasts, I think strength affects how much damage it can deal and endure before dying. In any case, tackling a foe after hitting it with this skill could give you some reprieve should you find yourself surrounded.

     

    Sandstorm

    Spoiler

    Turn into a tornado, suck up enemies and fling them around. Unfortunately, very low range and from the amount of damage I was dealing, low power strength. It could be my build, but I will need to forma Nekros 2.0 Iranos about 3-4 times to find out. Also has a 2 second delay when the skill ends, rooting him in place. Pretty annoying, in my opinion. Low (practically kissing distance) range makes it extremely situational, but to possibly compensate, allows the player to be mobile. Worry not, as Sandstorm doesn't blow away any loot, so it at least has that bit over Zephyr's Tornado. I'm sure range affects how far Sandstorm can suck in and possibly fling foes, strength for damage and health gain.

     

    Scarab Swarm

    Spoiler

    Sacrifice health for extra armor. Press 4 to blow up 25% accumulated armor for damage (assuming fully charged), also heals allies. This is definitely the first frame with a skill that requires us to hold down a button to charge a skill up. I like how this skill is both selfish with armor gain, but selfless with damage and its ability to heal. Not bad a skill at all, in my opinion.

     

    Basically, Inaros was built to take a ton of punishment and deliver quite a bit himself, but that may be attributed to me using full Steel Fiber and Vitality mods. I also use Rage on him, but I  couldn't tell if it affected him any. If it did/does, then he should never run out of energy for any reason. After spending 40 minutes in T4S alone, he stood his own and never faltered. Whie I can't see him being used in a serious team setting, there's no doubt that if you're not playing (too) seriously, Inaros can take the hits as long as he keeps the sand in the eyes of his foes and his armor up. If there's something I missed, lemme know. Knowledge helps fine tune a playstyle, after all.

  3. Or the real headliner:

    Oberon: The goat/deer-obsessed, nature-loving, tumblr-using (totes Bambi-kin, btw) vegan Child of Atom with a penchant for reciting Shakespeare at a moment's notice in order to either prove a point in an argument or attempt to score a woman's phone number. Unfortunately his arguments crumble under scrutiny and of all the women he's hit on, Valkyr has been the most vocal of her dislike in Oberon, and has said to his face that she'd rather hang herself with her own rip line than do anything romantic with him; and she is who Oberon's been crushing on for the longest, due to her identifying herself as an animal (Valk's cat-kin, apparently). Sure he'd have a better chance with someone if he ditched the hooves and bathed at least once every other day, but his praise of Atom alongside his militant veganism will once again drive away anyone he wants to court. No wonder we don't see him on the battlefield very often.

     

    What can be said about a warframe that hasn't already been said about him several times over, negatively speaking? A lot, according to me. An irradiated fairy king with a decent amount of AoE capabilities and okay-ish stats, going to waste because despite his jack-of-trades nature, he's quite mediocre at almost everything and it shows in battle. Perhaps in cases like Limbo, it's a player issue, but unlike Limbo, Oberon's lack of effectiveness can't be adequately pinpointed to the player, as there's only so much player skill can compensate for until the enemies get harder and more accurate, and he would be the likeliest to fall first in a team setting. I may have some ideas to reinforce his weaknesses and increase his strengths while introducing some synergy into his loadout, with a passive at the end. I will try to limit direct number percentages, as I believe that's best left for DE to decide, should they come upon this thread. I just pray that my ideas don't cross the realm into "overpowered".

     

    Smite

    It's weak. No ands, ifs, buts, or howevers. It's redeeming features happen to be on the initial hit, as knocking down and irradiating a heavy can temporarily prove useful. The fragments that inflict puncture procs are all but worthless, as it's not a very useful proc to have on the higher parts of the star chart or the void, as at those points, their attacks will hurt no matter what. Add the scattering of the projectiles and unless Oberon hits a large crowd at the center, Smite will be ineffective.

     

    Potential solution: Completely omit the puncture fragments. Instead, upon hitting a foe (aside from its initial effect), Smite emits a short-range explosion and those in it are irradiated. Strength determines how hard it hits, range affect how far the radiation explosion hits. As for its augment, the explosion could occur on the affected ally, also giving those around them, AI or player, the Smite Infusion buff, allowing Oberon to save energy while supporting the team more and debuffing the enemy.

     

    Hallowed Ground

    Static, narrow-ranged, and with unnoticeable damage and armor buff, with its redeeming factor being the cleansing effect and subsequent immunity to enemy procs while in the fire. Personally, if a skill is going to be static, it may as well be powerful since this game promotes mobile gameplay, standing still or in a small area is practically a death sentence. The armor buff, while appreciated, is unfortunately multiplicative, so it only benefits warframes with high base armor while low-armor frames don't feel anything inside them. I have an idea on how to improve this skill.

     

    Potential solution: Increase Hallowed Ground's range substantially while squaring out the rectangle to add more range. Make the armor buff additive, so that both low and high armor frames can benefit. Anything and anyone inside the Hairy Landing Patch Hallowed Ground could be marked with a glowing effect, depending on Oberon's chosen energy color. Mark effects coming up in the other skills. Also give a... I dunno, a 50% chance to irradiate foes on the strip as long as it's up. Lastly, Oberon loses the ability to put down another HG.

     

    Renewal

    Slow activation, slow projectiles, slow effects when it works. Using this skill makes Oberon a danger to himself and others, as he's exposed to heavy fire, unable to move while those who have to pick him off the ground are also at risk of joining him on the ground.

     

    Potential solution: Omit the slow projectiles and speed up cast time. Outside of Hallowed Ground, allies would get a temporary boost to their HP and HP regen. Synergizing with allies and himself inside Hallowed Ground, Renewal could grant immunity to knockdown and refill energy bars on top of the normal effects. Kind of like an EV Trinity, but without the enemy, and rewards the team should they stay in Hallowed Ground.

     

    Reckoning

    Although fine as is, Reckoning is a bit on the weak side, damage wise.

     

    Potential solution: Continuing on from Hallowed Ground, should a foe be within Reckoning's reach while marked by HG, Reckoning would inflict double damage and heal 50% of Oberon's and his marked allies' total shields. Outside of Hallowed Ground, it stays the same.

     

    Passive

    Rad Rage - Oberon inflicts 10% more damage to irradiated foes while receiving 10% less damage from them.

     

    Oberon needs a passive, and as a warframe that can drop a decent amount of radiation, it would make sense that, as a frame that knows his way around and with radiation, that he would know how to take advantage of irradiated foes. I thought it would be a natural fit to him.

     

    tl;dr - Oberon needs a passive and makeover, skill-wise.

  4. I guess you were all expecting prisma orthos/brakk/opticor/tonkor/insert another OP weapons here, primed chamber (because the taste of PC owners  tears that paid 20k pl for it would be the best present right?), legendary core (because rngesus is not nice to me so i want it the easy way)  and free plat (because why not? is christmas, I can ask for anything I want ,no matter how stupid it may sound).

    Nah, I expected disappointment and got more of it than I originally expected. And salt's always good for margaritas.

     

    Good to see that baseless bullcrap is still smelling as rich as ever.

  5. As with my Nezha headline, I can't fit the one I really wanted in the "topic title" bar. What I really wanted:

     

    Banshee: That homely, plain-Jane, lower-middle class nerdy girl everyone ignored in high school and most of college, who also had a dull personality with unpopular musical tastes, is annoyingly opinionated and who frequently agreed to take on topics nobody cares about and answer questions nobody asked. Also has a killer sound system, which the more popular tenno often rented out from Banshee, but for some reason, was never invited to any of the parties her sound system was being used at. If not for the aforementioned system and the occasional lay she gets from the other tenno when Valkyr, Saryn, Ember (Prime), Mirage, Nyx and maybe Nova are too busy with others or are vomiting up tequila and rum and Banshee's seen as either a last resort, or as practice to prepare for the aforementioned women (she's a screamer, btw), Banshee is otherwise ignored as normal.

     

    Banshee is supposed to be the representation of sound, I think. From sending reverberations to stun foes, to creating weak points she and others can exploit for maximum damage, and even two ways to debilitate foes as she closes in on them to deliver a melee-related death, Banshee is quite the package. But why is she unpopular? I may know why:

     

    - Her stats.

    Banshee's debilitating skills may compensate for her paper-thin armor (really, a bedsheet would at this point, double her armor), but when looking at her stats the rest of her is just as unimpressive at first glance. 300 health/shields at rank, 15 armor, 225 power at rank 30 make her among the squishiest warframes available. It took me a long time to consider putting her in the oven despite getting dozens of BP's from the login rewards and having all her parts constructed throughout much of 2015, all due to these stats. This is me judging a book by its cover, but this may also be other like-minded people who want a sturdy frame for their time and/or money. Stats-wise, Banshee's only redeeming quality is her above-average sprint speed of 1.1, which is good for quickly closing in on foes.

     

    Possible solution: Adding in 100-200 more shields/health or armor to compensate for the other low stat(s). More survivability when low or out of energy is always a good thing.

     

    - Cost and ascertation.

    Choosing to either make a clan, join one or outright buy Banshee, are our choices. The clanless tenno don't have much, if any, choice in the matter if they want to add her to their closet of frames to choose from. 225 plat is also a bit much to ask for, considering she's been available since Update 7, and that was years ago and in tech years, ancient history. In the time of this post, 225 plat can go quite a ways with getting what you need/want, or buying a weapon that may (not) be worth it.

     

    Possible solution: Reduce her price or involve her in more Darvo sales. In either case, reducing her price would more than likely consider picking her up for a date or two. More people playing Banshee is always a good thing, even if the player themselves may not be the most elite of tenno (like it matters. Let them learn her ins and outs)

     

    - High skill ceiling.

    Quite a few people have mentioned Banshee and "high skill ceiling" in the same sentence. She may need more advanced mods to function properly, and that she needs all of her maximization stats to be positive in order for her to not be gimped (like a lot of other frames), but she hardly takes much skill to learn or use. She has one of the most straightforward skill sets, great for almost anyone's playstyle:

     

    1 - Blow in the enemy's direction to knock it down. Stab when close.

    2 - Create weak points for max damage. Don't forget to add the mod Resonance so Sonar can act as a slightly more effective Spores.

    3. Press and run around like an idiot, avenging those revenants or royally tempo---ing (I guess) something, I dunno.

    4 - shoom.... shoom... wub wub wub wub Downward dog pose while praying that RNGesus lubes up as the ground shakes and knocks back all foes in range.

     

    A "high skill ceiling" is not a very valid excuse to talk against a freshening up of her skills.

     

    - Outdated skills.

    Advances in technology have allowed DE to do a lot of things and fit more into their engine, whether or not we agree with those things. Banshee's skills were great when DE opened Warframe's doors to the public all the way to around Damage 2.0 (I signed up shortly after this), but at this point her skills need an update to their functionality and synergy:

     

    Sonic Boom - shockwave flies a greater distance (think Guile's (Street Fighter) Sonic Boom, only much wider), ragdolling all foes in the swath, and giving allies within it, as well as Banshee, a movement boost. The width/distance of the shockwave varying on range, how strong ragdolling is depends on strength,

     

    Sonar - A 1-2 second stun on all affected foes on initial cast. The stun is more a confirmation that the victim has been marked than as CC, as it's hard to discern in the middle of a crowded fight, especially if one chooses to forgo range to favor the other stats. Also, maybe lower the skill cost to 25.

     

    Silence - Possibly getting rid of the deafening of sounds. Replacing deafness with Banshee temporarily glowing her energy color, then dimming, to better symbolize the skill's activation. Silence could also "prime" those in the area of effect that would do nothing unless triggered by Sound Quake. Otherwise, Silence is good as is.

     

    Sound Quake - Continuing on from Silence, those caught in Silence's area of effect while Sound Quake is active could cause those foes to receive double damage from Sound Quake. This may add a synergy to the two skills to give a Banshee player more reason to use this skill.

     

    This may not be the best reasons why Banshee needs a looking at alongside other frames, and frames whose skills need revising *coughPeacemakercough*, but I do think that with some of these changes, more people would buy and/or play with her more.

     

    side note: It's annoying and funny how when a warframe is mentioned negatively (Limbo, Banshee, for example and according to DE's numbers), all of a sudden grandmasters of the use of these frames pop out of nowhere in defense of said frame while calling those that speak negatively of said frames bad players. What. The stinking hell? Perhaps there's a reason why certain frames are more popular than others, and perhaps "skill" has little or nothing to do with it. Casting disingenuous assertions is unfortunately all to common in these parts, and my mentioning it won't change a squattin' mind. Meh.

  6. You don't need a bow per se. A decently modded rifle would suffice, since Artemis bow would be basing its damage off the mods on the rifle. Bows and other weapons that shoot a physical projectile are often used because for the Navigator skill.

     

    What I use in a power build (I messed up on adding an extra D polarity instead of a V to fit in Transient Fortitude. May fix in the future. I also need a ton more cores and credits to max out my mods. Not the best, but it gets the job done wherever I go)

     

    qSqCqK8.jpg

  7. so people are naysayers because they have a differing point of view? It's hard to not make any generalizations against your skill when you make baseless statements just like that. Wu Kong is a master survivor with a skill set that will allow him to scale into late game fairly well compared to all the other melee frames currently available. I've see the China GIF's and would be disappointed if DE allowed for something like that in the global builds, cause quite frankly we all know we cant have nice things, everything that becomes over powered, overly cheesey, will get nerfed into oblivion to the point that same frame/weapon is no longer playable and viable anymore for certain content. I much prefer Wu Kong to stay at where he is at now, which is a solid, tanky, front lining, melee frame that has a strong as hell ultimate that scales into late game. Of all the melee frames currently available he is definitely my favorite, cause hes balanced, fun to play, keeps your skills in check, and demands more thought out of the player than just mindlessly spamming a few buttons. 

    Kinda hard to play Wukong wrong since he has basically one effective build, and they involve Life Strike, Vitality, Rage and some duration/efficiency. He is almost no different from Excalibur:

     

    - Press 4

    - Press 2 (in Wukong's case)

    - EEEEEEEEEEEE......

     

    Such balance, much awesome! Wukong can turn into a cloud of smoke and Excalibur can blind. Ain't much difference between the two since they have panic buttons, have the same armor ans max power as each other. Only difference is Wukong's a little on the slow side when sprinting. Also, I'm not expecting DE to implement anything like China has, but there is little to no reason why Primal Fury should have to be outdone, reach-wise, by a maxed-range Orthos Prime. Why not save that energy for channeling attacks when Orthos is equipped if that's the case?

  8. After playing with him and Nezha, I find that Nezha has better survivability, melee, and even better than him on close range combat as well.

     

    The only thing I can do with Wukong in most sortie is to use his 3 cloudwalk to run away, because his others abilities and 4 are so weak. Wukong shouldn't be used this way, at all. Even his 2 defy - that people wrongly dubbed as immortality, which not really... becauseTrinity's 4, which I prefer more, can do a lot better and heals the whole team. And Loki's 2 - invisibility can help Loki to very effectively engage enemies headon. I'm not sure about Wukong in China, but Wukong, with us international, at the moment is just lacking so much even comparing to his somewhat equivalent counterpart, Nezha.

    +1 on this, because I feel the same way. I want so badly for Wukong to be this awesome melee-oriented frame, but his skills are far too ineffective in their current state (aside from Defy) to be of worthwhile use. Yet, you're gonna be bombarded by naysayers that say he's working as intended (if he's working as intended, I'm a horse's arse) you aren't using him right, or some other generalization concerning your skill.

  9. pls thx.

     

    I see a lot of whining scrubs who don't like some buffs/debuffs on sorties, because they are "too difficult".

    I will tell you what: the sorties are not for you!!! they are for the ppl who are tired of overall lack of challenge in the game, and we do appreciate sorties and I personally want them to be even more difficult.

     

    srsly

    Funny. I see more topics and people complaining about the tediousness of defense sorties and underwhelming rewards than anything else. Even worse if said sorties were back-to-back.

  10. I'd definitely not say no to a buff to Nezzy's abilities. I don't mind his abilities as they are, it's just that aside from his 4th ability, the others have an annoyingly short reach.

     

    - 1 + 2 combo should have a wider PBAoE (point blank area of effect).

     

    - Firewalker's flames could have a wider radius (no, I'm not talking about blanketing an entire room in one stride, I mean about 2m more with maxed out range). And the skill's wider fire radius should look wider as well, as it doesn't in its current state.

     

    - Warding Halo's stagger effect could also have a chance of proccing fire. Also a slightly wider range (2m more with maxed out range). 

     

    - Divine Spears could proc fire to those impaled. Its slam could also proc fire on enemies that are near the impaled ones at the time of slamming.

     

    If Nezha's gonna drop fire point blank with his abilities, he might as well proc it in a wider radius so that he would have an easier time stunning more foes with panic. It would also be nice for him to set the stage on fire in a way that differs from Ember, but in an equal fashion. Let's get the assumptions and generalizations over with!

  11. Did I miss the discussion of the support portion of the Nezha frame, which seems to be a big factor.

     

    That's the real allure of him, he is great support.

    Where's the support? Aside from the secondary, easily forgotten healing/cleansing effects, Nezha's skills are almost purely offensive. That's not enough to consider him a support frame, in my opinion.

  12. I wanted to put the headline in the spoiler below, but naturally, it wouldn't fit. Didn't need to try it in order to know what would happen. 

     

    Nezha: If Ember and Rhino had a baby, and Rhino took a look at Nezha and realized there was no way in hell he fathered that child, got mad and interrogated Ember until she told him the truth, then he got angrier and strangled her, took Nezha and contemplated putting him up for adoption, but realized he had potential, so he taught his new "son" how to use a hula hoop when he got older. Oh, and Nezha accidentally set fire to almost every school he went to to, forcing Rhino to homeschool the boy and trying to teach him how to properly hone his power, and now Rhino laments strangling Ember to death, as she was better with the whole fire thing.

     

    Of course, that headliner would of not fit in the topic title. Okay, I think Nezzy is a little on the weak side, as fire isn't a particularly powerful element by itself and unlike Ember, doesn't have an accelerator that allows him to do more damage. Also like Ember, his skill set suffers from having all four stats affect it (duration, strength, efficiency, range), making him difficult to mod for, as negatives in anything result in a gimped build that would need increasing amounts of corrupted mods to properly counteract the negatives of the others. Vicious cycle and whatnot. Or installing maxed out primed mods, but we don't have Primed Intensify, but like the corrupted path, would require several forma to properly function. Also like Ember, he's quite squishy. with low health and shields. About as low as Mirage, or Loki. But I'll do my best to give a critique on the skills, and my opinion on them. Hopefully this is considered feedback.

     

    Fire Walker - Probably the most visually appealing of Nezzy's skills, this skill makes this fragile speedster more of a speedster by making him look like he runs so fast he burns the ground he walks on. Not very powerful by itself, but the fire does last a little while, allowing groups to catch fire and hopefully panic as they step on the fiery path. Range mods don't seem to visually affect the area of effect, so it left me wondering if the hitbox was wider. Dunno, as the other stats obviously had an effect on Fire Walker, whether positive or not. Also, try not to confuse this skill for the exilus mod.

     

    Blazing Chakram - Throw your burning ring on an enemy face or teleport with it. Although the combo with Fire Walker is an interesting one, it lacks any real power and range unless one maximizes range, then it's weak as hell. It's difficult to aim as it has a bit of a charge time and looking around while getting attacked from all sides means that a bad throw would put you in a worse position than before while wasting energy, as this combo isn't cheap to utilize. Nezzy will need a (Primed) Flow to properly use this combo more than once in a while. The explosion seems to burn and instantly panic those caught in it, but I could be wrong.

     

    *note: this is a suggestion: the Blazing Fire Walker combo could also use a bit of tweaking in the damage, explosive radius and/or CC departments, as this combo takes time to set up, so the payoff needs to satisfy*

     

    Warding Halo - Basically a fiery Iron Skin. Range mods definitely affect it visually, as the fire seems to be more noticeable when the ring moves around the rosie, pockets full of posies Nezzy. Strength affects how many hits it can take, as well as how hard it hits up close. Range also affects how far Nezzy needs to be in order for the ring to hit. Without this skill up, Nezha is squishy. Don't know if armor mods affect how much this skill can take. May need more testing from those more knowledgeable than I.

     

    *note:it should have had a high chance of proccing a burn as well, to assist in close-range CC when using a melee weapon.*

     

    Divine Spears - Nezha's hard CC. Sure, spears raise from the ground to impale enemies, can trigger finisher damage, and that the skill visually looks cool for the first few casts, but the mild initial damage with no additional procs aside from stopping the enemy in its tracks, alongside the part where not all foes within the area at the time of casting are impaled (or even share a spear) or when the skill ends and the impaled are slammed, the slamming doesn't seem to knock down those unaffected by the skill. Also, Divine Spears has a slow cast time on start and finish, making him stop in his tracks in both cases, exposing him to dangerous amounts of unwanted attention. Don't know if it necessitates Natural Talent, as the other skills are fast to cast in comparison.

     

    *note* I think Divine Spears could have also procced fire and puncture and the slam proc fire and impact, as opposed to the finisher damage we got instead. If it would have functioned like a fiery Reckoning, then I think it would have been worth using more often.*

     

    Altogether, I'd say Nezha is a weaker combination of Rhino and Ember, unfortunately doesn't have much of a place in a squad outside the starchart, as he doesn't bring enough to the table to justify the player's choice in taking him for long stretches of endless void missions. If his skills procced fire more often and with a wider radius, or if his skills had more innate power strength to them, then I'd choose him over many other frames. Then again, Ember's job is slinging fire in a wide radius, so that kind of change could put her out of a job, and we don't want that. Nezha requires at least two forma, his exilus slot unlocked and said slot filled with the mod Firewalker to match his theme, and/or a drift mod to complement in an area one believes he's lacking in. In my case, range (gotta try for a Cunning Drift mod sometime soon).

     

    /opinion

  13. *sigh* Take it away Vay Hek:

     

     

    Joke aside, I agree with the vast majority of you. Putting Nezzy behind a hellish sortie wall with a bunch of other stuff was a pretty low move on DE's part. Even though his parts can be traded, the nature of the beasts that are RNG, human nature in trading (possible jacking up price of parts) and having only one chance per day of obtaining a part with no guarantee of getting any of those parts (or getting more than one of the same. Hooray for extra profit), and we have one bafflingly crazy decision.

     

    Holy crap, I thought nitain was grindy as all get out. This tops it. Now I'm afraid of what they'll come up with next.

     

    tldr: Y'all done made these people lose their marbles, and I don't blame them.

  14. Can't agree enough. Scythes are in a terrible place, in looks (read: size) and performance. Altogether, they need:

     

    - Resizing so that they don't resemble pickaxes

    - Another stance; preferably one that, unlike Stalking Fan, isn't mythical in rarity

    - Damage and reach buffs

     

    I think it's gonna be an uphill battle to get the buffs and resizing the scythes need to compete, kinda like the pre-buff Ignis and Supra.

  15. False Profit mods

    Full Contact - 120p

    Crash Course - 175p sold

    Pummel - 115p

    Collision Force - 145p sold

     

    Purchase set - 450p (20% savings) Remainders up for negotiation

     

    Others

    Primed Heavy Trauma - 150p (unranked)

    Gaia's Tragedy - 20p

    Defiled Snapdragon - 20p sold

    Dera Vandal stock/barrel - 20p each

     

    IGN: Kevlareater (same as here)

  16. DE gimme frame instantly for no plat because its stupid that you want to monitize this free to play game

    No need to generalize or insult those with poor luck in getting Ivara's parts.

     

    (topic) Got everything in around 30 solo spy runs. Don't know if lucky or if I miscounted the real number of runs I've been through. Anyway, I found the grind to get Ivara a lot easier than getting the parts for a prime frame newer than Rhino, or trying for an archwing weapon part.

     

    Also, not a fan of teaming up with others in spy runs. I don't wanna be at the mercy of other runners in the eventuality that either they or I mess up. Plus, I'd rather do bad all alone.

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